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loadedcannon

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A member registered Sep 30, 2016 · View creator page →

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i wouldn't stress about the leaderboard too much rn as it'll be a fresh leaderboard when the next public update happens, if you want to send it to someone, it's lv3.ghost in the ghostdata/slot# folder, just gotta make sure they've got ghosts set to best in the gameplay options menu

nothing exciting at the moment, just cleaning up crash's movement code, fixing a few bugs

i'd like to think i'll have the 2nd warp room done fully done by the end of the year, but i won't put a date on it, i'll just surprise drop it when it's ready

it has been done

congrats, gotta get very lucky to not clip straight past the portal on the carpet lol

lmao yes there is, do a neutral slide spin then activate death tornado while in the air, you'll get the speed boost when you land

if you start mock tornado without jumping out of NSS (while sliding across pits, etc) you'll keep the speed even if you jump afterwards

idk what mach tornado has to do with the z axis tbh, unless nsane trilogy swapped  y & z axes? it works nearly the same, but i'm also not trying to replicate it perfectly, that's why i call it the mock tornado

man i gotta get to work on that speedtech vid

you'll just have to find out when the time comes!

i do want the bosses to be somewhat of a difficulty spike, but yeah the tiny fight is definitely too hard for the second boss, i plan on nerfing the polar section and the final spear pattern at least

hard to give a number, i work on it sporadically, and the last 2 years have been more about rewriting the engine and implementing future mechanics rather than adding content

the engine rewrite is nearly done though, got the physics almost identical to crash 3, much smoother camera, bunch of quality of life changes and polish. still gotta rip a bunch of level graphics from the gba games, but other than that i'm not too far away from being able to just work on levels

closer to 7.5 warp rooms, probably

was lucky i didn't need stitches but man it was a pain to only use my left hand all week, glad to be gaming again now its started to heal lol

v0.1.2 is on the main gamejolt page, click the 3 dots next to download to show the option, its very rough though, 30 fps really does look shit and drops inputs occasionally

i don't think i saved or uploaded any older versions but they would have been very similar just with less levels

(1 edit)

i don't love those collecatbles, theres a lot of overlap in objective, and too many collectables reduces their value to me

like i honestly think crash 4 would be a better game if 4-5 gems were removed in every level, i don't need 3 gems every level as a consolation prize, the hidden gem is pointless 90% of the time because its right next a crate so it's just a crate gem with less steps and the 3 deaths or less gem? brooooooo i've got the flashback tape, the nsanely perfect relic and goddamn time trials, i've shown you i can beat the level without dying at least twice already, is that not good enough? no? i gotta do n.verted mode too? fuck off

colour gems in every level is super lame too, not only bc a puzzle is much less fun after the first time you solve it, but now i'm restricted in how i can design levels because every level needs to be possible without breaking a crate, or using the slide or whatever

those kind of challenges i am completely fine with leaving to peoples intrinsic motivation, you don't need a shiny badge on your savefile to tell you you beat the game without ever touching a wumpa fruit

if you love a game enough to want to play it again with new modifiers/restrictions, just play it for the love of the game man

i wouldn't expect to much work done to the cheats, if i have to implement all new mechanics for cheats its probably work better spent on the actual game

lv 13 will be locked in v0.2 sorry, was just using it to test the new gem sprites, the warproom is just there as a teaser for the next warproom theme

i've already planned too  many levels honestly lol, i'm not gonna sneak any extra levels in v0.2, just finish up decoffinated and spill issue... i swear

yeah solo project, don't know how long i'll be working on this, its just a hobby so i'm in no rush, i'll think about that when its done

nah no playable coco or crunch but they'll have roles in the game at some point

maybe, but honestly i'd probably forget to check it and even if i did post game updates i'd probably just post em here/gamejolt

AppData\Local\Crash_Advance\savedata

yeah sorry, sliced my thumb open real bad the other week so don't have much progress to show, had to put off making the speed tech vid cause i couldn't hold a controller

making some small progress with the new camera, finally started the change to proper vertical subpixel movement and tested out a port to the gms2 engine which ran much better than expected, might upload a new build when i fix crate bounces and spinhover

false positive, i ain't paying for a security cert for a fangame, so just have to live with that one

secret exits in lvs 8&9

ghosts work, there's just two different versions of ghosts on the same leaderboard, 0.1.5 ghosts don't work on 0.1.6 and vice versa (reverser device)
it's really just to test if uploading/downloading ghosts works, next stable release will have new leaderboards so it won't be a problem

