Rescue: The Beagles - final version released

December 5th, 2008 by nenad

Rescue: The Beagles logo
Completed version of Rescue: The Beagles is out at last! You can download it here. The things added are mostly on the presentational side although a few gameplay improvements were made too. Great many thanks to Dean Pavlekovic who took the effort of doing some code management and transferred the project to a better development environment. He also set up a version tracking system for the game code. All this made the finalization process a breeze. And as a side effect, the download size is smaller now as we could afford to lose some runtime libraries.

So enough with technicalities, here’s the list of additions and improvements:

Gameplay:

- gamepad support, for both; hat and analog joystick.
- Placid Flow Bonus - a new type of bonus you earn at the end of each level if you don’t harm anybody on the level. It’s well worth going for as it rewards you with +200% of the total level score.
- bigger HUD option (which is on by default)
- option to mark soon-to-be-lost beagles with flashing red circles, for people who have trouble spotting a beagle
- parachute backpack and rope are now visible on player avatar to indicate the particular resource is available

Presentational and other fluff:

- a new glowy, bubbly logo
- main menu reworked
- story, instructions, enemies and credits screens
- splash screen with illustration by Annabelle Kennedy

There are some beagles in distress and they are desperately awaiting for your help. If you haven’t played the game yet, get it now! If you, however, enjoyed the beta, the full version is well worth downloading - for the complete experience.

61 Comments on 'Rescue: The Beagles - final version released'

  1. December 5, 2008 at 1:05 pm

    Danjuro said:

    A delight to play, as it always has been. Thank you.

  2. December 5, 2008 at 2:30 pm

    Bellyache said:

    Yay! RTB FTW (on the IGF)! RTB is my favorite game this year (i’ve been playing it more than playing with myself), so this made my day. Thank you!
    Also, noticed the boss sprite in the bitmaps folder, haven’t seen him (her?) in the beta.

  3. December 5, 2008 at 3:02 pm

    nenad said:

    Thanks.

    The boss (CutLab board of directors member) was planned at some point but at the end she didn’t make it to the game. The sprite is just a mockup used for testing. I forgot to delete it. To avoid further confusion I have uploaded a new version with this sprite removed.

    Congratulations Bellyache, you’re now one of the few people in possession of a rare version with unused boss dummy sprite ;)

  4. December 5, 2008 at 4:33 pm

    ortoslon said:

    Feature request: please add a new gameplay option to open the parachute automatically when Nicole has fallen long enough to die on impact.

  5. December 5, 2008 at 7:52 pm

    Yigguth said:

    Pressing up to jump on a gamepad is very unnatural. Please address this

  6. December 5, 2008 at 8:14 pm

    AuthenticKaizen said:

    no doubt…this is a masterpiece!
    loved the beta and now there is finally an improved final version. awesome!

  7. December 5, 2008 at 9:18 pm

    deed said:

    Hi, I just download this new version, but for some unknown reason I can’t start the game. I keep getting an error message about “this application has requested runtime to terminate it in an unusual way”. This did not happen in the beta, what’s going on!

  8. December 5, 2008 at 9:28 pm

    nenad said:

    deed, Could you please send me the screenshot of this error message, as well as your computer configuration? (you can send it to contact e-mail that’s in readme.txt)

    We used a different development environment for this version so this might be what’s causing the problem.

  9. December 5, 2008 at 11:02 pm

    rocky said:

    Rescue the Beagles is also my favorite game this year! As a lifelong Bealge owner, Thank You!

  10. December 6, 2008 at 4:17 am

    Mischief Maker said:

    Yay!

    Did you do something to the landscape generator, btw? The landscapes I was playing on were much more interesting than in the beta.

