Bit Beast 1.1.0 released

Bit Beast version 1.1.0 is now live!

Get it while it’s hot!

To celebrate this long-overdue update, Bit Beast will be on sale via Google Play from Jun 30, 2018 to Jul 7, 2018.

Here’s the full changelog for 1.1.0:

– Two new stats added: Dexterity and Stamina
These each function kind of like one half of strength
Strength is attack damage as well as health
Stamina provides extra health that must be removed before strength can be damaged, thus acting like a “shield”
Dexterity provides a damage bonus but gets used up as you attack,
thus giving you a large damage burst at the beginning of a battle
– Training now increases max Dexterity and max Stamina in addition to max Strength
– Each pet evolution branch now represents a distinct “class,” with its own unique set of stat priorities
– Added levels and experience. When you level up, you get stat points to spend on improving your stats
– Split the store into 4 separate sections
– Added “permanent” items which are one-time purchases kept in the yard
Rumor has it they have other benefits…
– Consumable items can now grant a wide variety of temporary buffs
– Added some new consumable items
– All consumable items now have a “primary affected stat,” which is what limits their use
I.e., most food items won’t allow you to eat them once your food bar is full
However, junk food won’t allow you to eat it once your HAPPY bar is full
– Weight now plays a larger role in things. Specifically, being obese (>30 kg) is penalized more
– The old win/loss ratio is multiplayer win/loss, and there is now a new singleplayer win/loss ratio, too
Note that old cemetery entries will look a little silly having “0” for so many new things
– Rewards for various activities are now all merged into one system, in which a Rewards window pops up after
you are done playing. This means that everything has experience and bit rewards
– Bit reward on battle victory scaled by max stat difference of opponents
– Max stat increase on successful training now scales by AI opponent difficulty
– Max stat gains from training are now capped on a per-tick basis
– Increased the rate of max stat gain from training
– Natural temperature change slowed dramatically
– Machine temperature change increased dramatically
– Temperature machines now shut off if they go very far past the optimum temperature
– Rewards for bricks are scaled based on number of bricks
– Added some more brick layouts
– Added powerups to the paddle games
– Added new sound effects throughout
– Improved paddle game AI and physics
– Added more brick layouts to Bricks
– A lot more things regenerate in real time now instead of every tick (15 minutes)
– You can now watch your Bit Beast consume things that you give it
– Changed a number of messages
They are theoretically more fun than ever!
– You can now view the status screen, clean the yard, and change the temperature setting even if your Bit Beast is dead
– Fixed some issues with Bit Beast death
– Bit Beasts are “cleaned” when they die
– There is only one sound effect for thought bubbles now
– Permanent items can now be dragged when Bit Beast is dead
– Pets will now properly center on held items
– Unusable buttons are now grayed out
– Fixed egg and tombstone being solid colors in the widget
– The widget will no longer create read error messages
– The widget now updates once every hour
– Added new information to the widget
– Improved widget scaling
– The widget now updates whenever pet data is saved
– Changed optimum temperature from exactly 20 degrees C to 20 +/- 1
– Reduced the age bonus for bits gained
– Improved the variety of shadow opponents. They are also tougher now
– Changed the way favorite food is stored in save data. Note that a Bit Beast from pre-1.1.0 will forget
its favorite food because of this
– Removed the screen orientation option
– Updated the Help screens
– Fixed numerous bugs where an Android configuration change would cause loss of data
– Balance tweaks
– Fixed bug with evolution branch choosing code
– Fixed major bug with food categories
– Fixed minor bug with food categories
– Fixed a few instances where speech would not wake up the Bit Beast
– Improved color picker dialog
– Improved RNG
– Fixed a bug where dialogs would display text in the wrong font
– Fixed a variety of image-related bugs
– Moved save data to internal storage
– Made file saving atomic
– Removed screenshot feature
– Improved permission handling
– Bit Beasts must be the same version to battle
– Made tick processing more deterministic
– Moved the project into Android Studio and updated build tools to latest versions
– Updated build target to latest version of Android (API level 27)
– Updated minimum API level to 21
– Minor code cleanup and improvements
– Minor graphical improvements
– And more!

Hubert’s Island Version 1.5.0 released, Android support, Greenlit on Steam!

Hubert’s Island Adventure: Mouse o’ War version 1.5.0 is now live!

This version cleans up the code and makes use of some much newer libraries. It might not sound exciting, but some really annoying bugs were fixed, and the game runs much better on Linux now! Get it while it’s hot!

Already own the game? Head over to the Updates page to learn how to update your game.

Among other changes, this update removed the profile system in the game. As a result of this, you will probably want to remove any pre-existing save data before playing the new version. A clean install of the game files is also recommended.

One other cool new thing: the game is running on Android now! Unfortunately, it does not run as fast as I would prefer on my own phone at the moment. However, my phone is a very old model, and tests on more recent phones show much more promising performance! Look for more on this in the (hopefully not too distant) future.

In the last update for the game, I mentioned that it was on Steam Greenlight. Since that time, Hubert’s Island has been Greenlit! Definitely more on this coming very soon!

Also, happy new year everyone!

