- Super Mixtape V.0.3.8.0a - 4 April 2017
So a big update for Super Mixtape is here in two parts with another big update literally around the corner. For those that know me, or know much about what is happening with Super Mixtape, I have been working two jobs (indie dev life) to pay for life, and make Super Mixtape. I currently work 40 hours a week in a laboratory as a technical admin to pay for the development of Super Mixtape, then before and after work, and weekends, I work on Super Mixtape. I have also been massively overhauling some of the background things within the game to make it load faster, run smoother and play nicer. As well as changing the country I live in, and working on the Xbox One build, things have been a little bit hectic. So skip all that boring stuff, what’s changed in Super Mixtape and what have we got to look forward to? What’s New in Super Mixtape: New menu - Simpler text menu. Can be used with keyboar…
- Super Mixtape V.0.3.8.0a - 4 April 2017
So a big update for Super Mixtape is here in two parts with another big update literally around the corner. For those that know me, or know much about what is happening with Super Mixtape, I have been working two jobs (indie dev life) to pay for life, and make Super Mixtape. I currently work 40 hours a week in a laboratory as a technical admin to pay for the development of Super Mixtape, then before and after work, and weekends, I work on Super Mixtape. I have also been massively overhauling some of the background things within the game to make it load faster, run smoother and play nicer. As well as changing the country I live in, and working on the Xbox One build, things have been a little bit hectic. So skip all that boring stuff, what’s changed in Super Mixtape and what have we got to look forward to? What’s New in Super Mixtape: New menu - Simpler text menu. Can be used with keyboar…
- Super Mixtape V.0.3.4.0a - 23 December 2016
Almost the end of this chapter ready for the content drive! The public 'feel' of the game and controls phase is coming to an end and has been extremely useful in fine tuning elements in Super Mixtape to make it feel more natural given that it has a fairly complex control scheme. After these last few updates, and the engine update, I will be moving Super Mixtape into content mode and will be releasing the future levels for the game now that I know none of the physics of the game need to be changed heavily at this point. There's also plans for some fun 'modes' to be introduced into the game, so keep your eyes open for that. This last sprint has had a lot of focus on infrastructure and systems, with moving off my personal server onto a work specific one, and closing my personal server down, which has been long overdue. I was hosting a lot of websites there for friends and other small compa…
- Super Mixtape V.0.3.4.0a - 23 December 2016
Almost the end of this chapter ready for the content drive! The public 'feel' of the game and controls phase is coming to an end and has been extremely useful in fine tuning elements in Super Mixtape to make it feel more natural given that it has a fairly complex control scheme. After these last few updates, and the engine update, I will be moving Super Mixtape into content mode and will be releasing the future levels for the game now that I know none of the physics of the game need to be changed heavily at this point. There's also plans for some fun 'modes' to be introduced into the game, so keep your eyes open for that. This last sprint has had a lot of focus on infrastructure and systems, with moving off my personal server onto a work specific one, and closing my personal server down, which has been long overdue. I was hosting a lot of websites there for friends and other small compa…
- Super Mixtape V0.3.1.1A New art assets, menu change, feedback! - 24 November 2016
Edit: Build will be live within the next 24 hours or less. Testing all screen resolutions for scaling bugs in the UI and menu. So far in the past week since the last update, I have been working hard on adding new statistics to the end of the levels, a big backend slug I needed to get done, and have been getting feedback and spending time with players. Looking at what can be improved, what they thought of some puzzle ideas and the outlines of the built in music player. I have also been hunting some minor bugs with specific controllers, and ultra-wide support. Also we have new art assets for the user interface in a Commodore 64 style along side the Xbox One style, so those using a keyboard can clearly see the onscreen hints and tips. I am planning on adding the music player pretty soon to give players a sneak peak of some of the audio to come in future levels. So far from testing, talking…
- Super Mixtape V0.3.1.1A New art assets, menu change, feedback! - 24 November 2016
Edit: Build will be live within the next 24 hours or less. Testing all screen resolutions for scaling bugs in the UI and menu. So far in the past week since the last update, I have been working hard on adding new statistics to the end of the levels, a big backend slug I needed to get done, and have been getting feedback and spending time with players. Looking at what can be improved, what they thought of some puzzle ideas and the outlines of the built in music player. I have also been hunting some minor bugs with specific controllers, and ultra-wide support. Also we have new art assets for the user interface in a Commodore 64 style along side the Xbox One style, so those using a keyboard can clearly see the onscreen hints and tips. I am planning on adding the music player pretty soon to give players a sneak peak of some of the audio to come in future levels. So far from testing, talking…
