Hey everyone, I just wanted to drop a line that my brand spanking new game, HexiHashi is out now! Check it out! https://store.steampowered.com/app/1219070/HexiHashi/ I know a few of you were kind of hoping this would be another pinball game. Maybe some day... but for now, I'm having fun trying out different genres ^_^ Happy trails! NCC Moore
[ 2021-01-20 01:25:40 CET ] [ Original post ]
Hello pinball fans! Over the past year or so, Steve and I have been working on an entirely new game that has nothing to do with pinball! It's called HexiHashi, and it's an abstract puzzle game about connecting nodes with bridges. Steve wrote the most amazing piano score for it, check out the trailer below for a sample. We even did that thing the new Mario game did, where the sound effects harmonize to the background music. Overall, I personally think it's a much better game than SSP2D, due in no small part to all the lessons learned. I'd also like to express some appreciation for all the people who have enjoyed SSP2D. This was my first commercially released project, and I've learned a heck of a lot from you guys over this journey (like how next time I make a game using keyboard controls I should do it in such a way that I can easily integrate keyboard remapping...) You guys rock. Here's the trailer! [previewyoutube=Gjanfm9ajh4;full][/previewyoutube] So yeah, I guess I've exposed myself as not being a hardcore steampunk guy, but you probably already knew that. The game is planned for a Jan 19th launch, but if you wouldn't mind taking a look at the store page and maybe wish-listing if it looks appealing it would shine some sunlight into a poor solo developer's heart. How high traffic peaks on launch day really has a strong effect on the recommendation algorithm. If I write any more it'll sound like begging so I'll leave it here. Happy 2021 everyone! NCC Moore
[ 2021-01-01 20:10:52 CET ] [ Original post ]
Hi Everyone, here are the results of the December contest! [olist]
[ 2019-01-04 15:27:22 CET ] [ Original post ]
Merry Christmas Everyone! The December contest begins today!!
- The contest begins Dec 20th!
- The contest ends at Midnight on Boxing Day (EST).
- Whichever player manages to get the Highest Score during this period of time will receive a FABULOUS PRIZE with NO CASH VALUE!!!
- There will be a new and independent leaderboard set up specifically for this contest, so that everyone can keep track of their progress!
- After the contest is over, I will attempt to reach the winner through Steam, but if I can't get in contact with the winner within a few days, I will go for the next runner up, etc.
- People who have already received a contest prize are not eligible to receive further prizes! They are still welcome to participate, but I'm going to select the best player who hasn't already won. This keeps it more interesting for everyone!
- This basically means I will draw a picture, put it in the game, and you will be able to play with this picture as the ball.
- The skin will be accessible in-game by means of cheat code from the title screen.
- The picture can be of whatever you like, so long as it's not explicit or overly violent or drug-related, or anything like that. Basically, I reserve the right to say "can you think of something else you'd like maybe?"
- Other people's copyrighted images are out as well.
- This image will be an image, not an animation.
- The prize ball will not have any associated field effects. Unless I really like the idea and want to integrate the ball into the game and add the ball to the regular roster. In order for that to happen, though, the ball has to fit the overall steampunk theme, and it will take a bit longer ;-)
[ 2018-12-20 01:31:26 CET ] [ Original post ]
Hi all! Long time no see! This update is a quick one, because something really cool has happened! Steve has been inspired to continue writing music for the game, so we have a new track! In addition to adding it to the OST, the new track has been set to the background music for the main board while playing with the stopwatch ball. I think he's really outdone himself with this one, so please have a listen! Further to that, some really interesting things have been happening behind the scenes, and while I can't talk about it just yet, I will say that I'll be starting contests back up again some time in December! In addition, this update represent several updates to the Unity engine, so fingers crossed that this might solve some of the ongoing Linux issues! Please leave me comments here or on the forum if this fixed it. And no, I haven't forgotten about the stuff for the next patch! NCC Moore
[ 2018-11-21 19:38:17 CET ] [ Original post ]
