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Releases: swashdev/minigame-madness

Version 0.14 Release 🥳

10 Apr 02:14
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Version 0.14 of Minigame Madness is finally here, and the curse of 13 has been officially broken!

This update adds a brand-spanking-new minigame, "Defend!", in which you play as a football player on defense! Think you can handle the pressure??? The challenge??? The sheer balls-to-the-walledness???

A screenshot of a blatant Pong clone, but with more balls and gimmickier graphics

Although this update was merely meant to include a new minigame, the changelog for this one is actually quite extensive. I've added a new command-line option --debug-minigame that you can use to instantly go into debug mode for a specific minigame (mostly handy for beta tests, to be honest), done some balancing work on several minigames, and even included a small but substantive graphical update for certain minigames. I'm actually very proud of this release and I think I've learned a lot from it.

You can download the newest version of Minigame Madness for 64-bit Linux or for win32 or win64 below, or if you can't be bothered just Play Online Now, Guys!

Mac support has been dropped. Sorry, but I can't test it and I don't feel comfortable releasing builds for a game that I can't test. You can always download the source files and build it yourself, though!

Changes

Added

  • A brand-new minigame: "Defend!" (legally distinct from Pong)

  • The player can now enter debug mode for a specific minigame using the --debug-minigame command-line option. This will also show the "Debug Menu" button on the main menu.

  • A list of minigames is output to the command line, and the Debug Menu button is shown, if "--debug-minigame" is passed but no minigame ID is given.

Fixed

  • A bug existed in the code which allowed the player to attempt to quit before the game has begun, causing the game to try to clear data that doesn't exist. This update should have fixed that.

  • The spawn rules for the pizzas in the "Don't Get Pizza'd!" minigame have been overhauled so that the pizzas will consistently appear at a fair distance away from the player.

  • The minigames are now loaded on-demand. This has the effect of requiring less memory, but also means that there are no longer leaked resources on exit, because the engine now has an opportunity to free up resources in-between minigames.
    This change has the unfortunate side-effect that the debug menu can no longer pull instructions from the minigames themselves to label the buttons, so instead names are taken from their scene paths.

Changed

  • The cheat code to open the debug menu has been changed.

  • The "Hit a Home Run!" minigame has been made more forgiving. It is now substantially easier to hit a home run.

  • The hit boxes in the "Don't Get Pizza'd!" minigame have been tweaked very slightly to align with their sprites. This probably won't have a noticeable impact on gameplay.

  • The pizzas in the "Don't Get Pizza'd!" minigame can now move farther off of the screen before wrapping around, making them easier to dodge.

  • Some identical arrow sprites have been consolidated into a single sprite and now use color modulation to change colors to save space.
    The "next" and "previous" buttons in the Controls dialog in particular now use the same arrow sprite, just pointed in different directions.

  • Several elements of the foreground image in the "Race that Rig!" minigame have been moved to the background to make for a less janky appearance without detracting from the intended jankiness of the minigame.

    • The background in the "Race that Rig!" minigame has been changed to no longer be a dark blue gradient. Instead the minigame will randomly choose between a daytime or a nighttime sky.
  • Every image in the game has been compressed to allow for smaller file sizes and faster loading times.

  • The executable icon now uses the Janitor font, the same one used on the title screen.

  • The "sky" texture used in several minigames has been replaced with a gradient which uses much more pleasant colors, which blend together much better without the nasty brown-ish color that the previous sky texture suffered from. This also has the unintended but very pleasant side-effect of making some (but not all) of the cloud textures blend into the sky much better.

  • The background in the "Hit a Home Run!" minigame has been changed so that the pitcher is standing on his pitcher's mound. The ugly turd clouds have also been replaced with the fluffier cloud sprites used in other minigames.

Version 0.14 Beta 1

08 Apr 00:13
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Version 0.14 Beta 1 Pre-release
Pre-release

Version 0.14 is finally in beta! The changes in this version are comparatively minor, consisting mainly of a graphical update for the "Defend!" minigame and a couple of bugfixes.

Version 0.14 Alpha 3

07 Apr 08:23
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Version 0.14 Alpha 3 Pre-release
Pre-release

This is alpha 3 for Minigame Madness version 0.14.

I'll be honest, I wasn't expecting there to be a third alpha for this version, but I got so much helpful feedback from my friends on alpha 2 that I had a large number of things to implement in order to make alpha 2 the best it could be.

Alpha 3 includes some bugfixes, but a lot of the bulk of these changes are also due to textures being altered to be more efficiently stored and to look better.

A command-line option --debug-minigame can be used when running the game to open the game in debug mode to test a specific minigame. If no minigame is specified, a list will be printed.

Version 0.14 Alpha 2

31 Mar 03:30
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Version 0.14 Alpha 2 Pre-release
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This is the second alpha build for version 0.14. The most noteworthy change is to the new "Defend!" minigame. Its gameplay has been tweaked to make it more interesting and challenging.