spill issue is that early in dev that i just haven't bothered to save level data yet, not sure what you mean about it giving you a billion gems tho, haven't seen that one

idk, i don't think anyones decomp'd yyc yet, can't have every secret datamined before release lol

man crash 4 went way too hard on its crate counts
honestly, too hard on its levels in general, time trials aren't fun when levels get 10 minutes long

added to 0.1.6a! was always meant to, i just forgot

yeah i can do a vid on it, gimme a day or 2
also i just updated 0.1.6 to hopefully fix your issues downloading ghosts, but if this doesn't work i've got no clue whats going wrong

here's a time to beat, lv 36 doesnt have a leaderboard yet anyway lol, the times are probably going to lv 1s leaderboard

oh yeah i forgot about that guy lol

no data.win bc the game is compiled to c++ (YYC) for better performance, altitude adjustment was tanking the frames and needed custom chunk loading on top of that to get it above 60fps

wait around at wall, and pay attention to what triggers the small lights on the wall, you're in the right spot though!

no, its really not worth it, since you can't go back to the intro level i figured it should just be an easter egg, but the speed tech is worth giving a shot,  neutral slide spins are very fun once you get the hang of them and will probably be necessary for dev relics when v0.2 is done

i've been struggling to improve the old camera system (which is why progress has been so slow tbh) so its fully barebones just to be playable while i work on the real camera, the temp camera has broken stuff like the vehicles though and i figure its not worth fixing em til i finish the camera

there is a hint in level for the yellow gem, but i'll give you another one if you still can't find it



the bridge jump is pretty hard, will need speed tech for that

neutral slide is the start of all combos, just stop holding left or right (resetting the stick to neutral) after sliding

follow that up by either jumping or spinning for a neutral slide spin (NSS) or neutral slide jump (NSJ)

you can also neutral glitch jump (NGJ) by pressing spin and jump at the same time

you wont lose neutral speed if you doublejump during the first spin of NGJ (NDJ)

you can start a neutral tornado out of NSS and NGJ, but you'll lose more speed the more times you pump it

got all that? good.

now, just NDJ just before the bridge flattens out and space out your tornado pumps for max distance, easy!

try doing a NSS off a ledge and jumping near the end of the spin for some crazy mobility, and if ya want to go stupid fast, start a neutral tornado in the air and then land on the ground while still spinning for a mock tornado

market crash actually didn't get nerfed, physics changes and making crash like 5% faster just made it a lot easier, i could make it harder if its too easy now, but i think it's alright as is

yeah the camera is completely fucked rn, which is why you can see past level boundaries and is also why the carpet and bike are borked, the bike going lightspeed backwards is very funny though

the lv 36 portal is only there to make it easy to test the level while i build it obviously, but see if you can find the real secret entrance!

yeah that level is brutal, i haven't even finished a time trial run on it yet

almost half the crates are nitros so it's not as bad as it first looks, but it's still the longest level by far, good luck in the ice cavern section lol

i never removed the old gem sprites, so wasn't too hard to add an option in the cheats menu to change back to the old sprites,  i'll update the private build to 0.1.6 if you wanna have a look

and yeah, dev times show up after beating them or getting all plats, maybe you had all the plats in 0.1.3? (41.80 is a sick time btw, very nice)

fake crash is actually already in 0.1.6,  if you name your savefile F CRASH or TRASH B, you'll have the green pants

yeah i'm not a huge fan of superslide/rocket jump, but i might include them as level gimmicks, like with the wumpa bazooka, so you wont keep them beyond the area you get them

i do like n.tranceds gem shards, but i prefer the crash 2 style of the colour gems being unique or puzzle-y, and i've got secret exits to cover the generic hidden spot rewards

i'll be honest i'm not a fan of checkpoints in boss fights, but dingodile is probably a little too hard for a first boss, and i'd rather players not get filtered 5 levels in, but don't worry, the stupid hard 101% bonus boss absolutely will not have checkpoints

if ghost uploads are failing at 50% its because its failing to redownload your ghost  (which it does to make sure it uploaded correctly so there aren't any glitched ghosts on the leaderboard),  maybe your firewall is blocking it? are you on windows 11? i haven't used it to test compatibility, it might just not like my ancient ass version of gamemaker

i've also changed the ghosts file format and compressed them down like 12x so ghosts should be fast as to upload now (if it works), but there's a mix of ghosts from different versions on at the moment so some of em might not work, if it crashes again send me the bug text, might be able to solve it