Greetings Pinball Maniacs! It's been a while! I'd like to share some news about how the game is doing, things that have been going with me, and various other items of note. So, we did pretty well on the summer sale (relative to how things have been going so far). We sold about 50 units, which is a nice little bump to our numbers, but something far more interesting happened as a result of that bump. SSP2D managed to accumulate enough user reviews to go from an "unreviewed" game to a reviewed game! This is actually a major turning point! The result of getting our thumbs-up icon is that SSP2D appears on the first page of results when steam users search "pinball," and we even show up reasonably close to the top! I really expected sales to dry up completely after the summer sale (they usually do after a big sale, right?), but they haven't been holding this steady since the launch window! The fact that SSP2D undercuts pretty much every game in it's new bracket probably helps. At any rate, I really wanted to sincerely thank all of the players who thought my game was good enough to upvote. A lot of you wrote very in-depth reviews that were extremely complimentary, and I'm grateful. We did it! We pushed through and broke the threshold! My hope throughout this crazy journey has been that if you offer a high-quality software product at a good price, it should be possible to be sucessful in a marketplace like Steam. Well... so far so good! So, I know it's been a few months now since I released a patch or anything, and the status of the contests has been somewhat ambiguous. A lot of things have been happening in my life lately which have definitely cut in to my SSP2D time. My doctoral thesis is really ramping up right now, and I recently became engaged to be married... things have been pretty busy! I will definitely be able to release more patches and updates once things settle down a bit, but in the mean time, I beg your indulgence, gentle player. I am working on a patch right now for the following items:
- A "Save and Quit" system
- Triggers as well as bumpers work for the flippers
[ 2018-07-17 14:57:54 CET ] [ Original post ]
Hello everyone! So here are the results of the May contest! [olist]
[ 2018-05-15 15:50:11 CET ] [ Original post ]
Felicitations Malfactors! The May contest begins today!!
- The contest begins at 5pm Today! (EST).
- The contest ends at Midnight this Sunday (EST).
- Whichever player manages to get the MOST TURBO LOOP SPINS during this period of time will receive a FABULOUS PRIZE with NO CASH VALUE!!!
- There will be a new and independent leaderboard set up specifically for this contest, so that everyone can keep track of their progress!
- After the contest is over, I will attempt to reach the winner through Steam, but if I can't get in contact with the winner within a week or so, I will go for the next runner up, etc.
- People who have already received a contest prize are not eligible to receive further prizes! They are still welcome to participate, but I'm going to select the best player who hasn't already won. This keeps it more interesting for everyone!
- This basically means I will draw a picture, put it in the game, and you will be able to play with this picture as the ball.
- The skin will be accessible in-game by means of cheat code from the title screen.
- The picture can be of whatever you like, so long as it's not explicit or overly violent or drug-related, or anything like that. Basically, I reserve the right to say "can you think of something else you'd like maybe?"
- This image will be an image, not an animation.
- The prize ball will not have any associated field effects. Unless I really like the idea and want to integrate the ball into the game and add the ball to the regular roster. In order for that to happen, though, the ball has to fit the overall steampunk theme.
[ 2018-05-04 19:34:38 CET ] [ Original post ]
Hi all! Another Friday, another Patch! But first! Contest Results! Our top 5 for the contest were as follows: [olist]
- Extended cannon colliders slightly to prevent ball from slipping underneath and to its doom.
- Extra ball conditions are now reset after every game (no idea how I missed that... steamfacepalm )
- Ball shrapnel has been set to a separate collision layer to the ball, so it is (theoretically) no longer possible for the ball to get caught on shrapnel and prevent the end of a round. In my opinion, the effect has been to make the shrapnel effect a bit more sparse, but a bonus effect is that the time between losing the ball and ending the round has been decreased as a consequence, so that might be a good thing.
- Things have been set up for the May contest, code-wise. I will of course post an announcement about all that closer to the date.
- AnthonyCZ95's reward has been added to the game! It will of course be up to him if he wants to share his code on the discussion board.
- Save & Quit / Continue feature
- Control remapping (no, I haven't forgotten about that!)
- Maybe I might finally get around to some localizations!
- I thought I'd share some good news. I was looking through the game's sales statistics, and apparently we're doing quite well on our wishlist conversion rate! (That's the percentage of people who actually buy the game after having wishlisted it). We're beating the average conversion rate by almost double!
- Generally speaking, I've been pretty happy with the sales numbers, even though any "real" game studio would consider our numbers a collosal failure. We're three months out from release and the game is still being bought and played (even without the current sale), and that's more than can be said for a lot of projects that just sort of fade into irrelevancy quite quickly. So thanks for playing! Steve and I have really been overwhelmed by the positive response.
- In related news, the game has still not acquired enough user reviews to have an official steam rating. I know there's no particular reason for you guys to care about that sort of thing, but if you think it would be cool if the game were more popular, you could do me a solid and give the game a review! For those of you who've done this already, ten thousand thank-yous! It actually, really helps.
