BeatBeat's first indie game crossover! Kitten Burst's story genuinely brought me to tears. Getting to include one of Kitten Burst's more lighthearted songs in BeatBeat is a blessing.
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.
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
New Audiovisualizer (accessible in the Level Editor):
"Cassettes" - a chaotic audiovisualizer designed for big, open levels.
[previewyoutube=_DcwDU0OU6I;full][/previewyoutube] [ 2023-11-20 04:30:27 CET ][ Original post ]
Fixed B9's intro dialogue not using Japanese and Chinese localization after Setupmancer.
Added new beat-alignment tool for level editor -> "Perfect Walk Speed Distance Setter": Holding "Tab" while relocating a beat will cause it to automatically align its X coordinate to match the perfect distance as if the player were moving directly to the right of the previous beat.
Licensed a new song for the free Disk 2 DLC!!!!!!! I'll get the levels made for it as soon as I can.
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.
Big Changes
Added The True Ending
Created new tutorials
Added "Line Commander" submenu to CheevOS for unlocking totems with secret codes (try the names of artists on the soundtrack!)
Tweaks
Added Difficulty, TrueScore Multiplier, and Modifiers Used to results screen
Updated gamepad manager: All controllers should now work
Improved squishyness and squashyness of player
Increased volume of sound effect for incorrect inputs and missed beats.
Changed unlock order of Hard levels
Pressing escape on the Level Confirmation Screen now closes the Level Confirmation Screen instead of bringing up the "Quit" prompt
Beat previews now use the default beat skin
Consolidated Pause and Play buttons in level editor to a single, dynamic "Pause or Play" button
Moved "Run As Administrator" button to the main desktop to improve visibility
Added more visual cues to indicate the intended controls for the fishing minigame
Reduced threshold for certain end-game dialogue options
Increased size of "hold guides" on the sides of circles
Changed the talking-sound-effect of a hidden character
Updated the localization files
Fixes
Fixed incorrect name being shown for Hard difficulty menu preview
Fixed Maestro being inaccessible
Fixed bosses interacting poorly with the player losing a life
Fixed unlocking totems through CheevOS not updating the resonance shown in the Modifiers menu
Fixed "You Do Not Have Enough Resonance" prompt behaving oddly
Fixed ScreenEdgeGuide showing the wrong wait-time for the next beat when a beat has not spawned yet
New Achievements: "Pleasant Experience", "Much Easier", "Needlessly Large", "BeatBeatCore", "Artist", "Extremely Pro Player", "Never Give Up", "The Sincerest Form", "Self Absorbed", and "Tough Decision"
Tweaks
Added more freedom to level selection when unlocking levels
Updated some graphics in the tutorial levels
Improved aesthetics of backgrounds in nearly all levels
Added guide that shows where the next hold-beat will take you
The BeatBox now has juicier movement
Added Tap-Jump preference prompt to Setupmancer for controller players
Added mashers to Shoujo (Easy)
Added special end-of-level animations to bosses
Default songs are now cached on game-start to speed up load-times of level-confirmation screens
Adjusted directions for beats in New Game. (Extreme)
Zoomed in the camera on Adaptation (Hard)
Fixes
Fixed available totems not updating immediately when unlocked through CheevOS menu
Fixed totem names not showing correctly when prompting unlocks in CheevOS
Fixed the moon visualizer not lining up correctly
Fixed some old UI elements still referring to difficulties by their old names
Removed dialogue that references old level-unlock system
Percussionist Mode now replaces arrow indicators with circles and squares
Updated platform textures for several levels
Updated virtual cursor image for controllers
Updated "Futuristic" beat skin
Added more options for platform textures in level editor
Added checkpoints to all versions of "why don't you come on over?"
Level Editor and Steam Workshop buttons are now lightly colored to help them stand out
Modified which unlocks are available by default
Fixes:
Fixed calibration menu not taking effect until the game was turned off and on again
Randomizer mod will no longer generate beats of the same type as the beat you are holding on a Hold with an override (in other words: Randomizer is slightly easier now)
Fixed hit-sound timings being altered by player calibration
Fixed player totem preview color not updating properly when changing totems
Fixed some level-unlock animations playing in the wrong location
Fixed results screen text-size for non-English languages
Fixed Setupmancer Totem-Select not actually doing anything
Fixed Screen-Edge-Guide not working correctly in some cases
Fixed AutoBeat and Full-Auto not interacting correctly with mashers
I've been hard at work so I can bring some very important updates to you. Here's a giant list of all the things that are new in this patch!
