remvst

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remvst last won the day on August 30 2015

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About remvst

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    Amiens, France

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  1. Wow so I just realized I completely forgot to give an update to this topic. Anyway, I've been posting a few updates through Twitter and IndieDB at http://www.indiedb.com/games/glitchbuster, so check it out if you want to see the latest glitches in the game. Obviously, I wasn't able to finish the game for September like I planned, but I am now aiming for the second half of November. I am now just polishing things, collecting feedback, and fixing the little things that make a game enjoyable. If you're interested in trying the game, I would love to hear your feedback on the demo that I put up at http://glitchbuster.herokuapp.com/. The demo only features 2 levels, but that should give you a clear idea of what the game is going to be like. I'd recommend opening it on Chrome, since Firefox might be a little slower on some machines. Also give it a minute to load since there are a lot of sounds, and when the game is released it will be directly on the players' hard drive, so loading will be a lot faster.
  2. Hey everyone. Turns out the game was greenlit just before Valve shut the system down, so Glitchbuster will be on Steam! Anyway, I thought I'd give some development updates, so here it is: Steam Store Page Getting a page on the Steam Store is a lot of work. But here it is, Glitchbuster has its own page on Steam. Deciding about the price took a lot of thought. While I want to set a fair price for the year of work behind the game and aim for make a game that is worth a decent amount of money, I don't want players to think that it is overpriced. My goal is not to earn a lot of money, so I can afford setting a low price. I would rather not make a lot of money and have more players, as well as not disappointing them. Anyway, the price I have decided is $5. Hopefully players will think it's fair. New main menu style The old menu was pretty basic, and I was never too happy with it. This is the new version: Dark World Glitch Being able to add glitches in the game feels much better than fixing them. So here is one that I added just yesterday: http://www.indiedb.com/games/glitchbuster/videos/dark-world-glitch#imagebox For those interested in how it works, I simply cast a few rays around the player. If a ray hits an obstacle, then the player should not be able to see further. I can then draw a shape based on all these rays to hide the world. Below is a short video showing the raycasting in action. http://www.indiedb.com/games/glitchbuster/videos/raycasting-tests#imagebox Large Powers/Glitches Refactor For a while, powers and glitches were a little too separate, which made it tedious to add glitches that have the same features as powers. An afternoon of refactoring made it much easier to add new glitches that give powers to enemies. Here is a quick video of what it looks like when enemies have flamethrowers, jetpacks, and can teleport: http://www.indiedb.com/games/glitchbuster/videos/glitch-testing#imagebox This also showcases how different sets of glitches make every level unique. Beating one level is very different from beating another, because of its structure and the way glitches affect the gameplay, which makes it crucial to pick the right power for the right level. Public Trello Board Since the game's core features are pretty much done, I am now pretty much just polishing it, tweaking gameplay features, but also cutting everything that I consider unfit for the final game. In order to keep track of everything I need to do, I have decided to create a Trello board that you can find here. Miscellanous Getting native builds ready for Windows, Mac and Linux Changing resolution from a 4:3 aspect ratio to 16:9 Sound updates, additions, tweaks Integrating Steamworks SDK Weapon refactor so that glitches can integrate those more easily Tweaked weapon tutorials Up Next Getting a demo ready to release on Steam Getting testers feedback Making a final level/boss Adding achievements Adding a speedrun mode ... and many tweaks here and there! See you all for the next update!
  3. There are already a few games on Steam using HTML5, for instance Adventure Lamp which was made using Construct 2 (there is even one that was posted here recently). Basically you can wrap any HTML5 app using nw.js (used to be called node-webkit). It's like a Chrome browser without all the toolbars, and some additional APIs.
  4. Thanks man, I definitely wouldn't have pushed a game like that if it wasn't for js13k Now let's see if I can "compete" with the big players on Greenlight. For those interested, I also still working on the game itself. I am still trying to make it look fun, add relevant gameplay elements, and balance the whole thing, so feedback (postive AND negative) is always welcome
  5. Hello everyone, Some of you may remember the results of js13k 2016, in which Glitchbuster made first in the mobile category, and second overall. Ever since I started working on that game, I knew I wanted to make something bigger, not bound by the 13kb limit. Well, after several months of work on v2 of the game, I just published the game on Steam Greenlight, and I'm hoping that I can release it on the Steam platform in the coming months. Steam Greenlight is basically a community system where players can vote for the games they want to see in the store. Games that are popular enough get the right to get published on Steam and are accessible to millions of players. The game is quite different from the original js13 entry, so here is the pitch: And here is a nice trailer I put together: If you think the game is worth putting on Steam, please take a minute and upvote it using your Steam account on its dedicated page: http://steamcommunity.com/sharedfiles/filedetails/?id=927798008 Glitchbuster is the result of months of work, and getting to publish it on Steam would mean a lot to me. I appreciate any kind of support, and I would really love it if you could help me get it to the Steam store.
  6. [js13k] Glitch Buster