[ 2018-04-06 15:35:04 CET ] [ Original post ]
Hi all! Another Friday, another Patch! But first! Contest Results! Our top 5 for the contest were as follows: [olist]
- Extended cannon colliders slightly to prevent ball from slipping underneath and to its doom.
- Extra ball conditions are now reset after every game (no idea how I missed that... ːsteamfacepalmː )
- Ball shrapnel has been set to a separate collision layer to the ball, so it is (theoretically) no longer possible for the ball to get caught on shrapnel and prevent the end of a round. In my opinion, the effect has been to make the shrapnel effect a bit more sparse, but a bonus effect is that the time between losing the ball and ending the round has been decreased as a consequence, so that might be a good thing.
- Things have been set up for the May contest, code-wise. I will of course post an announcement about all that closer to the date.
- AnthonyCZ95's reward has been added to the game! It will of course be up to him if he wants to share his code on the discussion board.
- Save & Quit / Continue feature
- Control remapping (no, I haven't forgotten about that!)
- Maybe I might finally get around to some localizations!
- I thought I'd share some good news. I was looking through the game's sales statistics, and apparently we're doing quite well on our wishlist conversion rate! (That's the percentage of people who actually buy the game after having wishlisted it). We're beating the average conversion rate by almost double!
- Generally speaking, I've been pretty happy with the sales numbers, even though any "real" game studio would consider our numbers a collosal failure. We're three months out from release and the game is still being bought and played (even without the current sale), and that's more than can be said for a lot of projects that just sort of fade into irrelevancy quite quickly. So thanks for playing! Steve and I have really been overwhelmed by the positive response.
- In related news, the game has still not acquired enough user reviews to have an official steam rating. I know there's no particular reason for you guys to care about that sort of thing, but if you think it would be cool if the game were more popular, you could do me a solid and give the game a review! For those of you who've done this already, ten thousand thank-yous! It actually, really helps.
[ 2018-04-06 15:35:04 CET ] [ Original post ]
Greetings vertebrates! The April contest begins THIS VERY EVENING!
- The contest begins at 5pm Today! (EST).
- The contest ends at Midnight this Sunday (EST).
- Whichever player manages to get the HIGHEST SCORE IN ONE GAME during this period of time will receive a FABULOUS PRIZE with NO CASH VALUE!!!
- There will be a new and independent leaderboard set up specifically for this contest, so that everyone can keep track of their progress!
- After the contest is over, I will attempt to reach the winner through Steam, but if I can't get in contact with the winner within a week or so, I will go for the next runner up, etc.
- People who have already received a contest prize are not eligible to receive further prizes! They are still welcome to participate, but I'm going to select the best player who hasn't already won. This keeps it more interesting for everyone!
- This basically means I will draw a picture, put it in the game, and you will be able to play with this picture as the ball.
- The skin will be accessible in-game by means of cheat code from the title screen.
- The picture can be of whatever you like, so long as it's not explicit or overly violent or drug-related, or anything like that. Basically, I reserve the right to say "can you think of something else you'd like maybe?"
- This image will be an image, not an animation.
- The prize ball will not have any associated field effects. Unless I really like the idea and want to integrate the ball into the game and add the ball to the regular roster. In order for that to happen, though, the ball has to fit the overall steampunk theme.
[ 2018-03-30 13:19:42 CET ] [ Original post ]
Greetings vertebrates! The April contest begins THIS VERY EVENING!
- The contest begins at 5pm Today! (EST).
- The contest ends at Midnight this Sunday (EST).
- Whichever player manages to get the HIGHEST SCORE IN ONE GAME during this period of time will receive a FABULOUS PRIZE with NO CASH VALUE!!!
- There will be a new and independent leaderboard set up specifically for this contest, so that everyone can keep track of their progress!
- After the contest is over, I will attempt to reach the winner through Steam, but if I can't get in contact with the winner within a week or so, I will go for the next runner up, etc.
- People who have already received a contest prize are not eligible to receive further prizes! They are still welcome to participate, but I'm going to select the best player who hasn't already won. This keeps it more interesting for everyone!
- This basically means I will draw a picture, put it in the game, and you will be able to play with this picture as the ball.
- The skin will be accessible in-game by means of cheat code from the title screen.