Big Stuff
New Level: New Game. (Resolve)
Added 3D "Totem" cosmetic that exists within the player's cube
Star, Heart, Banana, a smaller cube that goes inside of your big cube, and Icosahedron options are selectable in the updated Settings menu under "Player"
Many more totem options are in the works.
Set up back-end functionality for HUD skins
"RGB" and "Cats" available now
More in the works, Steam Workshop Integration on the to-do list
Upgraded desktop icons for every level
Updated Settings menu to accommodate the increased number of settings
New and Interesting
Added platform-skin selection to level editor
Added click-and-drag resizing of platforms
Added more fine-tuning to all mouse-location-based level editor controls: Hold LeftShift to round to the nearest quarter
New animation and SFX when unlocking levels
Steam Rich Presence fully implemented
Added special interaction when you "win" pinball
Added new cube animation when "mantling" a platform
Added extra line to B9's help-dialogue about practice mode
Added extra button to B9's help-dialogue about creating a custom level
Added new "Screen Edge Guide" to show where the next beat is if it is not visible on-screen
Tweaks & Fixes
Disk 2 button becomes visible, but still locked, after clearing a few levels. Also added hover-hint text to explain how to unlock Disk 2
Added more moving parts to the Results screen
Pro-Mode circles will now dynamically activate for stacks, regardless of the current setting
Updated visuals in some older levels (I will be continuing to touch up old levels with newer designs as I create them)
Fixed Jetpack Sax (Resolve) clear data not saving properly
Fixed spelling of Lavera's name in credits
Fixed a bug that caused failed mashers to not reduce the player's HP
Fixed pasted platforms not being pre-selected in level editor
Added apostrophe to "dont" in "why won't you come on over?" title on menu
Tweaked damage and healing numbers from beats in most levels
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
Added magic-checkpoint-code: If the beat a checkpoint moves you to would be out of reach due to a lack of platforms, the player is now automatically moved to that beat
Menus and gameplay text now available in Japanese and Chinese (B9 dialogue will be translated later)
New Level: Jetpack Sax (Resolve)
New Level: Shoujo (Resolve)
Levels uploaded to the Steam Workshop may now include song files
Gameplay Updates
Improved "Next Beat Guides" to include a visual representation of when the next beat will appear, regardless of approach rate
New Hit-Sounds added
JetPack Sax (Grow) visuals updated
Added more platforms to the second section of Comet (Flourish)
Added checkpoints to Breezin' (Resolve)
Tweaks/Fixes
Improved spinning
Resonance Gain icon is now more informative
Checkpoints now partially visible on top of other gameplay elements
Added more keybind-shortuts to level editor
Fixed platform outlines not being shown near player with Flashlight mode turned on
Practice Mode now does a better job of resetting the level
Developer Notes
The current to-do list is as follows:[olist]
Finish rebuilding the Resolve folder to soften the difficulty curve from "Resolve" to "Suffer" (four levels remain)
Re-approach art design for all existing levels to bring them up to speed with the quality in the two new levels: Jetpack Sax (Resolve) and Shoujo (Resolve)
Continue to add quality of life changes to the level editor
[/olist] [ 2022-07-11 01:17:43 CET ][ Original post ]
New Death-Upgrade System: When you run out of lives, the game offers you a choice between two mods that will make the game easier (even if you have not unlocked those mods yet)
Beats now appear in a semi-dramatic fade-in instead of blinking into existence
Beat-Guides now display the correct color of the next beat when Randomizer is turned on
CustomLevel folder is now generated on main menu load by default
Reworked patterns in Secret Merry Go Round (Flourish)
Improved beat-placement guides in level editor
Reworked UI elements of +Dash tutorial
Lowered default music and SFX volume to 50% (from 75%)
Improved level editor UI elements
Reduced default camera bloom for custom levels
Guiding particles now show color of beat that will appear
Fixed FEESH 2 sometimes no longer spawning fish
Fixed Zen tutorial issue for gamepad
Fixed pause menu waveform for custom levels not actually showing the waveform for the current song
Fixed platforms sometimes getting highlighted when they shouldn't
Fixed platform data editor sometimes staying open when it shouldn't
Fixed platform painting color palette getting reset when reloading levels
Fixed platform painting colors sometimes not working as intended
Fixed some types of beats interacting poorly with custom approach rates
I posted these patch notes on the 26th, but the new patch build went live on the 24th so we're splitting the difference. Elden Ring just came out and another global crisis popped up. Don't expect a patch next week unless somebody posts a game-breaking bug on Discord, which you can always find here: https://discord.gg/RU9FAWy [ 2022-02-26 08:51:55 CET ][ Original post ]
Fixed some dynamic B9 events not playing when they should
Added beta for new "Painting Mode" to platform editor
Users can no longer select custom level images larger than 1MB for custom level icons
New graphics for checkpoints and level clears
Resolved issue that arises when multiple controllers are plugged in at the same time
Improved some level editor UI elements
Something else I'm doing before the 1.0 release is revisiting old levels to give them some extra punch in terms of camera-work and level-art. I'll be marking those updates in the patch notes as I go through them.
