Glitchfinder
Staff
By: Glitchfinder and theory
Play the Demo!
■ How To Play
Press Space on the Title Screen
Player 1: WASD to move!
Player 2: Arrow keys or 2468 on the numpad to move!
Collect as many COINS as possible!
Avoid ORANGE and the SPIKE TRAP at all costs!
Hit ESC to PAUSE!
Hit the WHITE revival tile ASAP!
LIVES and COINS shown in the corners!
LIKE us on Facebook!
HAVE FUN!
■ Live Twitter Feed
&npsb;
■ Introduction
RED is a continuation of the development that went into theory's old RMXP game, GREEN. Where that game fell short due to the constraints of RPG Maker, this game aims to shine as something significantly better. However, RED is not GREEN. In this game, you start off as RED, rather than the more familiar GREEN. He has different abilities, a different color, but the same goal: to survive as long as possible, and to collect more treasure than ever before.
■ Screenshots
The in-game map.
■ Report a Bug
If you find a bug in the game, and would like to report it, you can do so here. If you do so, I would like to ask that you first check to see if one of the open issues on the tracker reports the same issue. If it does, but you have more information on what you did to cause it, please post a comment on the existing issue rather than making a new one. If you have nothing you can add to the existing issue, please avoid unnecessary posts in the tracker. I would also like to mention that I will keep any bug reports open in the issue tracker until I update the hosted game to patch them, rather than closing them as soon as I fix them in the code. While this results in more work for me (I have to manually reopen them after I mention them in a change, then close them again later when I update the hosted game), it means less work for you when trying to report a bug. I would like to thank anyone who takes the time to report a bug in the tracker, especially if they can document the cause, because that makes it significantly easier to give you guys a newer, better game.
■ Changelog
09/03/2012
- Fixed a bug causing the game to repeatedly change maps when all players are at 0 remaining lives.
- Fixed a bug involving players changing maps several times when a new map is loaded.
- Moved the player management code out of the Player object and into a new Manager object.
- Created a public repository for the project.
- Created a public issue tracker for the project.
- Licensed the project under Creative Commons - Noncommercial due to some of the music used.
- Added a formatted README.creole file for Github.
- Added a plaintext README.txt file for other use.
- Modified the revival god-mode timer to be independent of frame-rate.
- Fixed issues regarding disappearing icons on the Help screen.
- Fixed the repository so that it did not include backups, databases, or uistates.
- Restored random map orientation.
- Fixed a crash in a specific situation.
- Fixed several bugs involving players not being placed when the map loaded.
- Fixed a few bugs where players would load with a map despite being dead.
- Fixed player placement based upon map orientation.
- Deprecated a few unused variables.
- Set sound effects to preload with the game.
- Fixed music pausing in Chrome. (Still broken in Firefox, possibly waiting for update to browser)
- Updated map exits with new values to assist in placing players properly.
- Cleaned up the event sheet.
- Fixed minor issues involving return values and music.
- Fixed a massive processing time leak that would eventually result in the game spending the vast majority of its power and time processing the list of players in the manager object.
- Moved back to Dreamhost, since it's stable again.
- Added a new mob, the Spike Trap. Easily avoided, but it will have a special purpose once I finish the behaviors.
- Updated the travel system so that you end up on the side opposite the one you exited.
- Now all players must hit an exit tile to leave the map.
- Maps have been updated!
- All maps have treasure!
- Revival tiles are now fully functional!
- The project is officially at five events.
- When you enter a map, the door is barred behind you.
- Kicked players back to the title screen when they lost.
- Fixed a bug where you respawned in the wrong place when all players died.
- Fixed a bug where gates you didn't take were sometimes blocked.
- Fixed many minor bugs that I've forgotten to count.
- Temporarily moved back to Dropbox due to Dreamhost downtime.
- Set up a Twitter feed for the project.
- Set up a Facebook page for the project.
- Hosted the project on my own servers.
- Redid the project post.
- Created a userbar for the project.
- Created a banner ad for the project.
- Removed the annoying background music from the project.
- Added player death.
- Added revival tile.
- Added revival tile sound effects.
- Added revival tile behavior.
- Added revival tile sound effect.
- Added player revival.
- Added player revival sound effect.
- Made it so that if all players die on a map without activating the revival tile, a new map is loaded.
- Made it so that if a new map is loaded for revival, all players are next to the revival tile.
- Added a respawn timer.
- Made it so that ORANGE can kill the player.
- Added an FPS counter.
- Reduced the number of ORANGE on the map using a randomized check on load.
- Made it so that all players are temporarily invincible upon the respawn of a player.
- Added sound effect for collecting coins.
- Added new effect to make player locations more obvious.
- Paused most behaviors while the new effect was active.
- Created project post.
- Uploaded first demo.
- Added more enemies to demo maps.
- Made characters and enemies smaller to accommodate issues with movement
- Gave ORANGE the ability to charge at the player.
- Added very basic HUD.
- Added flashing prompt on title screen.
■ Support the Project!
Userbar
[center][url=http://www.arpgmaker.com/viewtopic.php?p=873504#p873504][img]http://www.beatthelist.com/REDBar.png[/img][/url][/center]
Large Format
[center][url=http://www.arpgmaker.com/viewtopic.php?p=873504#p873504][img]http://www.beatthelist.com/logo.png[/img][/url][/center]