- The picture can be of whatever you like, so long as it's not explicit or overly violent or drug-related, or anything like that. Basically, I reserve the right to say "can you think of something else you'd like maybe?"
- This image will be an image, not an animation.
- The prize ball will not have any associated field effects. Unless I really like the idea and want to integrate the ball into the game and add the ball to the regular roster. In order for that to happen, though, the ball has to fit the overall steampunk theme.
[ 2018-03-30 13:19:42 CET ] [ Original post ]
Bonjour pinball fanatics! SSP2D has been updated with an honest to goodness content update! Roughly, I've added a bit more variety of to the game by adding a ball roster, where different balls have different effects on the gameplay! Furthermore, a certain amount of progression has been introduced, as the balls are initially locked off until you meet certain conditions. UPDATE NOTES
- A ball selection screen has been added! Now, you may pick from your available roster of pinballs prior to starting a game!
- In 2 player mode, both p1 and p2 select their own ball separately, so it's kiiiiind of like a character select screen I suppose.
- A bomb ball has been added to the roster! You must reach the bonus round to unlock it! This ball has actual field effects, but I won't spoil the secret <3
- A pocketwatch ball has been added to the roster! Get 100m in the bonus round to unlock it! This ball has been constructed from Major_Melon's February prize, thanks again man! This ball also has field effects, but I won't spoil this secret either <3
- The game will now remember which balls you unlock with cheat codes, and the way cheat codes works has changed. Rather than enabling a particular ball for a particular session, entering a cheat code will enable that ball in the roster.
- People who have already met the unlock conditions in previous play will have the balls unlocked automatically when they download the update.
- Proper destruction for bomb ball
- Proper destruction for pocketwatch ball
- Description pane scaling (add to GUI layer would do it I think).
[ 2018-03-28 16:20:24 CET ] [ Original post ]
Bonjour pinball fanatics! SSP2D has been updated with an honest to goodness content update! Roughly, I've added a bit more variety of to the game by adding a ball roster, where different balls have different effects on the gameplay! Furthermore, a certain amount of progression has been introduced, as the balls are initially locked off until you meet certain conditions. UPDATE NOTES
- A ball selection screen has been added! Now, you may pick from your available roster of pinballs prior to starting a game!
- In 2 player mode, both p1 and p2 select their own ball separately, so it's kiiiiind of like a character select screen I suppose.
- A bomb ball has been added to the roster! You must reach the bonus round to unlock it! This ball has actual field effects, but I won't spoil the secret <3
- A pocketwatch ball has been added to the roster! Get 100m in the bonus round to unlock it! This ball has been constructed from Major_Melon's February prize, thanks again man! This ball also has field effects, but I won't spoil this secret either <3
- The game will now remember which balls you unlock with cheat codes, and the way cheat codes works has changed. Rather than enabling a particular ball for a particular session, entering a cheat code will enable that ball in the roster.
- People who have already met the unlock conditions in previous play will have the balls unlocked automatically when they download the update.
- Proper destruction for bomb ball
- Proper destruction for pocketwatch ball
- Description pane scaling (add to GUI layer would do it I think).
[ 2018-03-28 16:20:24 CET ] [ Original post ]
Hi guys! Another Friday, another patch! PATCH NOTES!
- So! Turns out I introduced a game-breaking bug when I added sound effect pausing in the last patch! Oops! This is the one related to the bonus round not ending correctly. I'll spare you the details, but it's fixed now!
- My long-suffering and stalwart Linux users have had various, difficult to nail down problems for some time now. I've swallowed my pride and re-enabled Unity's default resolution and quality dialog for the Linux build. HOPEFULLY this fixes the problem... but frankly at this rate I'm not holding my breath. These problems (especially ones related to input gathering) are things Unity is SUPPOSED to do by itself. I know it's a poor craftsman who blames his tools, but I'm getting tired of chasing after 10 year old bugs...
- Fixed a few visual glitches related to the appearance and layering of multiplier sparkles.
- Fixed the colour of sticker prize boxes of a particular type.
- Ball skins in the bonus round should actually work now.
[ 2018-03-23 18:57:46 CET ] [ Original post ]
Hi guys! Another Friday, another patch! PATCH NOTES!
- So! Turns out I introduced a game-breaking bug when I added sound effect pausing in the last patch! Oops! This is the one related to the bonus round not ending correctly. I'll spare you the details, but it's fixed now!
