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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
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If you have ever wanted to team up with a friend for a rhythm game, there has never been a better opportunity than BeatBeat.
If the remote player is handling the rhythm, please be sure to let them calibrate to adjust for ping.
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A lot of really great games came out this year. If you enjoyed your time with my game, please consider nominating BeatBeat for the Steam Awards 2023 in the Most Innovative Gameplay category.
Thanks <3
You are now authorized to log in and jam out.
The full launch is almost here! I've been working hard to include as much I can into the game before it releases. Fingers crossed that things go smoothly on launch day.
Really long patch notes GO!
BeatBeat was selected for the PAX Rising Showcase for PAX West 2022.
Note: This is very cool.
From September 2nd through September 5th in Seattle, I'll be giving away free D6's with the BeatBeat logo on them to anybody who swings by and beats a level at my booth.
PAXWest22.com/Rising
Gameplay:
More Spit, Polish, Bells, and Whistles
New Mods
S.P.B.W.: Spit, Polish, Bells, and Whistles New Things:
TL;DR: Added the last three levels, added more mods, added achievements. New Levels==
*Massively simplified beat editor menu
*Beat editor menu is now more responsive
--General changes to a beat are applied instantly instead of requiring an extra button press
*You can now override beat size and mashers in-game
*RMB now closes currently opened Beat Editor to speed up workflow
New Level:
*Beach Filler (Flourish)
Major changes:
Gamepad for main menu now uses virtual mouse cursor for navigation and aesthetic purposes
*I should probably post my dark learnings somewhere online, because nobody has gotten this to work in Unity since they removed some built-in classes for it back in 2012
Minor changes:
*Tweaked how hit-sounds interact with combos
*Fixed weird interaction with wall-jumping and holding down both left and right inputs at the same time
*Added "ZoomSpeed" variable to Camera Control menus
*Smoothed camera transitions from "FollowPlayer" to "OnTrack" camera controls
Improved terrain in Shoujo (Resolve)
**Finally added checkpoints to DdR_Dan's Secret Merry Go Round level after having a post-it-note to do it for the past 11 months
Secrets:
-try pressing U and I on your keyboard to test out changing Beta-B9's expression
*Added new, less complicated progression system. Beat a level to unlock the next level.
Gameplay:
*New Level: I Was Already Far Away (Resolve) ((this is my new favorite level))
*Anime speed lines are no longer dependent on camera zoom to function properly
Level Editor:
*Fixed platform outlines sometimes being the wrong color
Gameplay:
*New Level: D'un Autre Jour (Grow)
*Improved camera tracking to player
*Fixed small issue with updated beat graphics
Menus:
*Choosing a default-song when creating a level will also update the BPM
*Fancy new sliders implemented for some RGB selection menus
*New Level: Secret Merry Go Round (Grow)
*Finally managed to cap the framerate and prevent the game from rendering 2700 frames per second
Gameplay:
*Beats look cooler now
*Mashers no longer have absurdly large hitboxes
*Added level-progress bar to bottom of screen
Level Editor:
*Added step to copying and pasting beats:
-You now select where to paste the beats after choosing a marker on the timeline.
*Added "Help" menus
-Two bare-bones on-screen lists of descriptors for the level editor
--general menu
--platform editor
*Improved platform copy/paste ease-of-use
Bugfixes:
*Fixed HUD moving unexpectiedly when moving camera in level editor
*Fixed another bug that caused the HUD to disappear
*Fixed Windows version crashing on trying to return to main menu after completing a level if you lost a life.
*New Level: Jetpack Sax (Flourish)
*Updated icons for different difficulties
I haven't introduced any fancy UI elements or on-screen guides for this yet, so 1. LeftShift + LMB while in the Platform Editor to select multiple platforms 2. CTRL+C to copy those platforms 3. CTRL+V to paste those platforms 4. Drag them off of the original platforms.
Gameplay:
*New Level: D'un Autre Jour (Flourish)
*Added HP label to health bar
*Score and Truescore are decreased by lives lost
*Score and Truescore are decreased if you use Zen during the level (but not by much)
Miscelanneous:
*You can now press CTRL+S to save a level you're editing without having to push the Save button
Bugfixes:
*Beats are no longer hittable while game is paused
*Fixed Practice Mode toggle not working
*Fixed camera being wacky when scrubbing through timeline in editor
*Music is now paused while you scrub through the timeline
Cool News:
The Level Editor is now available in the demo! It has all the same features as the level editor in the full game.
