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Releases: Poobslag/turbofat

0.2600

31 May 18:39
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The Buttercup Cafe is open for business! (Except well, you can't actually do anything there yet. Ha ha.)

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Diota's poured her heart and soul into this little vegan eatery, but of course there's nothing wrong with a little healthy competition either. Go say hello!

This release also rearranges the overworld buildings and creatures a bit, and adds some fences.

0.2523

23 May 21:26
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This release makes the overworld more vibrant with cake obstacles and tiled paths!

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Hopefully it's starting to look a little put together! I'll add a few more buildings, and I'd like to make it where parts of the overworld alternate between frosting and cake, instead of having it all be frosted. But once that's done I can start focusing on other things, like maybe how the indoors looks or adding more dialog and story bits! Stay tuned~

0.2516

17 May 02:21
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This release introduces houses, a few gameplay tweaks and many small bugfixes and optimizations.

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The overworld has a bunch of houses now! This is one of many small steps towards making the world feel more complete. There's still a lot more to do but this is a good start!

Squish moves are a little cleaner now. Performing a squish move would often make the piece zoom past nooks at higher speeds or when holding the soft-drop key, because horizontal DAS hadn't activated yet. Performing a squish move now immediately activates horizontal DAS.

There are also a few minor bugfixes here and there. Creatures now fade in when changing scenes, and the game should launch a tiny, tiny bit faster. The expanded 'BIGFPS' cheat code functionality caused some UI problems which I fixed, too. Just lots of small things!

0.2502

03 May 00:13
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New creature parts, new monsters, and a bigger overworld!

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There are a bunch of new creature parts including bunny ears, turtle noses and skinny bean eyes! And some new friends which make use of them.

The overworld is WAY bigger now -- it's still very empty though! But if you wander around you'll see a few new faces. Eventually you'll be able to talk to them and there'll be more scenery. One step at a time!

Someone noticed that the overworld footstep audio was coming through on the left channel, so that's fixed. There are a few other minor bugfixes too!

0.2425

25 Apr 22:46
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Some new irritating levels, and a big Godot 3.3 upgrade!

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Four levels have new rotation rules: "Hello Everyone", "Hello Skins", "Pulling For Skins" and "Goodbye Skins". They all mess with the rotation rules in very confusing ways, so best of luck!

These rules were implemented in a generic "[this trigger] causes [this effect]" language which should eventually let players make their own weird levels with these rules. These four new levels have rules like "[rotating the current piece] causes [the next queue to rotate]," and I'll eventually add more similar rules, "[placing a piece] causes [the playfield to toggle between being visible and invisible]", "[every 5 seconds that elapse] causes [a veggie row to rise from the bottom]". But, someone making their own levels will be able to mix these rules their own way -- "[rotating the current piece] causes [a veggie row to rise from the bottom]". Will these new combinations be fun? Well, not all of them of course! I'm sure some troll would make a level where the piece rotates clockwise every 0.1 seconds and make an unplayable mess. ...But, hopefully you can come up with some fun ones.

I've upgraded to Godot 3.3! Godot is the game engine that Turbo Fat runs on, so new upgrades bring about new bugfixes, new performance enhancements and, in all likelihood, new bugs! Maybe a button will shift way offscreen where you can't click it anymore, or maybe you can't quit out of the Settings menu on Android, or something else weird like that.. Let me know if you see anything weird!

0.2411

11 Apr 20:06
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Augh, flying food! This release animates the food so it flies into the creature's mouths and crumbs go everywhere.

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The food crumbs match the food's ingredients. They'll fly slower on slower levels, and faster on faster levels, so hopefully the little food animations don't get in your way or distract you too much. (But hopefully they get in your way a little bit! That's a part of the fun.)

Survival Mode has been renamed to Marathon, because "survival" was a little misleading. It's not just about surviving, but you need to get money too! (Actually, it was originally called Marathon back in May of 2020. When will I make up my mind!?)