- My long-suffering and stalwart Linux users have had various, difficult to nail down problems for some time now. I've swallowed my pride and re-enabled Unity's default resolution and quality dialog for the Linux build. HOPEFULLY this fixes the problem... but frankly at this rate I'm not holding my breath. These problems (especially ones related to input gathering) are things Unity is SUPPOSED to do by itself. I know it's a poor craftsman who blames his tools, but I'm getting tired of chasing after 10 year old bugs...
- Fixed a few visual glitches related to the appearance and layering of multiplier sparkles.
- Fixed the colour of sticker prize boxes of a particular type.
- Ball skins in the bonus round should actually work now.
[ 2018-03-23 18:57:46 CET ] [ Original post ]
Hello all you beautiful people! Today's update has quite a lot to it (once again, kudos to Major_Melon for his extensive bug reporting)! PATCH NOTES
- Adjusted spawn depth of multiplier ball sparkles so that they are at the same draw depth as the ball. Corrected earlier inattentativeness.
- Sound effects now pause while the game is paused, and unpause when the game is unpaused. All sfx are tagged, and called up by the pause/unpause subroutine.
- In the bonus round field with the sideways playing field, the top bumper now produces sound correctly. That was a typo.
- Also in the bonus round, For the field with the triangle bumpers, the round bumper in the middle now scales its score correctly. That was a missed checkbox.
- Cumulative points leader boards - So this one is kind of interesting. Major_Melon's cumulative score exceeded the size of a 32bit signed integer, the integer data type used by Valve in the leaderboard system. To get around this, I have added a new cumulative points leaderboard, which measures kilopoints. You will need to play a game to have your entry in the new leaderboard instantiated, but it should work correctly. Let me know if there are any problems!
- Linux display - OK, so I undid a kludge I was trying to use to address a long-standing problem with the game not starting up at people's monitor's native resolution. The kludge made the game unplayable on Linux, SO I HAVE TRIED A DIFFERENT KLUDGE!!! Apparently this is a very long standing issue with Unity (the bug report is like 10 years old), but this kludge was recommended in the comments of that bug report so maybe it'll work?! At any rate, I would really appreciate it if everyone would let me know if they have any more resolution-related issues.
- April contest code is in, that'll be Easter weekend, and we're going for just straight score this time.
- I've added sroger's prize for the March contest. If you want to know what it is, you'll have to ask him for the code! (maybe he'll be nice and post it to the forum)
[ 2018-03-18 22:12:34 CET ] [ Original post ]
Hello all you beautiful people! Today's update has quite a lot to it (once again, kudos to Major_Melon for his extensive bug reporting)! PATCH NOTES
- Adjusted spawn depth of multiplier ball sparkles so that they are at the same draw depth as the ball. Corrected earlier inattentativeness.
- Sound effects now pause while the game is paused, and unpause when the game is unpaused. All sfx are tagged, and called up by the pause/unpause subroutine.
- In the bonus round field with the sideways playing field, the top bumper now produces sound correctly. That was a typo.
- Also in the bonus round, For the field with the triangle bumpers, the round bumper in the middle now scales its score correctly. That was a missed checkbox.
- Cumulative points leader boards - So this one is kind of interesting. Major_Melon's cumulative score exceeded the size of a 32bit signed integer, the integer data type used by Valve in the leaderboard system. To get around this, I have added a new cumulative points leaderboard, which measures kilopoints. You will need to play a game to have your entry in the new leaderboard instantiated, but it should work correctly. Let me know if there are any problems!
- Linux display - OK, so I undid a kludge I was trying to use to address a long-standing problem with the game not starting up at people's monitor's native resolution. The kludge made the game unplayable on Linux, SO I HAVE TRIED A DIFFERENT KLUDGE!!! Apparently this is a very long standing issue with Unity (the bug report is like 10 years old), but this kludge was recommended in the comments of that bug report so maybe it'll work?! At any rate, I would really appreciate it if everyone would let me know if they have any more resolution-related issues.
- April contest code is in, that'll be Easter weekend, and we're going for just straight score this time.
- I've added sroger's prize for the March contest. If you want to know what it is, you'll have to ask him for the code! (maybe he'll be nice and post it to the forum)
[ 2018-03-18 22:12:34 CET ] [ Original post ]
Hi everyone! This is a bug fixing patch, rather than a content patch. Thanks again to Major Melon for bringing these issues to my attention! PATCH NOTES
- Apparently it was possible to bounce the ball out of the cannon during the bonus stage attainment animation. I've put a collider in there that will spawn in once the ball enters the canon, so there should be no way to bounce it out now, short of breaking the physics system.
