Posts Tagged ‘bugfix’

The post-LD version of Gogol coming soon!

Posted by
Sunday, December 18th, 2016 1:17 pm

Hi everyone.

Soon we will publish the post-ld version of our game.

Dec-19-2016 00-51-15

Now we are fixing bugs (yes yes the protagonist’s jump will be fixed :)), creating a new monsters and adding graphics effects. We are planning to publish post-ld version in a few days.

Gogol dev.

Please review and vote the LD version of game

Update! v0.9 is out now!

Posted by (twitter: @crosstales)
Thursday, September 1st, 2016 10:09 am

We have fixed some issues and bugs with our newest update for “Invent The Wheel!”

Changes/Fixes include:
1) Overdrawing – You only have a limited area in which you can draw.
2) No more timer – You have an infinite amount of time to draw your wheel.
3) Updated controls – You now draw with RMB, which appeared to be easier during our testing.
4) White flag – You can now abort your run and retry.

We also fixed some minor display bugs that occasionally appeared pre-fix.


Enjoy your new (and hopefully improved!) wheeling experience! ūüėČ

Pre-deadline bugfixes are up

Posted by (twitter: @csanyk)
Monday, August 29th, 2016 7:42 pm

Just added a few last minute features and fixed too many little bugs to mention ahead of the Jam submission deadline. ¬†If you played it before, you may want to try it again. ¬†Mostly (I hope) the bugs weren’t noticeable. ¬†The HTML5 build now renders at correct size though!

Ancient Technologies for LD36 by csanyk

Play Ancient Technologies

Aether Crypt – postmortem coming soon

Posted by (twitter: @tselmek)
Monday, April 25th, 2016 10:39 am

Howdy fellow jammers,

While I’m at work on cooking up a postmortem post for you to feast upon, you can check out and rate Aether Crypt¬†if you haven’t already.¬†If you’re fond of ambient stuff, a big fan of metroivania style games, a platformer addict or a chemistry nerd, you might enjoy giving it a try. Here’s a couple of screenshots to give you a taste of what you’re in for.

Menu goodness
Feel the Carbon
Neon enlightens my nights

Have a good one!

Tselmek out.

Bug fix and post-mortem for Foreshift

Tuesday, April 19th, 2016 11:48 am

Check out my post-mortem for Foreshift here:

Foreshift: Ludum Dare #35 post-mortem

I talk mainly about how I made the art and sound for the game.

Also, uploaded a bug fix for the multiple-spawning balls. Boy, it was so tempting to want to make a few subtle changes for the overly-difficult level 6, but I didn’t feel that would be in the spirit of the compo!


WebGL version is up

Monday, April 18th, 2016 8:56 pm

I fixed my black-sprites bug in WebGL!


No download required!

Playable inside the entry page with the power of WebGL!

Have fun!

Timelapse added + multiplayer + stability fix version

Posted by
Wednesday, September 2nd, 2015 7:58 am

We just pushed a new version of our LD33 jam entry ‚ÄúHuman Zoo‚ÄĚ. This fix a crash in the HTML5 version when playing for several minute and going out of memory. We also give the offline solo ‚Äú.exe‚ÄĚ version and a multiplayer version. With this version, you can play multiplayer on the same machine, in lan, or through the web. We played a bit of the multiplayer, and its fun to compete or cooperate. You can grab a stunned player either to save him or to put him back in the cage. Playing the game yourself in multiplayer give a lot of emergent ideas. Let us know if you had fun !

Human Zoo

We also recorded a timelapse while making graphics :

Up & Away – Postcompo version

Posted by (twitter: @bytegrove)
Monday, August 24th, 2015 12:00 pm

I’ve expanded the tutorial with camera info, as well as sped up the movement of the camera, and more, based on initial feedback.

