Progress post #136: Often seldom
Posted on 2020-02-22 02:55



Today was more of a Baba stream than an ESA 2 stream; I implemented some missing features for the new editor along with the Seldom and Often words seen above. I’ll soon get to the point where I need to start considering how to add gamepad controls for the editor, and wow will that be a tough job.

On ESA 2’s side, I mostly worked on the pause menu layout and drew some new tiles for the first area. I was going to implement more of the menu, but realized that I do want to handle certain menu-related code properly from the get-go instead of using hackier solutions, and shied away.

Tags: Games, ESA 2, Baba Is You, Streaming, Regular updates


Progress post #135: Bestiary!
Posted on 2020-02-18 03:04



The bestiary(‘s skeleton) is back! And this time I could even reuse the old assets for it, yay. I meant to work a bit on the pause menu on today’s stream, but got scared away by how hairy certain text-rendering issues were.

In Baba Is You, I fixed some lagginess and implemented a system where the player needs to play through their level in order to upload it. Working on the editor is generally exhausting but today was a pretty productive day in that regard.

Tags: Games, Baba Is You, ESA 2, Streaming, Regular updates


Progress post #134: Boss preparations & level editor
Posted on 2020-02-11 08:49



This week I officially started a Monday/Thursday streaming schedule; we’ll see how that goes. The first stream of this glorious new era was late but went fairly well. In ESA 2, I worked on boss-related basic functionality such as the boss HP bar, as well as some powerup/weapon-related systems. In Baba Is You, I trudged onwards on the nigh-endless road that hopefully leads us to a nice, functional level editor. Apart from the size-changing stuff, all buttons seen in the image above actually do what they’re meant to now, which is great!

Tags: Games, ESA 2, Baba Is You, Streaming, Regular updates


Progress post #133: Conveyor belts and more!
Posted on 2020-02-09 06:31



More streaming, more ESA2 and Baba! Baba Is You’s still in the endless swamp of level editor work; as the editor gets more complex, working on it also gets more arduous and scary. However, I’ll soon be at the stage to technically try to implement the actual online functionality! That’ll be scary in its own way, but fairly exciting as well!

On ESA 2’s side, I’ve kept adding more basic features; today’s stream included the conveyor belts, bounce shots and coloured shots seen above. I also did some tileset tests last stream and I think I’m finally starting to feel OK about the colours and visual look of the game. That’s a huge relief.

Tags: Games, ESA 2, Baba Is You, Plans, Streaming, Regular updates


Progress post #132: Powerup work!
Posted on 2020-02-02 07:01



Today saw another stream! This time I managed to actually work a bit more diligently on ESA 2. I implemented a bunch of powerups and added powerup collection flags to all of the ones currently implemented, and worked a bit on the editor. One of my goals was to get editing the parallax layers working properly, but that turned out to be very very nasty so I left it for later.

I also worked a bit on Baba Is You; the “themes” as they’re called have been the object of interest for a bit now, and I continued making the work. I’m really proud of how handy the menu system of Baba’s is; my earlier games have had very clunky and manually-coded menus and Baba’s more dynamic affair makes the level editor *way* easier to structure. I shied away from the nastiest bit of theme work, though; hopefully it won’t take too long to get to that.

Tags: Games, Baba Is You, ESA 2, Streaming, Regular updates


Progress post #131: Editor & ESA
Posted on 2020-01-30 07:09



I streamed today, after a week or so of not getting much done game development-wise. Phew! Baba got some work done on the editor; it’s coming together and even though there’s still lots to do, I realized that I’m possibly closer to being done than I previously thought. That’s encouraging!

On ESA 2’s side, I worked further on making the level editor work in a zoomed-in mode, to make dealing with small tiles nicer. I also shrunk the in-game font and HUD elements to have them not fill the game window as much. All in all, small things but progress nonetheless!

Tags: Games, Baba Is You, ESA 2, Streaming, Regular updates


Progress post #130: Is the answer going to be 8 pixels?
Posted on 2020-01-22 01:59



The image above is pretty terrible, all things considered, but I’m feeling a bit more hopeful about the future of ESA 2 at this point. I decided to turn back to 8×8 tiling again, after years of work with 12×12 tiling; this’ll hopefully make progress faster (once I figure the colours out) and help alleviate my disappointment with the visual style of the game. Now just to get everything working on this new, lower resolution, and we should be good to go ahead (finally!)