This update also contains a number of fixes for certain minigames, tweaking some values to make them more fair and less unforgiving.

Version 0.14 Alpha 1

29 Mar 04:29
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Version 0.14 Alpha 1 Pre-release
Pre-release

This is a prerelease build for version 0.14, which introduces an all-new minigame, "Defend!", which requires you to defend a goal against an incoming ball. It is not Pong.

This version also includes some minor fixes for bugs introduced in the previous version and resolves a long-standing bugbear of mine where the sky texture used by several minigames was pixelated and looked like crap. Now I just need to fix the clouds glares

Minigame Madness 0.14-alpha.1 is available for 64-bit Linux or for Windows 32- or 64-bit. It's also available on the web.

Version 0.13.5

28 Mar 23:01
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This is a hotfix release primarily targeting controller support, resolving an issue where pressing controller button 1 would cause the game to quit. It also adds a starry background to the "Don't Get Pizza'd!" minigame.

Changes

Fixed

  • Pressing button 1 on a controller will no longer exit the game. Instead, this function has been assigned to the Select button and the Escape key. Button 1 is still used to navigate backwards in menus and close dialogs.

  • The missile in the "Shoot Five!" minigame is now only removed after the player's death if it has not yet been fired, removing a bug which could cause crashes. If the missile has been fired by the time the player dies, it will now continue on its course until detonation, as normal.

Added

  • The "Don't Get Pizza'd!" minigame now has a starry background!

  • There is now a slide in the Controls menu explaining the controller mappings.

Version 0.13.5 Dev Build 1

28 Mar 09:22
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This is a small update, but I'm really proud of it, so I'm pushing it anyway. This dev build adds stars to the "Don't Get Pizza'd!" minigame.

Version 0.13.4

24 Mar 04:39
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Version 0.13.4 is a patch release largely consisting of quality-of-life improvements. I had intended to develop a new minigame and release version 0.14, but since I spent all day on these changes I figured I'd just pop 'em off anyway.

The "Get Across!" minigame has been substantially improved, with the vine moving faster and the green objects being easier to see against the sky-blue background.

The "Don't Get Pizza'd!" minigame, which is practically from the stone age as far as I'm concerned, has received a fix for an old bug where the pizzas would just stop moving or bounce off of the anchovy rather than killing him. The fix I implemented for this isn't quite to my satisfaction, but it was actually somewhat easier to implement than I thought it would be, so I'm happy.

Minigame Madness 0.13.4 is available for 64-bit Linux and for Windows in 32-bit or 64-bit, and on the web. I hope you enjoy it.

Changes

Changed

  • The version number disclosure in the main menu now says that the game is "running" on a particular Godot version, rather than "built" on it.

  • The version number disclosure now specifies whether the game is running on a debug build of Godot.

  • The vine in the "Get Across!" minigame now moves twice as fast, to provide players with extra opportunities to get across if they miss the first vine. The duck's speed is unmodified.

  • Indiana Jumpman's hat is now a darker shade of brown, so that it doesn't blend in with the background graphics too much.

  • Joypad button 1 can now be used in addition to button 0 for the "action" button in minigames.

Fixed

  • The player can now only grab the vine in the "Get Across!" minigame once. This is to prevent the vine from "catching" the player after they try to jump across the pit, which can kill some runs.

  • The assets in the "Get Across!" minigame now use a darker green color, to make certain obstacles more visible on some monitors.

  • The left and right buttons on the Controls menu no longer have tooltips.

  • The player now destroys pizzas on colliding with them in the "Don't Get Pizza'd!" minigame. This does not prevent the player from dying.

  • The pizzas in the "Don't Get Pizza'd!" minigame now check for collisions while moving rather than "sliding." If they detect a collision, they will self-destruct and check if the entity they hit is the player.

Version 0.13.4 Dev Build 3

24 Mar 01:29
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Pre-release

This is a prerelease build for version 0.13.4 which primarily affects the "Get Across!" minigame.

The vine in the "Get Across!" minigame now moves faster, affording the player more opportunities to grab it. However, the player is now only able to grab the vine once, to prevent the vine from potentially stopping the player from leaping off. The minigame itself now uses clearer colors as well, to make obstacles and the player character more distinct.

This release also allows joypad "button 1" (the A button on Nintendo Switch, circle on PlayStation, or B on Xbox) as the action button, which is the convention in Japan.

Version 0.13.3

18 Mar 05:20
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0.13.3 is a minor fix release correcting an error in the licensing documentation. In addition, the engine used to build Minigame Madness has been upgraded to version 3.5.3-stable, and the Windows and Linux releases use an optimized engine based on version 3.5.4-rc. The web release uses 3.5.3-stable.