I also improved localization support in a few places -- so that buttons like "Caps Lock" or "Escape" can be translated into other languages, as well as a few sneaky buttons here and there. I'm sure I'll keep finding things! Sorry!

Milestone v0.24

05 Apr 00:26
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What changed this week?

Added a lives indicator, and a few minor bugfixes!

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The lives indicator appears below your character on the right. Each time you top out, a pan will be crossed out. On levels like the 3k rank challenge which clear the entire playfield, the life indicators are gold.

A few minor bugfixes as well! Collars (fuzzy decorations around the necks) were invisible in the previous release. Fat creatures had very small hitboxes. Resizing the window to be very very short could cause rendering problems. Thanks for the bug reports!

What changed in Milestone v0.24?

  • Massive performance improvements -- The game should run faster and take less memory. If the game was a little sluggish for you before, try it again!
  • New visual indicators in puzzles -- Pans for remaining lives, and explosions when the game speeds up.
  • Numerous bugfixes -- Sorry! Thanks for catching these!

0.2328

29 Mar 01:05
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Performance improvements, scene transitions, web audio fixes, and a new speed up indicator!

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This week's performance improvements were targeted towards web and mobile platforms which had trouble rendering creatures. There is a new setting for Creature detail, and toggling it from High to Low simplifies the creature rendering resulting in a 50% FPS increase on some platforms! I also made a few other minor performance tweaks, so things should be running smoother at High detail too.

Added some scene transitions! Nothing big, but the video fades out and back in instead of awkwardly freezing when you navigate certain menus. It should make the game feel more cozy. I know fading out and in isn't the most exciting thing in the world, so I might come back and make this more exciting some day.

Fixed some choppy music in the web version! The itch.io version of Turbo Fat has some noticably choppy music when you click around the menus or navigate the overworld. Now, the music fades out and back in during scene changes so this choppiness should go away.

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Speed ups now include a little explosive poof! Hish from the Turbo Fat discord pointed out that the sound of the speed ups is important, but there is no visual cue. There is now -- enjoy your poofs!

I also fixed a few bugs related to imported creatures appearing fat in the creature editor, a bug which caused the super-secret tutorial easter egg to crash the game, and a bug which caused the ghost piece to behave strangely if you turned it on and off while playing a level.

Thanks for everyone who's catching bugs and suggesting ideas! I'll try to work in everything I can!

0.2321

21 Mar 21:42
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More rendering performance improvements! Compared to the previous release, the overworld FPS increased from 350 fps to 650 fps on my PC, and it runs much smoother on my phone as well.

More specifically, the overworld goop rendering is more efficient. It used to be a 3-step process which rendered the goop, and then the brown sponge texture, and manually tried to shift things where they should be. Now it's a 1-step process which uses a vertex shader so everything just magically ends up in the right place. It should use less memory and be way faster. The goop algorithm also uses prerendered OpenSimplexNoise, instead of perlin noise which was way slower. These changes make the goop look a little different, but more importantly they're very fast and efficient.

Additionally, the creature rendering is slightly more efficient. Lines are rendered without anti-aliasing and with 3D disabled which makes things about 30% faster. The anti-aliasing was really subtle since the creatures are always shrunken down anyway, so you shouldn't notice it!

0.2314

14 Mar 21:16
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Big performance improvements for how creatures work!

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This release reduces the video ram usage by up to 75%, especially in scenes with lots of creatures. The improvement will vary from PC to PC but on my computer a stress test with 45 creatures improved from a slow 25 FPS to a speedy 203 FPS.

Will I ever need this many monsters on screen at once? Hmm, I'm not sure! But it sure would be fun.

This release also translates a big chunk of the game into Spanish, courtesy of Hish from the Turbo Fat Discord server! Thanks Hish! It's a little premature to fully translate the game into other languages, because so much is unfinished or likely to change. However, this preliminary translation helped me find several parts of the game which were still not being run through the translation engine such as settings, tab containers and key bindings! ...Catching these things early should make things go much smoother when the time comes to do a full translation.

You can change the language through the new Miscellaneous tab in the settings menu.