- Super Mixtape V0.3.0.3A End statistics screen and tape spooled! - 31 October 2016
So far no tweaks have been made to the physics of Mix and the World. I will be sending out YouTuber, Streamer and Review keys for Super Mixtape over the coming day(s) once the narrative elements and hints/hint locations have been updated. What's new in V0.3.0.3A End Screen Statistics - At the end of each level you will now see how long you took to complete the level as well as how much tape you spooled on mix in meters. Level 1 Act 1, 2 and 3 - Narrative and hint boxes updated and improved with new text. Narrative & hint box UI have been updated to be cleaner and more aligned with the current Commodore 64 theme. Backend - Super Mixtape now tracks the time you have taken to complete levels as well as how much tape you have spooled moving through the world. When achievements are implemented, there will be an achievement if you spool a full C90 cassette tape worth of tape. Zoom button has…
- Super Mixtape V0.3.0.3A End statistics screen and tape spooled! - 31 October 2016
So far no tweaks have been made to the physics of Mix and the World. I will be sending out YouTuber, Streamer and Review keys for Super Mixtape over the coming day(s) once the narrative elements and hints/hint locations have been updated. What's new in V0.3.0.3A End Screen Statistics - At the end of each level you will now see how long you took to complete the level as well as how much tape you spooled on mix in meters. Level 1 Act 1, 2 and 3 - Narrative and hint boxes updated and improved with new text. Narrative & hint box UI have been updated to be cleaner and more aligned with the current Commodore 64 theme. Backend - Super Mixtape now tracks the time you have taken to complete levels as well as how much tape you have spooled moving through the world. When achievements are implemented, there will be an achievement if you spool a full C90 cassette tape worth of tape. Zoom button has…
- Super Mixtape V0.3.0.2A, Improved keyboard controls and new feautre! - 28 October 2016
A few minor improvements and changes, Keyboard controls have been addressed as well as allowing players to smoothly zoom out in the level so see how to navigate sections. What's new in V0.3.0.2A All keys can be rebound in the Unity Launcher NEW FEATURE: Mouse wheel zooms out so you can see what is ahead of you in the level or get a better look at the puzzle. Needs to be added to Xbox One Controller as well. Keyboard Control Improvements: Move mouse left and right to rotate Mix in the air left of right. Keyboard Control Improvements: Left mouse button jumps from the left, and right mouse button jumps from the right, as well as a bind-able key, such as q and e. Keyboard Control Improvements: Flip world is defaulted to Spacebar, but can still be customized by the player. Keyboard Control Improvements: Pause menu selection selectable with space or return key. Keyboard Control Improvements:…
- Super Mixtape V0.3.0.2A, Improved keyboard controls and new feautre! - 28 October 2016
A few minor improvements and changes, Keyboard controls have been addressed as well as allowing players to smoothly zoom out in the level so see how to navigate sections. What's new in V0.3.0.2A All keys can be rebound in the Unity Launcher NEW FEATURE: Mouse wheel zooms out so you can see what is ahead of you in the level or get a better look at the puzzle. Needs to be added to Xbox One Controller as well. Keyboard Control Improvements: Move mouse left and right to rotate Mix in the air left of right. Keyboard Control Improvements: Left mouse button jumps from the left, and right mouse button jumps from the right, as well as a bind-able key, such as q and e. Keyboard Control Improvements: Flip world is defaulted to Spacebar, but can still be customized by the player. Keyboard Control Improvements: Pause menu selection selectable with space or return key. Keyboard Control Improvements:…
- Super Mixtape V.0.3.0.1A - 25 October 2016
So a fairly smooth initial launch of Super Mixtape, and day 1 of being in Early Access on Steam. So far I have already gained lots of useful feedback. You will see some of these changes over the coming days such as a more natural keyboard layout for none gamepad owners, and potentially a "preview" key that lets you zoom out of the world slightly. What's new in 0.3.0.1A Native resolution set to 1176 by 664 - Scaling up worked fine, but scaling down created all sorts of issues, and I had always tested in 1080p. This has now been changed. Scaling from native up at 16:9 works great. Menu Refinements - The old menu has been refined for this build. The new menu has been delayed as scaling was the highest priority today. fullscreen support up to 4k - providing you are playing at 16:9, you can now play Super Mixtape up to 4k without the previous issues in v.0.3.0.0A. House Maintenance - Small l…
- Super Mixtape V.0.3.0.1A - 25 October 2016
So a fairly smooth initial launch of Super Mixtape, and day 1 of being in Early Access on Steam. So far I have already gained lots of useful feedback. You will see some of these changes over the coming days such as a more natural keyboard layout for none gamepad owners, and potentially a "preview" key that lets you zoom out of the world slightly. What's new in 0.3.0.1A Native resolution set to 1176 by 664 - Scaling up worked fine, but scaling down created all sorts of issues, and I had always tested in 1080p. This has now been changed. Scaling from native up at 16:9 works great. Menu Refinements - The old menu has been refined for this build. The new menu has been delayed as scaling was the highest priority today. fullscreen support up to 4k - providing you are playing at 16:9, you can now play Super Mixtape up to 4k without the previous issues in v.0.3.0.0A. House Maintenance - Small l…