Tags: Games, ESA 2, Streaming, Regular updates


Baba people!
Posted on 2020-01-20 04:28



Tags: Art, Baba Is You


Progress post #129: 2020!
Posted on 2020-01-04 08:36



Welcome to the new year! I have some hopefully exciting plans regarding this year; I’ll announce those as they become relevant. For now, work on Baba’s editor has continued at a slowish pace and that’s pretty much it. I’ve added line, rectangle & flood fill tools, implemented some very important underlying systems and in general tried to finally get onwards from the object list system; it affects the codebase very heavily so implementing it neatly is very important, but it’s hard to have the patience to actually go through with that neatness.

Baba was nominated in a bunch of awards at the end of last year, including The Game Awards & Golden Joystick awards. Disco Elysium and Outer Wilds took the prizes, but I don’t mind too much because both seem to be really unique and amazing games. (I wouldn’t entirely mind some awards, though.)

Tags: Games, Baba Is You, Streaming, Regular updates, Happenings


Baba Is You patch notes (December 17th) – version 1.0.5
Posted on 2019-12-17 00:55

Oh no, has it seriously been 7 months without Switch updates? That’s terrifying, and I apologize for things taking this long. Oh well – we’re now here so might as well list what has happened over that time:

- Fixed a small ending-related visual bug if the grid is enabled
- Fixed a rather severe oversight where certain rules were adding events to the undo buffer in the wrong order, causing errors
- Added an additional check for situations where the player would’ve cleared an area but due to e.g. level repositioning between versions didn’t get the flower for it
- Fixed a bug where floating Baba and a weak Wall would have a mystery interaction
- In certain cases where the game would freeze, it displays a special effect instead (this’ll be expanded on and it might not appear in the game at the moment)
- Large underlying code reworking related to conditionals, not relevant in the game right now but it’s work for the future
- Related to the above, conditionals with parameters behave in an equivalent way whether the condition has a Not or not
- Fixed the word Facing not accepting directional words
- Related to above, made Empty Is work mostly as intended
- Fixed “Empty Is X” particle effects appearing everywhere even if Empty had a conditional word
- Added guest credits to “Across”. Apologies to Corey Martin for missing that when adding the level.
- New option in the settings menu! You can now disable screenshake.
- There’s a new secret thing in the game!
- A certain map now has a clear counter like other maps, so you can actually fully finish it. This should retroactively activate if you’ve already cleared the map.
- Changed the way the level selector works. This shouldn’t affect the playing experience apart from one level adjustment listed below. If you note new bugs with the level selector, I’m very interested in knowing about them.
- If you’d try to enter two levels at once, the game now opens a menu to pick from.
- Added a visual indicator for movement that “fails” (i.e. ends up not moving the object). So if Baba moves against a Shifting object, you’ll now get a small visual indicator that some movement happened.
- Fixed a buggy cutscene.
- You can now use “Return to map” in a new spot.
- Fixed a slightly annoying error with how the map cursor is positioned in certain rare situations
- Fixed a level selection -related bug
- Fixed a particular Win-condition not working
- Fixed a rare conditional statement not working
- Fixed a case of the player not being able to enter a level despite having the map cursor on them
- Fixed a case of the game trying to enter an erroneous level in certain circumstances
- Fixed a case of the game ignoring a level if it thought you were trying to enter two levels at once
- Fixed the game storing sub-second frame timing data improperly; not very important but I guess the game tracks your playtime more accurately now
- Fixed a graphical glitch in an ending-related thing
- Fixed a case where the borders of the levels were considered Empty
- Fixed a rare bug relating to an endgame conditional word
- Languages! The game now supports 13 languages, with more coming later. Note that the translations only affect the UI and menus; the graphics are English-only. We tried hard to look into localizing it all but it would’ve been too massive of an undertaking. (Please report any issues with the translations, be it on Steam or in-game!)
- You can now see the version ID in the bottom-left corner of the main menu! Relatedly, I moved away from the two-letter version naming scheme because it could’ve been confusing.
- The game will get an official level editor in 2020! I’ll make a flashier announcement about that in a bit. Anyway, there have been some underlying changes in preparation for that.

Levels adjusted/changed

- Whoops
- Collaborative effort
- Acrobatics
- Tectonic Movements
- Seeking Acceptance
- Heavy Cloud (this might actually be a large change)
- Keke And The Star
- The Heist
- Gallery
- Backstage
- Maritime Adventures
- Elusive condition
- Floodgates (used to have tons of rules, adjusted the level to have the same idea with less fixed rules)
- A Way Out?
- Another Way
- ???
- Meteor Strike
- Triplets (a large unintended solution)
- Rocky Road (changed Foliage to Rocks to keep the name sensible)
- Hidden Path
- Out At Sea (added water that I had removed during development for the name to make some sense)
- Tunnel (the level didn’t utilize the intended mechanic)

Tags: Games, Baba Is You

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