Other updates:
*Updated UI for camera buttons on camera timeline
*Removed level editor button from pause menu for non-custom levels
-you can still press Insert if you want to open the editor on any level
*Added new fields to "Create Custom Level" menu
-BPM
-Song Start Offset
*Added "3 2 1 Go!" countdown when resuming a level *Fixed unique menu-ing issue in platform editor
*New level: Shoujo (Flourish) *Re-organized Flourish folder *Minor tweaks to some UI elements [previewyoutube=WuQ1Q89QBXM;full][/previewyoutube]
Main Menu: *Laid groundwork for new B9 AI desktop assistant on main menu Level Editor: *All platform and beat placement is now grid-based --You can ignore the grid by holding LeftControl
*Re-ordered "Grow" difficulty levels *Fixed longstanding bug in tutorial timing for Tap tutorial
New Level: *Comet (Flourish) Steamworks & Custom Levels: *You can now use MP3 files for custom levels Gameplay *"Max Combo" now listed on results screen Main Menu *Smoothed out the load-time of the My Levels menu Misc: *The Linux version now has a custom icon -(the 2018 version of unity I was developing in had a known bug that prevented this) *Massive backend overhaul of level-files [previewyoutube=HqM5uAT5Ce4;leftthumb][/previewyoutube]
Levels: *I Was Already Far Away (Flourish) -Another new Adventure-style level. --Still trying to find the sweet-spot for difficulty on Flourish levels. Normal difficulty for Secret Merry Go Round might have to be the final boss of the Flourish folder, since it's kinda hard for a "Normal Difficulty" level Level Editor: *Fixed critical, difficult to reproduce bug that had been haunting me for months that nobody else had noticed -In other words, having very large SongStartOffset values no longer bricks the editor
Levels: *Added "I Was Already Far Away" (Flourish) --Still in progress Level Editor *Creating platforms now works on a grid system. -If you want to get specific, you can still modify platforms to be exactly where you want -You can also hold LCTRL to ignore the grid *Added in "Record Me" button -push the "Rec" button to start, go through the level and push arrow keys as you go --It will record the exact location and direction you push as a beat ---good for tapping out the general idea of how you want the level to go ---bad for precise timings. It is best to re-touch up the rhythm afterwards on the timeline -----This is the system I used for making the beatmap for "Breezin", which is one of my favorites, so it was very important to me to make a finalized version that didn't break the game if you did one thing the recorder didn't expect *Shrank some UI elements in level editor Main Menu: *Fixed windows popping in front of "Default Songs" dropdown in the "Create A Level" menu
Level Editor: *Fixed "FollowPlayer" camera invisibily setting CamLockX and CamLockY to 0 and 0 by default *Fixed CamLockY sometimes getting saved as CamLockX
Main Menu:
*You can now select and use songs from the official soundtrack when creating a new custom level
*Added "delete" button to levels in "CustomLevels" menu
*Added "unsubscribe" button to levels in Steamworks Favorites menu
*When you make a new level, a completely random set of RGB values will be picked for your platforms
-Hopefully you don't RNG into a blindingly white 255, 255, 255, but there's a 1/16,581,375 chance that you do
Level Editor: *Added new "Camera Controls" UI to timeline. You can now edit camera controls in-game like a pro. *Replaced "+" and "-" buttons with "beats per measure" input field and button -much easier to pick arbitrary beats per measure values mid-editing for weird rhythms *Fixed minor issue with individual beat editor window not reappearing when relocating beats *Fixed unlocked camera behaving strangely when turning platform editor on and off repeatedly Gameplay: *If you have reached a checkpoint, the hidden CTRL+R shortcut will send you back to your most recent checkpoint instead of reloading the entire level (it's just a context-sensitive shortcut that instantly sets your health to zero if you've reached a checkpoint) *Added "Restart" button to pause menu *Changed the % indicator for rails to max out at 1000% instead of 1.000% because it wasn't funny enough to justify the confusion it creates Main Menu: *You can now search through multiple drives when selecting a song to attach to a level *Custom Level song-selection browser is now more intelligent -Remembers the most recent folder you selected a song in -If a level already has a song selected, you will start at that folder (if it still exists when you go to change it) *Changed level unlock order for Easy folder *Fixed Steam Workshop buttons being misaligned with new menu layout *Reworded quit confirmation menu options
Fixed an issue where main menu buttons became unclickable after entering and exiting a level.