- Super Mixtape Is Now Live On Steam! - 24 October 2016
Super Mixtape is now live on Steam. I will be updating the build regularly, using the RERO development schedule (Release Early, Release Often). So expect frequent small updates addressing reported bugs, known issues and general developments in the game. This includes additional levels, narrative additions, language support etc... Menu New Game - Has been disabled as all levels are unlocked in level selection. Level Select - Is using the old Level Selector. This will change over the coming days to reflect all 15 playable levels as well as bonus levels. Options - (disabled) Will be enabled once I have configured saving, including saving user settings using Steam cloud. MOD - (disabled) Users will be able to play tracks from the game in an interactive audio player, and hopefully will be able to mod the physics in the game. Quit - Takes you back to desktop Known Menu bugs: Menu text positio…
- Super Mixtape Is Now Live On Steam! - 24 October 2016
Super Mixtape is now live on Steam. I will be updating the build regularly, using the RERO development schedule (Release Early, Release Often). So expect frequent small updates addressing reported bugs, known issues and general developments in the game. This includes additional levels, narrative additions, language support etc... Menu New Game - Has been disabled as all levels are unlocked in level selection. Level Select - Is using the old Level Selector. This will change over the coming days to reflect all 15 playable levels as well as bonus levels. Options - (disabled) Will be enabled once I have configured saving, including saving user settings using Steam cloud. MOD - (disabled) Users will be able to play tracks from the game in an interactive audio player, and hopefully will be able to mod the physics in the game. Quit - Takes you back to desktop Known Menu bugs: Menu text positio…
- Super Mixtape Release Date Confirmed! - 23 October 2016
Super Mixtape has been given the final stamp of approval to release on Steam Monday 24th of October (later than planned) at ~11:00 PDT / ~19:00 GMT with 10% off. My apologies for the small delays which were in two parts. One: Due to the amount of YouTubers and streamers that have requested keys for Super Mixtape, I wanted to delay the build by 1 week so that I could make sure there were no bugs in the build. Super Mixtape is an early access alpha game, and I want to reiterate that where possible. Two: I wrongly thought that my game was approved for release, when in fact, it was approved for release review, and wasn't presented with an option to "Launch" the game on the new planned release date. To cut a long story short, this process could have taken a lot longer than expected, so I made the release date the 24th October so that there were no more delays. - Also: There will be an update…
- Super Mixtape Release Date Confirmed! - 23 October 2016
Super Mixtape has been given the final stamp of approval to release on Steam Monday 24th of October (later than planned) at ~11:00 PDT / ~19:00 GMT with 10% off. My apologies for the small delays which were in two parts. One: Due to the amount of YouTubers and streamers that have requested keys for Super Mixtape, I wanted to delay the build by 1 week so that I could make sure there were no bugs in the build. Super Mixtape is an early access alpha game, and I want to reiterate that where possible. Two: I wrongly thought that my game was approved for release, when in fact, it was approved for release review, and wasn't presented with an option to "Launch" the game on the new planned release date. To cut a long story short, this process could have taken a lot longer than expected, so I made the release date the 24th October so that there were no more delays. - Also: There will be an update…
- Super Mixtape release roadmap - 10 October 2016
Super Mixtape is being released as an early access product, and as such, I have a plan of action for how I plan to roll out the release of Super Mixtape. The aim is to release the game organically and gather critical player feedback to inform areas of the product that could be improved. Making sure that the final game is the best game it can be. Firstly, I want to release the game with Level 1 - Act 1, 2 and 3, as well as a test level that is used for public demos, and a test level for just playing around with mechanics. The idea is to gather as much player feedback as possible for the mechanics and the general feel of the game. After gathering feedback, I can start to make tweaks and changes that will inevitably inform modifications to the other levels from the position of platforms, to the pace of levels etc. For example: If it's highlighted that the jump force needs to be raised, the…
- Super Mixtape release roadmap - 10 October 2016
Super Mixtape is being released as an early access product, and as such, I have a plan of action for how I plan to roll out the release of Super Mixtape. The aim is to release the game organically and gather critical player feedback to inform areas of the product that could be improved. Making sure that the final game is the best game it can be. Firstly, I want to release the game with Level 1 - Act 1, 2 and 3, as well as a test level that is used for public demos, and a test level for just playing around with mechanics. The idea is to gather as much player feedback as possible for the mechanics and the general feel of the game. After gathering feedback, I can start to make tweaks and changes that will inevitably inform modifications to the other levels from the position of platforms, to the pace of levels etc. For example: If it's highlighted that the jump force needs to be raised, the…