Thank you all so much for the feedback! ūüėÄ


Play postcompo version! (full gamepad support now)

Entry page

You never know…

Posted by (twitter: @Phoenix849)
Tuesday, December 9th, 2014 3:29 pm

Last Rooftop Hero

Ok, guys. This is fail¬†of pretty epic¬†proportions. I forgot to disable WASD in my compo entry Last Rooftop Hero. The whole idea of gameplay was to use one single button only for the whole game. I’ve NEVER used WASD during testing, and thought everyone had a one-button game. I think I’ve just made these controls out of habit and forgot about them.

Fixing this “typo” took me 5 seconds, should be a proper version without WASD now. The thing is… You never know. The game has been online for 3 days and now I don’t really know how many have people found this and had “wrong” gameplay. And not a single one person have told me up to this point ūüėÄ

Thanks to Ellian, who wrote a comment about this.

Check it here

Spong Trouble’s Input Troubles Fixed

Posted by (twitter: @DimensionalEye)
Monday, December 8th, 2014 8:30 am

I just re-uploaded my game with fixes. You should be able to play my game, even if you don’t have any controllers connected.

Spong Trouble Game Page


Posted by
Monday, December 8th, 2014 2:23 am

So… turns out I forgot to disable some menu links when the menu is invisible, which means you can accidentally click them during the game… which immediately kicks you out of the game and opens up my website in a new tab. Annoying as all hell if you’re in the midst of shooting rockets at the time. I’m going to go ahead and say this should be okay to fix without disqualifying me, but if anyone disagrees… let me know?

Herp a derp.

edit: Double herp a derp. Apparently the end game screen wasn’t showing up AT ALL. Way to go me!

How to Completely Mess Up A Game

Posted by (twitter: @charlottegore)
Tuesday, May 6th, 2014 5:27 pm

Screen Shot 2014-05-07 at 01.20.49

So turns out I had a complete brain fail during the Ludum Dare weekend and totally failed to make the speed of my game’s player character independent of the FPS, which I only discovered when I accidentally destroyed Chrome a bit and suddenly it started chugging horribly, simulating playing In The Blood on a tired old ¬†computer.

I’d used the delta for computing velocity… but then multiplied it by 0.000005 for no reason I can actually remember now and the result is that the delta had virtually no effect whatsoever. So.. I fixed it. I REALLY hope this is okay, dear people in charge of such matters. It’s still the same game, no new features, but hopefully everyone playing it will have the same frustrating, tormenting and short-lived experience it was designed to provide. I wanted the game to be a difficult, challenging and hopefully addictive little action arcade game but when you’re moving ten times slower than you should? Oops.

I’ve also added a Post Compo version now! It’s the same game but I managed to add a bit of the visual Woo that I didn’t have time to do during the 48hours. It destroys the mood entirely but things are a lot clearer and hopefully a bit less motion sickness inducing. Again, sorry about that too.

You can play both frustratingly difficult versions on its compo page!

Incidentally, if you like Super Hexagon style ridiculously difficult action arcade games you might enjoy other competition entries Underneath Our Faces¬†and Diver X¬†… and would love to hear about any other games in the compo like this!

Halp! Jam Rules on Bug Fixes?

Posted by (twitter: @erwinumali)
Wednesday, August 28th, 2013 10:39 am


I recently discovered that my game, North Exit,¬†has a large, game-ruining bug; I somehow omitted the code for detecting a lose condition, so the player can’t lose the game (no, no¬†that¬†game, but yeah).

However, that doesn’t really make the game unwinnable or less playable — it just makes it infinitely easier.

My plea for help is: is it okay to re-upload the game with that single bug fix? Will that break any Jam rules? I know the Jam is relatively lax on rules, but I just want to be doubly sure. :’D

Thank you to anyone who’ll reply! I’ll go ahead and play your games too if you respond! <3

Apotheosis – postcompo version

Posted by (twitter: @bytegrove)
Tuesday, August 27th, 2013 4:29 am

apotheosis gameplay

Thanks to all the great constructive feedback I’ve received from you, I decided to make a postcompo version of my game.
It mostly adresses the default controls and tries to fix some of the collision bugs.
If you’ve already played and rated the original entry, give it a go at:


Posted by (twitter: @csanyk)
Monday, August 27th, 2012 7:22 pm

Fixed a few issues with Karyote:

Enhancement 1:

The disappearing food bug was the main thing. After playing for a few minutes, it seemed like everything disappeared. That wasn’t supposed to happen. Now you can play a lot longer. This is closer to the way it was meant to be all along.