  11. December 6, 2008 at 3:06 pm

    N said:

    Hey guys!
    I can’t play this new version, I always get the error: ‘Failed to initiate the application due to incorrect configuration. Reinstalling the software might solve this problem’ (it’s not exactly word-by-word like this since it’s a translation…)

  12. December 6, 2008 at 3:28 pm

    nenad said:

    @mischief:

    Nope, if I recall correctly the landscape generator hasn’t been changed since beta. Maybe you just came to realize the full depths of it ;)

    @n:

    Are you trying to start it on Vista? Please do report this to the contact e-mail found in readme.txt file. Include as precise description of the problem as you can and specify the system hardware configuration and operating system. Thanks.

  13. December 6, 2008 at 3:29 pm

    nenad said:

    @Yigguth:

    What setup for the gamepad would you suggest?

  14. December 6, 2008 at 4:10 pm

    Bellyache said:

    I’m not Yigguth, but i suggest button 1 for shooting and button 2 for jumping and climbing. Button 3 can be pause (try having a cigarette while playing without the pause button). That was my JoyToKey setup for playing the beta.

  15. December 6, 2008 at 4:24 pm

    Bellyache said:

    One more thing; i know it’s kind of late for feature requests, but would it be too hard to add a sound volume option to the main menu? Sometimes i like to listen to music while playing, and hearing a primarius during a silent song is not a pleasant experience.

  16. December 6, 2008 at 9:06 pm

    Mopsical said:

    Whenever I play the game, it becomes glitchy and it appears that some files, like titles and characters, have become mixed up. I unzipped the file with Bitzipper and I ran it on Vista, what should I do?

  17. December 6, 2008 at 9:19 pm

    nenad said:

    Game is not tested on Vista, so Vista is not “officially” supported os

  18. December 7, 2008 at 11:23 am

    Mopsical said:

    Oh. Well, you should definitely consider it for a future update then.

  19. December 7, 2008 at 2:59 pm

    nenad said:

    Sure. As soon as I get Vista (which may take some time) or find the people willing to test the game thoroughly on their Vistas :)

  20. December 7, 2008 at 3:46 pm

    Mopsical said:

    Glad to hear it. I’d be happy to test it, if I got the chance.

  21. December 7, 2008 at 7:26 pm

    stefan said:

    Can it be played on an Apple? I didn’t see any sys req listed in the description!

  22. December 7, 2008 at 10:08 pm

    Tim Reynolds said:

    Nice post. Thank you for the info. Keep it up.

  23. December 7, 2008 at 11:59 pm

    Radiance said:

    I played this for an hour and when I was done I looked at the keyboard and it was moving right while everything else was moving left, weird.

    Awesome game, though the jumping with up thing got me killed a few times :D.

  24. December 8, 2008 at 1:18 am

    Eric said:

    This game is a blast, thanks!

  25. December 8, 2008 at 1:44 am

    Zamkaizer said:

    Would it be possible to repost the beta release for those who are having compatibility issues with the final version?

  26. December 8, 2008 at 6:52 pm

    nenad said:

    Ok, I made a new build. Hopefully that should solve it. Can some of you guys who had problems running it on either Vista or XP download and try to run it again? It’s the same download link. Thanks, and let me know if it works now.

    Also, the beta is still available from:
    http://www.16×16.org/download/beagles/rescue_the_beagles_beta.rar

  27. December 8, 2008 at 8:14 pm

    Aaron said:

    Please add an option to make the parachute auto deploy when falling from a height that will kill you. It’s seriously annoying. Even better, add the ability to prevent you from jumping to your death when you’ve run out of parachutes. Animal activists will give up a lot of things, but jumping to their death unprovoked doesn’t seem like one of them.

    kthxbye

  28. December 8, 2008 at 8:29 pm

    nenad said:

    Regarding the auto parachute. It’s absence is a deliberate design choice and there is some thinking and testing behind it. It’s one of the challenges of the game to learn to judge safe fall distances. Just play a couple more rounds and you’ll get the hang of it ;) Seriously, it’s not as hard as it seems at first.