Main Menu:
*Added new animated "Startup Screen" that loads in before main menu
Levels: *Old Jetpack Sax replaced with new Adventure variant --I was very unhappy with the old version of the level. I am very happy with the new version of the level. Gameplay: *Fast-falling was broken in the last patch with the introduction of terminal velocity. It is now fixed. Level Editor: *Fixed issue where new guideline system didn't always work
Gameplay: *There is now terminal velocity. --You used to be able to gain infinite speed. You never noticed because levels were too small. *Added "Anime Speed Lines" when camera is moving to improve readability of movement --Commentary: With the addition of a moving camera, knowing which direction you were going in became difficult with the game's lack of backgrounds with parallax. Anime Speed Lines help indicate which direction you're going and makes players (like me) feel more awesome when moving at extremely high speeds. Level Editor & Practice Mode: *New "Custom Checkpoint" Feature if in practice mode or if the level editor has been turned on at least once while in a level --Press CTRL+C to lock in a checkpoint location (saves current time in the song, current location of player, etc) --Press CTRL+R to load a checkpoint you have saved ----Very useful for retrying sections of a level over and over again, for both practicing and editing purposes ----(I really need to include more in-game tooltips for this stuff... I'll put it on the to-do list...) *Fixed camera not re-zooming to default zoom when current CameraControl does not specify a zoom level *Fixed hit-quality-markers ("Perfect", "Excellent", etc) adhering to old camera rules and not working properly outside of the original camera box
Level Editor:
*You can now click and drag with LMB (left mouse button) over empty space in "Platforms" mode to create new platforms
--The in-game editor is now officially easier to work with than Unity's editor
*When "Unlock Camera" is on, you can now use Right Click to click and drag the camera around.
*Fixed an issue where zooming out with mousewheel would drastically relocate the camera
*Fixed issue where dragging music position would sometimes break the level editor until you reloaded the level
*Fixed platform data-editor window sometimes appearing in weird places.
*Hovering over/selecting a platform in platform-editor-mode now highlights it
*New Feature: X/Y Beat Placement Guidelines
--I haven't made a UI to modify these yet, but if you want to try them you can add them directly to your level's Metadata.
Example:
Level Editor: *New "TurnOffSafetyBox" LevelData Option (deletes box that makes sure the player doesn't fall into the abyss, allowing you to build the level geometry how you see fit) --Old levels are still safe and work as intended. This is an "opt-in" feature and the default is the safety box *Added "Zoom In, Zoom Out" feature to mouse-wheel (alternatively, PGUP and PGDN) for "Adventure Mode" level editing *Added Camera Controls to custom level data --Now you can control where the camera is in relation to the player --Camera options: Follow the player, lock the X or Y axis of the camera (or both for static positions) --Jetpack Sax (Grow) currently has a few camera controls added to the start of it for now as a proof of concept. *"Current Platform Color example" now included in LevelData editor window *Added "Unlock Camera" toggle that prevents camera from moving Main Menu: *Fixed Pyrotechnique's title being truncated *Removed "Practice" toggle from level-confirmation screen for tutorials *Added particle effects highlighting "Tutorials" folder when not all tutorial levels have been unlocked --also highlights Grow folder when tutorials have been completed and no extra grow levels have been unlocked *Added low pass filter to the main menu music when looking at the Level Confirmation screen (idk it's fun) TODO: Bring player back to the play-area if they fall off the screen when the camera's X or Y movement is locked Create in-game interface for adding Camera Controls to level Implement camera controls that move the camera along a track (known as an "autoscroller" in platforming lingo) I was going to keep adding stuff before patching, but this is already so much stuff that I figured I'd cut this update off here before continuing to work on the new camera system for Adventure Mode.
2/17/21 Patch Notes
Main Menu:
*Added Calibration minigame to main menu
--Turns out my latency is 117 MS and not 150 MS. What a time to be alive.