Enhancement 2:

[mild spoiler alert]: fully implemented the mote behavior. ¬†I don’t want to give it away, too much, but they now do something. ¬†OK, I’ll tell you, when you mutate, they mutate also, into one of the other food types that are present in the game.

Enhancement 3:

Slightly improved the title screen by adding a larger title font. The old title text is now kindof a subtitle, I guess. I think it looks a lot nicer. Also added a graphic to the title screen which gives the controls, so you know how to play without reading the entry page. And added a timer to the Game Over to return to the title screen if you don’t start a new game after a few seconds.

Enhancement 4:

  • Added grid lines to the background, to aid in conveying the sense of motion.¬† Mainly this helps when you’re in a sparse area or if you mutated into a slower organism.
  • Fixed the¬†mutation math so the player’s speed and turn_speed cannot be 0.

Enhancement 5:

  • Added visual effects to the player. ¬†As you get closer to mutation, your appearance becomes more unstable.
  • New enemy behavior is now modified when you mutate.
  • Added a new food type, Ziggy.

Enhancement 6:

  • Added visual effects to the enemies. ¬†There are now lots of colorful particle effects when enemies spawn, or you eat them, and during mutation.
  • Dashboard life and food numbers have been replaced with bars.

Enhancement 7:

  • Changed up the visual effects for the player a bit, due to limitation of HTML5 being unable to handle Game Maker’s additive color blending.
  • Dashboard life and food bars have been replaced by hearts and dots.
  • Mutation math has been tweaked to be a little bit less wild.
  • Added some controls to aid debugging:
    • Press “c” to toggle the dashboard’s display of the count of instances in the game.
    • Press “d” to toggle the dashboard’s display of your closest enemy. ¬†This also shows the target for the “Homey” enemies.
    • Press “z” to self-destruct.
    • Press “r” to restart the game (this has been present all along, not just when the game is over).

Enhancement 8:

  • Added new food type, Whirly.
  • Added level progression.
  • Finally finally fixed the Homey chases the top left corner bug. ¬†Turns out he would target the dashboard display, lol.

Enhancement 9:

  • New soundtrack by Ian Faleer

Enhancement 10:

  • Finally, the last feature for the game is complete! ¬†Your sprite changes when you mutate. ¬†New sprites are procedurally generated based on your new ability stats.
  • When you mutate, your former forms become available to the game as enemy AI.
  • HTML5 version has some problems with generating the procedurally generated sprites, resulting in oversized collision mask and unfair collisions, so play the Windows version to get the full experience.

Enhancement 11:

  1. Player’s sprite mutation
  2. Old player forms return as new enemy types

Play it!

Give it a try now:

Karyote by Chris Sanyk (enhanced) (HTML5)

Karyote by Chris Sanyk (enhanced) (Windows)

The Windows build has nicer particle effects due to the way colors are rendered by the Game Maker runner in HTML5.

Bactarium 1.1

Posted by (twitter: @csanyk)
Monday, April 23rd, 2012 9:10 pm

Ran through the game again and noticed a few bugs, which are now fixed:

  • Score: counting errors resulting in inaccurate Births, Deaths.
  • Collision(enemy) bug resulting in every collision killing an enemy regardless of its health.
  • Fixed a few minor bugs in the Player controls (I think for real this time)

If you’ve already downloaded it and played it before, it’s worth downloading again and trying it out with the fixes. ¬†Gameplay should be a good bit more challenging than in 1.0.

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