Releases: Poobslag/turbofat
0.2800
Save slots and Buttercup Cafe story stuff!
You can access your save slots through the Settings menu, either by clicking the "settings" button in the menus or with the big wrench button on the overworld. Four save slots are available, you can change them freely or delete ones you don't need anymore.
The Buttercup Cafe has a small story arc now. To get the most out of it you'll want to talk to Diota frequently as you go through the usual puzzle mode, and investigate the "Buttercup Cafe" sign in front of her restaurant. In the future, I'm hoping to condense the world a bit so these story bits will be more organic to find. Wish me luck!
0.2700
New cutscenes and story stuff!
The following levels have cutscenes after, or sometimes before the puzzles: Hello Everyone, Hello Bones, Hello Shirts, Hello Skins, It's Kind Of Time To Leave, Pulling for Bones, Pulling for Shirts, Pulling for Skins, It's Really Time To Leave, Goodbye Bones, Goodbye Shirts and Goodbye Skins! Wow!
...These cutscenes will only play the first time you beat the level, and if you've already beaten the level, they may not play at all. If you want to see the cutscene again, there is a cutscene button in the bottom left corner of the window. After picking the level, click it until the clapper icon is shown!
0.2621
This release adds more details the the indoor areas! Can you find all the new the stuff I drew in this release? The commit log says there's at least seven things.
Before | After |
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Answers
- Sinks! I drew sinks facing all different directions and sinks stuck next to other sinks, and coded in some logic for stitching them together in the game automatically. This should make it easy to reuse these graphics in other kitchens, or to change how the restaurant is laid out later on without drawing new art.
- Plates! Some of the countertops now have plates set on top of them. These were also drawn all different ways.
- A new bar area! Creatures on the stools by the kitchen now have a place to set their food. And the stools moved back! Is that one difference or two? Judges? We're going to call it one.
- Floor tiles! The kitchen has tiles now. Goodbye endless sea of grey!
- A drain in the kitchen! Can you imagine if I released the game without a drain? Where would the water have gone!?
- Fuzzy carpets! The restaurant floor has some fuzzy details to make it look more carpet-y. Goodbye endless sea of brown! We're not fans of endless seas here.
- Vertical walls! This wall was missing before, I really didn't want to have to draw walls facing every which way, but I knuckled down and did it anyway. That was a lot of work, please don't make me do it again!
0.2613
This release adds countertops and grills to the interior area and changes its perspective! Yikes!
There are now some countertops and grills surrounding the kitchen area! I'd also like to add some sinks, plates, and floor tiles and then I think I'll be satisfied with it looking 'kitcheny' enough. More to come!
Most notably, (at least from a coding perspective,) the interior area is now viewed at an angle instead of straight-on. This involved redrawing a lot of visual assets and, most annoyingly, extending aspects the game engine because it turns out Godot can't draw stuff from left to right! #1 #2 Oh no!!! What a mean surprise! Well, maybe some day they will patch this feature in and my life will become much much simpler. ...Until then unfortunately you may notice some flickering as I have to manually kludge things around! Sorry! Let's suffer together.
0.2600
The Buttercup Cafe is open for business! (Except well, you can't actually do anything there yet. Ha ha.)
Diota's poured her heart and soul into this little vegan eatery, but of course there's nothing wrong with a little healthy competition either. Go say hello!
This release also rearranges the overworld buildings and creatures a bit, and adds some fences.
0.2523
This release makes the overworld more vibrant with cake obstacles and tiled paths!
Hopefully it's starting to look a little put together! I'll add a few more buildings, and I'd like to make it where parts of the overworld alternate between frosting and cake, instead of having it all be frosted. But once that's done I can start focusing on other things, like maybe how the indoors looks or adding more dialog and story bits! Stay tuned~
0.2516
This release introduces houses, a few gameplay tweaks and many small bugfixes and optimizations.
The overworld has a bunch of houses now! This is one of many small steps towards making the world feel more complete. There's still a lot more to do but this is a good start!
Squish moves are a little cleaner now. Performing a squish move would often make the piece zoom past nooks at higher speeds or when holding the soft-drop key, because horizontal DAS hadn't activated yet. Performing a squish move now immediately activates horizontal DAS.
There are also a few minor bugfixes here and there. Creatures now fade in when changing scenes, and the game should launch a tiny, tiny bit faster. The expanded 'BIGFPS' cheat code functionality caused some UI problems which I fixed, too. Just lots of small things!
0.2502
New creature parts, new monsters, and a bigger overworld!
There are a bunch of new creature parts including bunny ears, turtle noses and skinny bean eyes! And some new friends which make use of them.
The overworld is WAY bigger now -- it's still very empty though! But if you wander around you'll see a few new faces. Eventually you'll be able to talk to them and there'll be more scenery. One step at a time!
Someone noticed that the overworld footstep audio was coming through on the left channel, so that's fixed. There are a few other minor bugfixes too!
0.2425
Some new irritating levels, and a big Godot 3.3 upgrade!
Four levels have new rotation rules: "Hello Everyone", "Hello Skins", "Pulling For Skins" and "Goodbye Skins". They all mess with the rotation rules in very confusing ways, so best of luck!
These rules were implemented in a generic "[this trigger] causes [this effect]" language which should eventually let players make their own weird levels with these rules. These four new levels have rules like "[rotating the current piece] causes [the next queue to rotate]," and I'll eventually add more similar rules, "[placing a piece] causes [the playfield to toggle between being visible and invisible]", "[every 5 seconds that elapse] causes [a veggie row to rise from the bottom]". But, someone making their own levels will be able to mix these rules their own way -- "[rotating the current piece] causes [a veggie row to rise from the bottom]". Will these new combinations be fun? Well, not all of them of course! I'm sure some troll would make a level where the piece rotates clockwise every 0.1 seconds and make an unplayable mess. ...But, hopefully you can come up with some fun ones.
I've upgraded to Godot 3.3! Godot is the game engine that Turbo Fat runs on, so new upgrades bring about new bugfixes, new performance enhancements and, in all likelihood, new bugs! Maybe a button will shift way offscreen where you can't click it anymore, or maybe you can't quit out of the Settings menu on Android, or something else weird like that.. Let me know if you see anything weird!
0.2411
Augh, flying food! This release animates the food so it flies into the creature's mouths and crumbs go everywhere.
The food crumbs match the food's ingredients. They'll fly slower on slower levels, and faster on faster levels, so hopefully the little food animations don't get in your way or distract you too much. (But hopefully they get in your way a little bit! That's a part of the fun.)
Survival Mode has been renamed to Marathon, because "survival" was a little misleading. It's not just about surviving, but you need to get money too! (Actually, it was originally called Marathon back in May of 2020. When will I make up my mind!?)
I also improved localization support in a few places -- so that buttons like "Caps Lock" or "Escape" can be translated into other languages, as well as a few sneaky buttons here and there. I'm sure I'll keep finding things! Sorry!