----On a personal note, I'm now having a much easier time getting "Perfect" markers
*Changed "Settings" tray buttton to a desktop icon
2/16/21 Patch Notes Levels: *Supergloom added to Suffer folder. --Super --gloom ----*Supergloom ------*(supergloom) Level Editor: *Fixed issue where pasting the same copied beats multiple times would cause beats to be added in weird places *Added groundwork for new moving-camera system Main Menu: *Lowered some breakpoints on level-unlock progression
Levels:
*D'un Autre Jour added to Resolve folder
Level Editor:
*Added copy/paste functionality
Main Menu:
*Re-ordered Suffer levels in preparation of re-activating demo
*Fixed keybinds button being hidden behind other UI elements sometimes
*Gameplay changes: -Hit-quality timings are now more strict (these times represent the full before and after window) ((measured in seconds)) --Perfect: 0.12 -> 0.06 --Excellent: 0.24 -> 0.125 --Great: 0.4 -> 0.2 --Okay: 0.6 -> 0.46 *Level editor: -New "Relocate" button lets you visually relocate a beat's X and Y coordinates -Beats marked as "Hold" are now visible as such on the timeline
You can now buy BeatBeat while it's in Early Access! Give me your feedback on the BeatBeat Discord: https://discord.gg/WKUKufr
BeatBeat is a vaporwavey rhythm platformer with funky beats. I jammed a rhythm game inside of a platformer and the result is BeatBeat. You must use your jumping and jiving skills at the same time or perish. The soundtrack has been sourced with love from home grown, free-range music artists that just want you to groove. The code has been crafted with pure rage from the darkest depths of my heart. Try the demo. It's free.
BeatBeat is a vaporwavey rhythm platformer with funky beats. I jammed a rhythm game inside of a platformer and the result is BeatBeat. You must use your jumping and jiving skills at the same time or perish. The soundtrack has been sourced with love from home grown, free-range music artists that just want you to groove. The code has been crafted with pure rage from the darkest depths of my heart. Try the demo. It's free.
Hello there. This is not GDC (which got mostly cancelled this year), but I'm still a game developer and you can still ask me questions and pretend it's a Game Developers Conference. The Official BeatBeat Discord channel (https://discord.gg/RU9FAWy) will officially be open to anybody who has hard-hitting game-dev questions like "How much time did you spend constructing this awesome soundtrack?" (answer: too much) and "What's a shader?" (answer: I still have no idea) If you don't have any questions, you can watch me stream some level development through Discord. Pop a squat, crack open a bottle of water, and let's chat about rhythm games (mine, specifically).
Join the developer of BeatBeat as he plays the game and answers your questions! Official BeatBeat Discord: https://discord.gg/RU9FAWy BeatBeat is a funky rhythm platformer being solo-developed by one human that can't go to the arcades to play rhythm games because they're all closed due to the pandemic. Try out the demo for BeatBeat yourself and join me, J.J. Cramer, in the official BeatBeat discord for this once-in-a-lifetime event!
Hello there. This is not GDC (which got mostly cancelled this year), but I'm still a game developer and you can still ask me questions and pretend it's a Game Developers Conference. The Official BeatBeat Discord channel (https://discord.gg/RU9FAWy) will officially be open to anybody who has hard-hitting game-dev questions like "How much time did you spend constructing this awesome soundtrack?" (answer: too much) and "What's a shader?" (answer: I still have no idea) Pop a squat, crack open a bottle of water, and let's chat about rhythm games (mine, specifically).
Hello, there. This is not GDC (which got mostly cancelled this year), but I'm still a game developer and you can still ask me questions and pretend it's a Game Developers Conference. The Official BeatBeat Discord channel (https://discord.gg/RU9FAWy) will officially be open to anybody who has hard-hitting game-dev questions like "How much time did you spend constructing this awesome soundtrack?" (answer: too much) and "What's a shader?" (answer: I still have no idea) Pop a squat, crack open a bottle of water, and let's chat about rhythm games (mine, specifically).
Join the developer of BeatBeat as he answers your questions and interviews music artists from the soundtrack! Official BeatBeat Discord: https://discord.gg/RU9FAWy BeatBeat is a funky rhythm platformer being solo-developed by one human that can't go to the arcades to play rhythm games because they're all closed due to the pandemic. Try out the demo for BeatBeat yourself and join me, J.J. Cramer, in the official BeatBeat discord for this once-in-a-lifetime event!
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