- It was possible to reset the amount of steam power the player would have on re-entry to the bonus round by getting more steam power during the launch animation. I think this is mostly a problem when you bounce the ball out of the cannon, but it could be a problem with bombs too, so added some code that sets it to the right number during the bonus round results scene.
- Adjusted layer depth of the bomb explosion visual effect. It should no longer be occluded by other game objects.
- There was a bug where if you got more than 99 stickers of a single type (!) the last digit would blink. I've set a display cap of 99 for the sticker frame object. The number of stickers you get will still increment in the associated data file, it's just any number greater than 99 will show up as 99 in the gallery.
[ 2018-03-09 16:02:45 CET ] [ Original post ]
Hi everyone! This is a bug fixing patch, rather than a content patch. Thanks again to Major Melon for bringing these issues to my attention! PATCH NOTES
- Apparently it was possible to bounce the ball out of the cannon during the bonus stage attainment animation. I've put a collider in there that will spawn in once the ball enters the canon, so there should be no way to bounce it out now, short of breaking the physics system.
- It was possible to reset the amount of steam power the player would have on re-entry to the bonus round by getting more steam power during the launch animation. I think this is mostly a problem when you bounce the ball out of the cannon, but it could be a problem with bombs too, so added some code that sets it to the right number during the bonus round results scene.
- Adjusted layer depth of the bomb explosion visual effect. It should no longer be occluded by other game objects.
- There was a bug where if you got more than 99 stickers of a single type (!) the last digit would blink. I've set a display cap of 99 for the sticker frame object. The number of stickers you get will still increment in the associated data file, it's just any number greater than 99 will show up as 99 in the gallery.
[ 2018-03-09 16:02:45 CET ] [ Original post ]
Hi all! Another GERRRRRATE update coming your way! Patch Notes:
- So. Turns out there was a fairly major bug in the sticker distribution algorithm that was basically preventing the last row of stickers from getting assigned! I had previously assumed this was a drop rate problem, but it turns out it was far more sinister! (The original design was for 15 stickers, and some very old code still reflected this). Props to Major Melon for bringing this to my attention! It's fixed now! The "get all stickers" cheev is now actually achievable! steamfacepalm
- Evidently, there was a bug where the engine speed was not getting set on loading when the setting is loaded from the options file, rather than using the in-game options. Thanks again to Major Melon for pointing this one out.
- A very cool new ball has been added (accessible by cheat code!) Once again, I will leave the code distribution to our lucky winner, but I like this ball so much I might polish it up a bit more and make it an actual addition to the game, and add a ball select dialog to the game start, including selecting different balls for different players. That would be cool! Anyways, no idea when I'll get to it, but that's the plan! The other advantage of that would be I could gate the ball with getting to the bonus round or something, which might improve the game experience. People like unlockables, right?
[ 2018-03-07 00:36:43 CET ] [ Original post ]
Hi all! Another GERRRRRATE update coming your way! Patch Notes:
- So. Turns out there was a fairly major bug in the sticker distribution algorithm that was basically preventing the last row of stickers from getting assigned! I had previously assumed this was a drop rate problem, but it turns out it was far more sinister! (The original design was for 15 stickers, and some very old code still reflected this). Props to Major Melon for bringing this to my attention! It's fixed now! The "get all stickers" cheev is now actually achievable! ːsteamfacepalmː
- Evidently, there was a bug where the engine speed was not getting set on loading when the setting is loaded from the options file, rather than using the in-game options. Thanks again to Major Melon for pointing this one out.
- A very cool new ball has been added (accessible by cheat code!) Once again, I will leave the code distribution to our lucky winner, but I like this ball so much I might polish it up a bit more and make it an actual addition to the game, and add a ball select dialog to the game start, including selecting different balls for different players. That would be cool! Anyways, no idea when I'll get to it, but that's the plan! The other advantage of that would be I could gate the ball with getting to the bonus round or something, which might improve the game experience. People like unlockables, right?
[ 2018-03-07 00:36:43 CET ] [ Original post ]
Hi Guys, time to announce our March contest winner! Just a reminder, that this contest was for hieght in the bonus round. Here's the rundown! [olist]
[ 2018-03-05 14:23:42 CET ] [ Original post ]
Hello all you lovely people! Please take note that our next contest will be happening the first weekend of March! Here are the rules!
