Here it is. The anniversary update to Squirrel Launcher. Below is the change log and a journal entry. Change Log (1.0.8 -> 1.1.5) The game does prompt you to update your save file. It should work. • Added an additional level to play after “completing” the game. • Improved enem
Here it is. The anniversary update to Squirrel Launcher. Below is the change log and a journal entry.
Change Log (1.0.8 -> 1.1.5) The game does prompt you to update your save file. It should work. • Added an additional level to play after “completing” the game. • Improved enemy AI • Skip to boss • Discord integration • Redone promo assets and achievement icons • Reduced UI scale to make it make more sense for PC. • Added a big red button to nest. • Miscellaneous small bug fixes and tweaks.
This marks the end of my semi-continuous work on Squirrel Launcher for over 3 years, ignoring the time I took multiple months off. Of course, if there are bugs or problems found in the game, I will continue to fix them. But I don’t plan on adding any more new levels. I hope you enjoy this final level of Squirrel Launcher as I had a lot of fun making it. I have been debating what project I want to pursue next, if any. The whole Unity debacle derailed my plan for the strategy ‘sequel’ to Squirrel Launcher. I sort of lost motivation for it. Recently I have been looking into modding. I have looked into doing both Rimworld and Lethal Company modding, but I don’t have any good ideas for either of them. I might do a small project using the Godot engine to learn it. I don’t know what I want to do, but I don’t want to stop because I find it fun.
Anyway, thanks for any support that I have gotten from anyone. Seeing people enjoy the game, even a little bit makes my day.
Hello people of Steam who have played Squirrel Launcher. Squirrel Launcher was made in the Unity game engine. As you have probably heard by now, Unity is implementing some questionable changes to the way they collect money. This change is unwarranted and I’m not a fan of the way
Hello people of Steam who have played Squirrel Launcher.
Squirrel Launcher was made in the Unity game engine. As you have probably heard by now, Unity is implementing some questionable changes to the way they collect money. This change is unwarranted and I’m not a fan of the way Unity is running things. Even though I am a very small developer, I would prefer to not grow into this system.
Currently I am working on two main projects: another level for Squirrel Launcher and the “sequel” for Squirrel Launcher which is a turn-based strategy game. They both are using the Unity game engine. So, because of the changes, I am going to change the game engine of the sequel to Godot. Squirrel Launcher will obviously remain within the Unity engine. Squirrel Launcher will never cost any money and there is no problem with it being made in Unity. However, Unity’s actions have proven that they are not on developer’s side. So even if they back down, I probably will still switch.
Thankfully, the changes shouldn’t harm development too much. Development on the game is in the early stages of development and now is the best time to change. I will need to redesign a few systems including the level editor. But Godot also can use C# and .NET so some of my code can be ported over. I am going to take advantage of this and refine the scope of the game.
Anyway, look forward to the new level of Squirrel Launcher which should be out before the end of the year!
Changes when starting a new game, music will default to normal added an initial boost to the space launch - getting astrophobia achievement may be a bit harder but is still possible slightly reduced number of obstacles in desert added an additional fuel to plane upgrades added a
Changes
when starting a new game, music will default to normal
added an initial boost to the space launch - getting astrophobia achievement may be a bit harder but is still possible
slightly reduced number of obstacles in desert
added an additional fuel to plane upgrades
added a few more gun upgrades to space squirrel
updated to unity 2021.3.20f1
I want to fix the game crash that might occur on the final part of the game, but I am unable to reproduce this problem. If you get this crash, please address it in the Steam discussion forums and provide more details. I know it might be frustrating for this to happen at the end, but your crash logs and context about the crash could really help.
