I've recently played the game again and notice a couple issues that needed addressing:
Fixed white screen crash that would occur when closing the game. A pretty important one, so this should be fixed.
An error that would occur when using Revenger sometimes. This was a small oversight in code.
That's it for now, and I'll be back with more updates as more problems are found.
2.3.2
Bug fixes and lobby handling tools.
Add clearance levels to give testers different tools for testing the game.
Online Lobby Update
Hello players!
This update has been a long time coming, and I'm super excited to be announcing it! This update is adding in the ability to play games of Symphonic Mayhem online using Steam's servers, meaning that you can play with your friends from anywhere, hassle free.
This is possible due to a code addon to Gamemaker Studio 2 made by a user called YellowAfterlife that adds in many functions for using Steam's P2P system for hosting and joining games.
That's not all! Capture the Flag has received a little bit of TLC with the addition of announcement cards that display important information about the game you are in (like who steals the flag).
There is also the addition of Hyper Drive mode. Each player has 80% reduction on their cooldowns, fire rate, and refresh rate while also gaining a movement speed boost as well. Good luck in this wind breaking new gamemode!
Symphonic Mayhem Major Update
The game is about to change, a lot
Symphonic Mayhem has sat dormant since December of 2018, the year it came out. Those who play the game now (for some reason) will be greeted with a Christmas themed Symphonic Mayhem from that last update.
What's taken so long?
Well, as a young indie developer, I was excited to launch my first game and released it as good as it could be at the time. After that, effort was put in to fix and update Symphonic Mayhem enough to keep it running. Then... I got busy. After starting a full-time job and getting engaged, there wasn't much time for Symphonic Mayhem. It was worked on here and there, but not really developed anymore. Now married and attending school, there's a lot more time to really dig into this programming experiment and start it in the right direction to becoming a real game.
Symphonic Mayhem will be 20% off ($3.99) for the week that the update comes out (4/13 - 4/20).
So here's what's new:
Lots of bug fixes. I mean a lot. It's hard to be certain if I've fixed everything. As problems arise, I'll be sure to address them.
7 new upgrades. It doesn't seem like much, but my focus was on many different aspects of the game, so I hope the addition of a few more fun upgrades will spice things up.
Changes to Local Play. Playing with multiple people on the same computer may not be the most conventional way to play, but it can sometimes be the most convenient. Now, up to 8 players can play on the same computer using multiple gamepads. And, you can all face bots with (or against) each other.
Gameplay Overhaul. As in the teaser image, tanks now have healthbars. This may not seem like a big change, but it changes a lot about Symphonic Mayhem.
It's still a fast paced, run and gun arcade-like mini-game, just with a bit more room for error (and great plays). Healthbars give more wiggle room to let good players pull off their well planned plays, and not so good players (like me) a chance to get a little better. Plus, it gives a lot more depth and room for existing and future upgrades.
Lots of Code Cleanup. This one doesn't really matter to you. Symphonic Mayhem was a project started in 2016 that has been worked on and off since then. In that time, I've learned much more about programming and am now able to go back and fix a lot of sucky coding.
For you, this may come in the form of slight performance boosts and quicker updates in the future, as it will be much easier for me to add new content.
I really hope you enjoy this new update and can have a ton of fun playing it.