ASM Updates Are MOVING! No, you didn't read wrong. The updates are moving to https://asmupdates.wordpress.com.
I have a blog post here explaining the move. The website is still under construction, and the ASM website may completely move to ASM Updates someday under a new name. I know, it's crazy jumping website to website, right? But that's the way it may be. I'm going to update the site now to reflect the changes made to ASM. And trust me, it's a lot better now then it was back then.
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Mario Kart in ASM!? For a long time, I've wanted ASM to have minigames. 2D Mario Kart minigames was one of the ideas. Well, it looks like ASM will indeed be getting that. After 1 day of development, I've accomplished creating new physics for the car, (the "kart" is actually an RC car) and I have created 3 power-ups. Since this is a 2D environment, most Mario Kart items just don't make sense. There will be 2 drivers, and these race courses will be discovered throughout the game. Mostly via the HUB WORLD.
I don't have any good pics to show yet, but they'll come in soon! Stay tuned! Reason for break I took a break to work on a top secret project somewhat related to ASM. I'm pausing on that project to work on ASM which is the higher priority of the 2. Progress update: It seems as though the first few days I spend on ASM after getting back from a break, I get a lot of progress done. The main reason I resumed ASM was due to the release of Platform Builder 7.2. (Platform Builder is the engine ASM is built in, and run on.) I got to toy with new features, and enjoy very late bug fixes that prevented some progress in ASM from being made.
I got to work on the 2nd installment of the MicroDemo series. I expect to be done at the soonest, 1 week. Latest? 2 months. Unless something weird happens. The 2nd installment to the mircodemo series will feature the level from the previous installment, and an all new, never before seen level. It will be a HUB WORLD level. The very first in the game. It'll be pretty simple, and not as crowded as the first one was. I plan to release at least 1 unlockable minigame as well. Stay tuned! Blog Update #2: ASM Minor Makeover ASM has been changing. I hope these changes will make ASM more original, and a bit more exciting. Jombos (the goomba-like enemies) are gone. After being in ASM for nearly forever, they have been replaced with a new enemy. That new enemy is called a Ballder. It's a ball, basically. I didn't want a goomba knock off anymore, and I wanted to do something a bit more original. A ball seemed to make sense, so I went for it. It has 2 eyes, but only 1 eye is visible. The classic turtles are also saying goodbye. But guess what! They have a bit of a twist to make it more of an original enemy...And they involve a certain power-up too.
I'm wanting to add more FX to ASM. Meaning, the game will look great. Instead of using built in program stuff, I'll be creating stuff from scratch. The Item Blocks as I mentioned in the previous post, are being changed to Bubble-Up Bubbles. They will work a little bit differently, and will look really neat! Anyway, all of this stuff and more is available RIGHT NOW on Platform Builder Explore! So waddya waitin' for? Get Platform Builder and download it! Please let me know what you thought of it in the comments. (Comments can be accessed by clicking on the comments button below the title of this post) EXE version coming soon! Okay, I was going to post this announcement like...A month ago. And it's different from what I had originally planned. ASM is changing big time:
ASM is not going to feature PB built in 3D-Tiles. ASM is going to be 2P compatible. Some names are changing. New Power-Up system The ASM braindump is complete except for a few loose ends. ASM will have a new home for updates. Why remove 3D tiles? Honestly, unless TingThing can figure out a way to allow us to use 3D tiles on anything, or I modify sprites (it'd take forever to do it) to make stuff look right, ASM will remain fully 2D. I am removing 3D tiles because some things just look tacky with 3D tiles enabled. Wasn't 2-Player-Co-Op going to be in ASM from the beginning? 2P compatibility was always in the plans. A year ago, that just didn't look possible. I was hoping that it might be something that I could do without needing to re-program 100 different things, until one night, it hit me. What if Max was a playable character for Player 2? It'd be like Super Mario Galaxy 2's Co-Star Luma. Max would be there to help Mike. Max is a special character that has lots of special abilities. Such as double jumping, digging, high speed, attacks, and can replace a new form of Mike yet still to be developed called, Muscle Mike. Muscle Mike will be able to hold heavy objects, and pick stuff up off the ground. Including Turtle Shells, and rocks. Basically Max will be able to dig up rocks and other objects then Mike can pick them up as Muscle Mike. Also, some names are changing. Say goodbye to Metal Puddy! I'm replacing the name with a new name...Super Puddy. Why the name change? Well, simply put, I had Metal Puddy originally named something else, but changed it to metal puddy for the sake of another mechanic I have replaced with something else. So that name is changing. ASM's braindump is something I've been slowly working on awhile. It is now mostly complete. I need to add more ideas, but the main crux is complete. What's the ASM Braindump? It's basically this thing that I've been working on which I just jot down ideas for ASM. It's mostly categorized, but some details are missing. It mostly just covers worlds and the world plot, the world decor, the world's enemies and new mechanics introduced. I've completed all 13 Worlds. But I will add ideas like enemies, mechanics, etc as I think them up and look back on the braindump. DEMO #2 confirmed power-ups, themes, and mechanics. I've written down a list of the things DEMO #2 will include. For the levels themselves, (not including the HUB world) there will be a total of about 22 mechanics. Each level introduces at least 1 new mechanic, or a new variation of a mechanic. As for the Power-Ups, DEMO #2 will feature the following: (This includes special power-ups called inventory items which are unlocked as the game progresses) Super Boomerang Super Puddy Teleportation Bolt Pic Axe Muscle Mike WoodBall Shooter Mike That's a total of 6 power-ups. It's time I disclose some information kept secret for quite some time: What are WoodBalls? WoodBalls are special items which can be accessed anytime. They have 3 different uses. A woodball is an item which is basically a ball made up of wood planks. Use #1. They are very useful as a backup for projectiles. If you are out of ammo or don't have any power-ups, any woodballs you have available are right at your hands! Use #2. Woodballs are craftable items. You can craft them into other useful items such as boxes and other useful items. Use #3. Woodballs are used to create platforms. If you see blue boxes in mid air, it's a platform! Just throw a woodball at it, and WHAMO! You've got yourself a platform! The Pic Axe also has a new feature. You can now scale walls with your pic axe! ASM also is getting a new home for updates. The very page you're on, is the new home. Nice isn't it? More changes are coming. And more stuff is being added! Please stay tuned! |
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April 2020
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