you actually can jump over the warpout in the tutorial, but it requires a VERY tight neutral glitch doublejump into death tornado, and it'll stop you if you try to jump over with cheats on lol

cheats are in the game (though most of them disable time trials)
set your volumes to 9/9/96 then keep pressing down until the cheats option shows up underneath back

git gud lmao, or just cheese past dingodile with infinite aku aku if you want, levels 6, 7 & 32 are finished, but i'll warn you, lv 32 is fuckn evil, even after nerfing it 700 times

you can get into the tiny fight in debug mode, but he makes dingodile look like a chump so good luck

enable/disable debug mode by holding up, jump, spin, slide and inventory, then pressing run (i hope you're using a controller lol)

you can access the beta warproom (secret dev zone) by going down past warproom 0 in debug mode or if you have every dev relic

the top portal is a temporary entrance to tiny's fight,  the other portals are sewer testing facilities, mockup mangrove, and pharaohs funkhouse (very rough version of pharaohs funhouse from crash ntranced)

obj_level_portal_fake really is just what it says on the tin, look at all the warp rooms and you'll notice both edges are identical, to hide the looping point

obj_level_portal_fake are the level portals beyond the looping point, they're synced up with their not fake counterpart to bring up the hud for portals right next to the looping point

not all iron checkpoints, but when you least expect it, obj_iron_checkpoint_crate_from_ctr gonna ruin your day

spr_toasty, thats me, i'll show up if ya get a dev relic, its a reference to mortal kombat (3 specifically)


boy i'm sure glad utmt can't bring back comments so you cant see the entire list of future and old rejected level names lol

sorry didn't see the notif, here have a link to v0.1.5, some shit is buggin out in this patch but there should be at least 2 new levels there
https://gamejolt.com/games/cba_edst/708671

next main update will be v0.2, lots of under the hood changes happening to make the gameplay feel smoother, things look nicer, etc
might be out early next year, maybe early next decade... fangames be like that

good stuff! made it look too easy, might end up adding some enemies during the down time so you're not just waiting around for him to shoot

thanks for dropping a video, really helps with identifying play patterns and see what could use tweaking

secret exits are basically invisible portals inside levels, find one and it will take you to warp room 0 and unlock the corresponding level

at the end of level 1, jump and hover past the portal, the camera will keep moving once you get close enough to the edge of the screen, just have to stand in the middle of that offscreen platform

whoops missed this comment lol, if you haven't found the secret exit yet its at the end of level 1

yeah, the last update was buggy as due to the change to 60fps so i've been taking a bit of extra time to fix glitches and add some cool new things, but hopefully its not far away now

which part is too hard? i've played so much it feels too easy to me now, but if you mean the last phase then i'm probably going to change all those missiles to defective green ones, so you can spin them away without hitting dingo


i will say the level 4 and 5 chase segments are getting a nerf, i totally forgot to slow down the lava based on deaths so i've fixed that, and the acid now goes even slower after 14 deaths rather than just slowing once down after 7


as far as difficulty options go, probably not going to happen, i've just finished adding an online time trial leaderboard where you can download other peoples ghosts to race against, so having everyone on a level playing field is important to me, at least for time trials

but outside time trials, you did inspire me to add a cheat code to set and keep the difficulty level at either max or minimum, so you can always spawn with 2 akus, get extra checkpoints, slower chases and higher chance to get lives from random crates

also added more speed tech, neutral slide spin and neutral slide jump, if you stop holding left/right after you slide but before you jump or spin you'll keep your slide speed rather than slowing down, so that should make time trials easier if you can master it because only dev times will be using it

btw you only need sapphire relics for 100% or gold for 101%, so don't stress, platinum and dev relics are just to flex

if you think the plats are hard try and get a dev relic! though dev times only show up if you've already beaten them or have all the plats

yeah, i definitely got too used to dingo when testing and underestimated how hard he was, but i've nerfed some of his hitboxes and added a checkpoint in the middle, so it should be reasonable now, or at least less tedious not doing the first half of the fight over and over again

no nerfs to the giant laser though lol, good luck!

right now!
had to put it on the back burner for a while, life's been busy

level 3 bonus round is 100% possible, jump and spin the stack and let the locked crate fall on your head or hold the bellyflop button for a super flop, the shockwave can take out the tnt

for the red gem, get through the carpet section on foot