- The contest begins at 5pm next Friday (EST).
- The contest ends at Midnight on the following Sunday (EST).
- Whichever player manages to get the HIGHEST BONUS ROUND HEIGHT during this period of time will recieve a FABULOUS PRIZE with NO CASH VALUE!!!
- There will be a new and independant leaderboard set up specifically for this contest, so that everyone can keep track of their progress!
- If you just absolutely have to have the FABULOUS PRIZE, but also don't succeed this time, fear not! This will not be the last contest!
- After the contest is over, I will attempt to reach the winner through Steam, but if I can't get in contact with the winner within a couple days, I will go for the next runner up, etc.
- People who have already received a contest prize are not eligible to receive further prizes! They are still welcome to participate, but I'm going to select the best player who hasn't already won. This keeps it more interesting for everyone!
- This basically means I will draw a picture, put it in the game, and you will be able to play with this picture as the ball.
- The skin will be accessible in-game by means of cheat code from the title screen.
- The picture can be of whatever you like, so long as it's not explicit or overly violent or drug-related, or anything like that. Basically, I reserve the right to say "can you think of something else you'd like maybe?"
- This image will be an image, not an animation.
- The current build of the game is set up for the March contest (obviously)
- I have yet again tweaked the shiny sticker drop rate to be just a bit more generous.
- Apparently the "Game Over" music wasn't tied into the sound mixer, and was therefore exempt from the sound control added in the last patch! I fix!
- I finally heard from Major_Melon, and his idea for his prize is so cool I'm going to bend the contest rules just a bit, and give it some animation! I haven't decided yet, but I might go all the way with it and make it official! That would mean adding a ball selector to the options... we'll see.
- Keyboard Remapping
- More languages
[ 2018-02-23 21:12:09 CET ] [ Original post ]
Hi everyone! Another great patch coming your way! PATCH NOTES:
- I haven't been happy with the number of people who've been able to make it to the bonus round. A great deal of the game's content is in the bonus round, but less than 1/4 of players are making it there. Therefore, I've made it a bit easier to get there. The bellows targets, which only used to activate "steam boost mode," which increased spinner steam output, now themselves provide steam power. This brings the total number of targets that increase steam power to 3. Hopefully this will make getting to the bonus round a bit easier.
- In that same vein, I've increased the number of balls on Easy mode (note: ONLY on easy mode) from 3 to 5. This will hopefully give players a bit longer to build up their steam power, and hopefully make it to the bonus stage.
- I forgot to change the label for the zoom level option in the last update. Things should be a bit clearer now.
- You can now adjust the music and sound effects volume from the menu! This was the 2nd most requested feature, so hopefully everyone will get off my back now! (Just kidding, you guys are great!)
- I've taken one more stab at fixing the fullscreen glitch. If anybody notices the game loading at an aspect ratio that doesn't match the monitor you're using, please let me know in the forums.
- I've tweaked the camera, so that it tries to track the bombs as well as the ball when bombs have been spawned. It still gives a fairly high weighting to the ball, but it doesn't ignore the other balls completely anymore.
- Due to difficultly communicating with Major Melon, I've awarded a prize to our runner up from the February contest. Major Melon will still get his prize (when he tells me what he wants). If you're reading this Major Melon, drop me a line! Leave me a message on the forum or something! Anyway, It's up to AceMatt whether or not he wants to share his super secret cheat code with everybody, I leave that to him.
- Keyboard remapping (harder than it sounds, not that I'm complaining)
- Language support for Simplified Chinese.
[ 2018-02-17 20:47:24 CET ] [ Original post ]
Hi everybody! The contest results are in! Of 24 contestants, the top five scorers are as follows: [olist]
[ 2018-02-05 15:48:26 CET ] [ Original post ]
Hi all, Happy Groundhog Day! I've got another update coming your way! PATCH NOTES
- First and perhaps most importantly, the code for the contest this weekend is now live! If you want to participate in the contest, you will need to get this update!
- The options menu has been rearranged slightly to make room for a new option!
- SSP2D now has a windowed mode! You can switch in the options menu. I have also made the window resizable (not the default for Unity). NOTE: This is definitely a "use at your own risk" feature. I absolutely do not guarentee that the game will look right at asinine resolutions and aspect ratios, though it shouldn't crash or anything like that.