    Thanks Benny Sorry I didn't see that message earlier. In the case of js13k, I use my own compiler simply because I can make it more efficient than just minifying the code. Minifiers can't make certain assumptions, especially in terms of mangling. Making the same game with just a regular minifier isn't possible imho. To give you an idea, if I turn off my custom mangling, I'm 1628 bytes over the limit... Anyway, the compiler is on Github: https://github.com/remvst/js13k-compiler I may write an article about it, but I feel like it's too late now.
  7. [js13k] Glitch Buster

    Apparently you guys didn't wait to put the game on your webite
  8. Hi Remi

    Please can send price for non-exclusive for http://kiz10.com ? only logo and splash , if have more games send me links please

    Please send to this mail tomy.kiz10@gmail.com

    Kind Regards

    Tomy

    Kiz10.com

  9. [js13k] Glitch Buster

    Just a quick update, since js13k is over now, I was able to squeeze more things in the game, such as the pause menu, and the ability to select the quality (high res/low res). On a side note, if you wish to support my entry, feel free to go to http://js13kgames.com/entries/glitch-buster, and hit the tweet button. Thanks
  10. [js13k] Glitch Buster

    I updated the game (still available at ) and am planning to submit tomorrow, unless something major comes up. Some of the updates include: - new HUD style, emphasizes on what's important - larger field of view - larger screen on desktop - no quality prompt on desktop anymore (though still present on mobile) - difficulty tweaks, especially item drops - updated map generation - animation adjustments - slightly better performance - visual help when throwing breakpoints/grenades - ... aaaaaand a lot of byte squeezing Let me know what you guys think
  11. [js13k] Glitch Buster

    The mobile/desktop screen actually has nothing to do with touch screens or not. It's only for the quality of the graphics For the full screen, because of the way if is compiled, it might be very complicated. I'll give it a try though.
  12. [js13k] Glitch Buster

    Thanks for the feedback, that's actually something I tried before and didn't follow through because it messed with a lot of things. But you're not the only one to have complained about it, so I made everything a little smaller (80% of its original size). Other than that, I'm still working on a couple tweaks, like item spawns that tend to be too frequent in the last levels. Maybe enemies will drop items when dying instead, not sure yet. Breakpoints need to be adjusted as well, I may just make them sticky instead of bouncy, and add a visual indication of where they will fall.
  13. [js13k] Glitch Buster

    Hello there, It's been a while I haven't posted anything here, mostly because I don't have that much time for game dev anymore, but here is my entry for js13k 2016: Glitch Buster. The game's goal is to dive into a code base, and fix all 13 glitches within the time limit. You'll need to avoid the scary and sometimes unpredictable pointers. You can also use breakpoints that you will find in the levels as grenades. All levels (except the tutorial) are randomly generated, in a very similar way to Spelunky. The game is not 100% done yet, I intend to spend a tiny bit more time on optimizing, balancing, testing across devices... In terms of features, I only have 178 bytes left to play with and I'm out of compression tricks, so I probably won't be able to add anything too crazy anymore (I'm already surprised I was able to fit sound in there). You can play it at http://glitch.tap2play.io/ Let me know what you guys think
  14. js13kGames 2016

    Definitely looking forward to this edition, it will give me an excuse to make a game, and it's always so much fun to work with these constraints. Definitely recommend participating for those who haven't yet