It turns out that some people may have been playing a more difficult game than others. Unbeknownst to me, one of the two systems responsible for placing obstacles in front of the player, specifically the Smart Placement System, was framerate dependent. Ironic isn’t it. It wasn’t
It turns out that some people may have been playing a more difficult game than others. Unbeknownst to me, one of the two systems responsible for placing obstacles in front of the player, specifically the Smart Placement System, was framerate dependent. Ironic isn’t it. It wasn’t acting very smart. SPS is a custom-built algorithm that uses animation curve graphs using speed, world position, altitude, etc. to dynamically change the spawn rate of obstacles. So, it turns out that this algorithm was run every frame instead of every fixed frame, so people with higher framerates saw more obstacles because the algorithm was literally running more often making the game unfair and not fun. I’ve moved the algorithm to fixed update which means regardless of framerate, the algorithm will be run the same number of times. I haven’t ever caught this because I never run the game at super high framerates. Also, low framerates will receive more obstacles now because of this fix. I’m sorry for not catching this before release, but it seemed like it was working well until I heard that some people were getting too many / too little obstacles.
In summary the following bugs should be fixed:
• Levels will now have the same number of obstacles regardless of framerate. They still use other statistics to alter spawn rate, but framerate is not one of them
• I have had to rebalance obstacles and power-up spawning for all levels. I have tested each level but let me know if any of them seem off.
• Muffled sound was applied to landing when it shouldn’t be
This should be the end of the commas instead of dots arc. I have made sure all systems which use strings to store statistics properly convert using the dot format regardless of which region you are located in. I didn’t know that C# automatically switches its behavior depending on
This should be the end of the commas instead of dots arc. I have made sure all systems which use strings to store statistics properly convert using the dot format regardless of which region you are located in. I didn’t know that C# automatically switches its behavior depending on region and for those who are in these regions I am very sorry you weren’t able to play the game within the first few days of launch.
For those who don’t know in the US it’s standard for numbers to be formatted with a decimal point. “1.5” But in some regions, they use a different symbol like a comma “1,5” I had no idea that fractional numbers would change just like that. The upgrade statistics and dialogue both use the decimal point, and they are stored as plain text. The game expected to be able to these values, but it found out it couldn’t in certain regions.
In Summary the following bugs should be fixed: • Instant finishes on launch. • Dialogue freezing during certain sections. • Squirrel launches going too fast or too slow
If anything is still wrong with the game in regions outside of the US, then please tell me. I have no way of knowing as on my side it works perfectly.
I made the game force the US versions of the decimal number parsing system "1.01" one and one hundredth The game internally uses strings (just text) to store statistics on each of the squirrel upgrades. I can almost guarantee that this was the issue. If you use another number sys
I made the game force the US versions of the decimal number parsing system "1.01" one and one hundredth
The game internally uses strings (just text) to store statistics on each of the squirrel upgrades. I can almost guarantee that this was the issue.
If you use another number system ( for example commas , instead of dots .), you should still see yours on all visible stats. But, internally the squirrel's launch velocity will be 3.75 instead of 375 causing high speed and instant finishes.
If this did not resolve the issue then please tell me.
fixed spelling issue in first space dialogue added to wait for a stable framerate after switching music before allowing launch also does this when switching to boss music - should fix instant finishes, let me know if it doesn't - added a reset to screen shake for landing stage so
fixed spelling issue in first space dialogue
added to wait for a stable framerate after switching music before allowing launch also does this when switching to boss music - should fix instant finishes, let me know if it doesn't -
added a reset to screen shake for landing stage so when you have the power up it doesn't just shake all off the landing
Squirrel Launcher version 1.0.1 is now live to the public! Squirrel Launcher is here and free to play for everyone. I've had a lot of fun developing this game. This is my first release on Steam. I hope you enjoy playing it.
Squirrel Launcher version 1.0.1 is now live to the public!
Squirrel Launcher is here and free to play for everyone. I've had a lot of fun developing this game. This is my first release on Steam. I hope you enjoy playing it.
This is my first announcement on Steam. If all goes according to plan, on January 4th, 2023, I will be releasing the game on Steam, Google Play, and itch.io. If you'd like to view my full announcement or my development log history go to this link. Devlog Link
This is my first announcement on Steam. If all goes according to plan, on January 4th, 2023, I will be releasing the game on Steam, Google Play, and itch.io.
If you'd like to view my full announcement or my development log history go to this link. Devlog Link