New On-Screen indicator when you save in the level editor
Massively optimized some backend code that resulted in long wait-times for beats to "catch up" when there were lots of beats in a level and you were editing near the end of the level
TL;DR: Added the last three levels, added more mods, added achievements.New Levels==
New Level: Breezin' (Grow)
New Level: Breezin' (Flourish)
New Level: Tell Me Your Name Again (Suffer)
New Mods==
New Mod: AutoMover
-Automatically move from beat to beat. -0.5 truescore multiplier.
New Mod: Randomizer
-Directions for beats are now completely randomized. +0.5 truescore multiplier.
New Mod: Flashlight
-Platforms are invisible unless you are directly next to them. +0.5 truescore multiplier.
New Achievements==
Added achievement for Pet 'Em minigame
Added achievement for unlocking all levels in Grow folder
Added achievement for unlocking all levels in Flourish folder
Added achievement for unlocking all levels in Resolve folder
Added achievement for unlocking all levels in Suffer folder
Other new stuff==
Added "Last Chance" mechanic to zen
-If you have enough of your zen bar full (and aren't using a mod that disables it), time will slow down and you will burn 85% of your zen bar instead of dying
-If you succesfully hit a note during your "Last Chance", you get 2 seconds of invulnerability to help you stabilize
Added hit-error visualizer on HUD
Added sounds for health-loss
Tweaks==
Added tooltips to resonance shop items
Truescore multipliers on mods now work as advertised
New in-game guide for FEESH
Buffed proper usage of "Tug" in FEESH
The FEESH now swims away faster if a "Tug" is available
Petting the dog for a few seconds every time you revisit the main menu will reward you with 1 Resonance
-"PetTheDog%"
Rebalanced two awkwardly challenging sections of Comet (Resolve)
Improved Dash tutorial
Reduced volume of whooshing noises in various tutorials
Bugfixes==
Fixed interaction between countdown timer and pause menu
Fixed FEESH not giving Resonance
Fixed Hit-Sounds sounding off-tempo for certain audio calibrations
Players should no longer be able to die if the level is over
*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
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
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
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
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
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
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:
...
...
0,m5,10.8-12.6,m5, 3.5 ,1
decimals will help guide your beats to those coordinates (-12.6, 3.5, etc)
decimals with an M in front of them will guide beats to any multiple of that number (so "m5" will guide your beats to -10, -5, 0, 5, 10, 15, 20, etc)
an in-game editor for this new custom-level feature is on the todo list.
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
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!
Stream To-Do List:
Answer questions
Full-Combo the hardest level
Get a triple S ranking on the hardest level (I will probably not succeed)
I've only got a few months left to add in critical features like "audio settings" and "keybinds" and this event is definitely not helping me get those things added to the game, but I'm sure we'll have some fun. [ 2020-06-06 02:12:12 CET ][ Original post ]
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!
Stream To-Do List:
Answer questions
Ask questions to the music-artists on the soundtrack
Full-Combo the hardest level
Get a triple S ranking on the hardest level (I will probably not succeed)
I've only got a few months left to add in critical features like "audio settings" and "keybinds" and this event is definitely not helping me get those things added to the game, but I'm sure we'll have some fun. [ 2020-05-28 06:36:51 CET ][ Original post ]
• BeatBeat is a funky rhythm-platformer that traps the big-arcade experience inside your small home computer. • Playable with keyboard or gamepad! • 15 song soundtrack featuring groovy artists you've probably never heard of! • Entirely self-funded. No early-bird discount! • Graphics made by the same guy who programmed the game to give you that “Yeah, this feels like 1999” vibe. • Keyboard-breakingly hard levels included for those that yearn to suffer!
MINIMAL SETUP
OS: Ubuntu 16.04+Memory: 2 GB RAMGraphics: YesStorage: 2 GB available space