Here’s the full changelog for 1.5.0:

– Updated compiler/libraries/build system (primarily upgraded to SDL2)
– Fixed game sound cutting out in Linux
– Fixed game crashing in Linux
– Fixed game freezing on close
– Removed profile system
– Ported the game to Android
– Added touch controller
– Disabled periodic saving of data
– Abandoned use of installer on Windows
– Switched to C++11

Hubert’s Island Version 1.4.0 released

Hubert’s Island Adventure: Mouse o’ War version 1.4.0 is now live!

This one is huge. First of all, the game’s price has been permanently reduced by 50%, and now costs $4.99! Additionally, from now until later, the game’s price is reduced a further 40% to a mere $1.99! Get it while it’s hot!

Already own the game? Head over to the Updates page to learn how to update your game.

For this one, a clean install is very much required. We changed a LOT.

Customers on the various digital distributors will get access to the new version (duh), as well as the new OS versions if they are supported by the distributor. We’ve hit a slight snag setting up the new OS versions on our payment processor, but that should be resolved soon. If you bought the game that way and want access to the OS X or Linux version sooner, just shoot us an email and we will take care of you.

The game’s been ported to Linux and OS X. The level editor has been released (caveat: it’s really rough). The source for the game and editor has been opened. Find links to download all of this, as well as the demo, here.

Other highlights include AI players for both multiplayer modes, several upgrade items that function in true Metroidvania style (find them in the world, use them to reach new places!), a shop where you can spend your candy on sweet unlocks (example: classy NPCs wear top hats), New Game Plus, so now you can replay the singleplayer adventure on an ever higher difficulty to earn more candy, and of course: tons of tweaks and fixes.

Reminder: the game is on Steam Greenlight. If you like the game and/or want to see it on Steam, please rate it on Greenlight!

I also recorded a playthrough of the game with a little developer commentary, which you can check out here.

Here’s the full changelog for 1.4.0:

– Updated compiler/libraries.
– Ported the game to Linux and OS X!
– Released the level editor for all 3 platforms.
– Open-sourced both the game and level editor.
– Added AI-controlled players for both multiplayer game modes.
– Added several new special items that grant new capabilities.
– The homing shot is now a special upgrade item that must be acquired.
– Added some secret areas to acquire the new special items.
– Added new stuff and areas to take advantage of the new special items.
– Added New Game Plus to SP Adventure. Every time you beat the game (beat all bosses and then Lighthouse), it gets harder and candy is worth more points.
– Added unlockable “toys” that can be purchased for candy.
– Difficulty was rebalanced, and now affects more things.
– The effect of difficulty on NPC counts was redone.
– Stunned NPCs now fade out after a while in both game modes. Can be turned off.
– Can no longer have MP players in SP modes.
– Friendly NPCs no longer die when the level ends.
– Sally now follows the player.
– You can no longer jump when Looking with a J-Balloon.
– Players should no longer ever get stuck in the ground at the bottom of slopes.
– You can no longer uncrouch when a solid tile is above you.
– Increased the camera’s maximum vertical speed.
– NPC shots can no longer spawn inside solid tiles.
– Lowered the homing range for the player’s homing shot.
– The player’s homing shot now ignores targets that are friendly or behind solid tiles.
– Changed the main font to be more readable.
– Fixed the ammo box HUD icon looking weird.
– Rebalanced score/candy amounts
– The achievement sound no longer plays when a special item is collected.
– Added lava to the top of the volcano. Yikes!
– Improved the experience of the first level. Added signs, removed some enemies.
– Added signs to other levels explaining some things.
– Made bananas a little easier to see.
– Collectibles that you haven’t gotten yet now show up on the map.
– Added a few new water music tracks that were needed due to new swimmable areas.
– NPCs are no longer capable of walking on water.
– NPC shots hitting levers no longer adds to the “Levers Shot” stat.
– Sound effect volumes fall off more quickly with distance.
– Fireworks are now affected by pausing the game.
– Players 2-4 default controls changed.
– Players other than Player 1 can now properly grab special items.
– If all human players are dead in multiplayer, Player 1 can press shoot to kill all the bots.
– Multiplayer setup info is now persistent.
– Switching to Hubert no longer resets special item states.
– Can no longer begin climbing while looking.
– The “toggle various windows” keys can no longer override the buttons on the Sound Test screen.
– Some minor level tweaks.
– Fixed the Buy Game link in the demo version.

Hubert blog merged into this blog

Until today, there was a main site blog, and a Hubert blog. Keeping two blogs maintained was kind of a pain. I was setting up a page for Galaxy Chomp (stay tuned!), and I decided that keeping three blogs maintained was going to be too much work. So I decided to merge the Hubert blog into this one, and post future blog updates related to specific games on here.

On that note, if you happen to find a broken link somewhere that I failed to fix up, please let me know.

That is all. For now…

Cheese and Bacon Games Birthday Celebration!

In light of Cheese and Bacon Games’ upcoming birthday (September 10), all of our games will be on sale from now until September 16th.

Hubert’s Island Adventure: Mouse o’ War is 70% off, costing a mere $2.99!

Bit Beast is 50% off, and now costs $0.99!
Also be sure to check out our Android live wallpapers on our Google Play app page.

Also, Hubert’s Island has received its first review by Christ Centered Gamer, which you can check out here!