- A previous bug that locked the game at sub-optimal resolutions and aspect ratios is now fixed. When the game launches, if it is in fullscreen mode, it will check that the game's resolution matches the computer's, and correct if necessary. This can also be fixed by means of switching to windowed mode and back again.
- A couple minor bug fixes that I won't get into because I honestly can't remember them all. I think one of them was disabling the flipper sfx on the bonus stage when the machine is tilted...
- Keyboard remapping
- SFX / BGM volume controls
- Language support for languages other than English. I'm going to start with Simplified Chinese.
[ 2018-02-02 19:35:16 CET ] [ Original post ]
Here at Devonian Interactive, we like to make sure our players know we appreciate them. As a very special thanks to everyone who has enjoyed the game so far, we would like to announce a very special initiative! We're gonna have a CONTEST!!! HERE ARE THE RULES!!!
- The contest begins at 5pm this Friday (EST).
- The contest ends at Midnight on Sunday (EST).
- Whichever player manages to get the highest score during this period of time will recieve a FABULOUS PRIZE with NO CASH VALUE!!!
- There will be a new and independant leaderboard set up specifically for this contest, so that everyone can keep track of their progress!
- If you just absolutely have to have the FABULOUS PRIZE, but also don't succeed this time, fear not! This will not be the last contest!
- After the contest is over, I will attempt to reach the winner through Steam, but if I can't get in contact with the winner within a couple days, I will go for the next runner up, etc.
- This basically means I will draw a picture, put it in the game, and you will be able to play with this picture as the ball.
- The skin will be accessible in-game by means of cheat code from the title screen.
- The picture can be of whatever you like, so long as it's not explicit or overly violent or drug-related, or anything like that. Basically, I reserve the right to say "can you think of something else you'd like maybe?"
- This image will be an image, not an animation.
[ 2018-01-31 04:35:25 CET ] [ Original post ]
Patches! Fixes! Additions! This update's got it all! Change log:
- Balanced drop rate of shiny stickers
- Adjusted the ball saver initial timeouts for difficulty levels. For easy / medium / hard it's now 20s / 10s / 2s respectively.
- Tilt function added! It's probability based, not "number of times you press the button" based. There is a very small probability of tilting in Normal mode, a high probability of tilting in Hard mode, and hammering the bump key will not decrease the probability of tilting! It's actually kind of fun, I recommend intentionally tilting it once to see what it does ^_^
- Blasted a glitch where getting to the bonus round would reset your opponent's accumulated steam power in 2 player mode.
- Added another super secret mystery code! No hints this time ;-)
- Leveraged the mystery achievement to be a little less evil.
- Laboriously resolved inaccuracies in the "Comfortably well off" cheev
[ 2018-01-24 04:28:21 CET ] [ Original post ]
Super Steampunk Pinball 2D is now available for purchase! It has been a long journey from the initial prototypes to release build, and I want to thank everyone who supported me along the way. You guys rock. So yeah! Buy somethin', will ya?
[ 2018-01-19 12:42:02 CET ] [ Original post ]
Hello all you beautiful people. I've decided to push the release back a few days so that I can release for all three platforms. Have a great weekend! NCC Moore
[ 2018-01-11 16:24:43 CET ] [ Original post ]
🎮 Full Controller Support
- Super Steampunk Pinball 2D Linux [544.45 M]
- Super Steampunk Pinball 2D - Soundtrack
Witness one ball's quest to defy gravity in this action-packed metaphor for the inevitable entropic decay of the universe. Hit targets and score points, as your predictive faculties are stressed to the limit by elementary chaos theory. Play skilfully, and earn the right to attempt the Infinite Tower of Peril bonus round. Fight your way up an ascending hierarchy you can't possibly complete for the vague promise of materialistic reward.
- Hi-bit sprite graphics.
- Thumpin' chiptune soundtrack featuring the inimitable talents of Steve McRae.
- over 100 unique bonus round mini-stages
- 20 stickers to collect and admire
- Easy, Normal and Hard difficulties
- Pass 'n Play local multiplayer
- Local Highscore table, because pinball.
- Theoretically infinite vertically ascending procedurally generated bonus stage
- Adorable Steampunk aesthetic with correctly meshing gears.
- Ball destruction physics
- Support for Keyboard and Controller
- >30 targets
- 2 flippers
- 1 ball
- ∞ fun
- OS: Ubuntu 12.04+
- Processor: CPU: SSE2 instruction set support.Memory: 120 MB RAM
- Memory: 120 MB RAM
- Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
- Storage: 500 MB available space
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