    If anybody is interested the topic of auto parachutes has already been discussed in the development thread on TIGSource forums.

  29. December 8, 2008 at 8:38 pm

    Mischief Maker said:

    I do have one request that I don’t think is that inappropriate:

    Add the option of binding jump to a button other than uparrow (like X or better yet Shift). Jumping with the up arrow just feels wrong.

  30. December 8, 2008 at 9:02 pm

    Mopsical said:

    I think it’s official, my laptop can not run this. I’ve tried the beta and the full version and both of them are screwed. I really do not know what is the problem. Should I accept it and move on?

  31. December 9, 2008 at 11:04 pm

    Evgeni said:

    This is one of the best indie not commercial games I have played!
    Really good!

  32. December 12, 2008 at 12:33 pm

    nenad said:

    @Mischief:

    Sounds reasonable. To me, pressing up to jump feels natural but I can see how it may feel wrong. I’ll put the additional keys in as well as the pad mapping scheme suggested by Bellyache.

    @Mopsical:

    Have you tried to run it in xp compatibility mode?
    Btw the game now works without errors on xp.

  33. December 12, 2008 at 12:54 pm

    nenad said:

    @stefan:

    Game currently runs only on Windows. Mac and Linux ports are planned but that’s all the information I can give about it for the time being :)

  34. December 13, 2008 at 1:03 am

    Bellyache said:

    Thank you, nenad.
    I’ve been thinking, it can be said that RTB is some kind of a blend of a platforming game with a shoot ‘em up, and the whole pressing-up-to-jump-feeling-unnatural thingy is maybe connected to what your preferred genre is. My favorite games are platformers, and i don’t like pressing up to jump simpy because it is very unusual for a platformer to have that controlling scheme, i’m not used to it. But if your favoured genre is shmup you will probably be accustomed to jumping with up because in a shmup you control your character in a similar way.

  35. December 13, 2008 at 1:14 pm

    nenad said:

    Valid reasoning. I definitely prefer shmups over platformers. The control binding scheme just may be reflecting that fact. To minimize the woes, It’d probably be ok to include key/pad customization options but I’ll leave that for some future incarnation of the game.

    Anyways, the game download has been updated with following control changes:
    Keyboard: X and SHIFT are bound as additional jump/up keys.
    Gamepad: button1 - fire, button2 - jump/up, button3 - pause.

    While making changes I encountered and corrected several bugs as well. There was one particularly nasty gameplay exploit bug but it was a kind that doesn’t show up too often (if you don’t know how to trigger it). Probably nobody noticed it so far. It’s gone now however…

  36. December 13, 2008 at 6:35 pm

    ortoslon said:

    New gamepad controls don’t work for me (every button fires owls), and Shift makes Nicole jump continuosly.

  37. December 13, 2008 at 8:35 pm

    nenad said:

    Try to download it again please.

  38. December 13, 2008 at 9:42 pm

    ortoslon said:

    Gamepad is okay now. Thanks for making infinite hours of joy less painful.

  39. December 14, 2008 at 11:36 am

    ortoslon said:

    This is bad combination of colours:
    http://img249.imageshack.us/my.php?image=lowcontrastac7.png

  40. December 14, 2008 at 11:47 am

    nenad said:

    Yeah! Well, no, it’s just bad visibility due to lousy weather conditions ;)

    I always claimed the palette generator is not perfect. But it proved to be good enough in most cases. If anybody encounter more unpleasant color combinations, please do to post them. I collect the stuff just for fun. And of course to possibly use it to add some heuristics to the palette engine.

  41. December 14, 2008 at 1:23 pm

    ortoslon said:

    A platforming engine bug:
    http://img242.imageshack.us/my.php?image=collisionbugys6.png

    When Nicole jumps to a layer which has a cliff, she appears briefly on top of it (true wtf monemt), then falls and dies.

  42. December 14, 2008 at 4:55 pm

    nenad said:

    It’s a known bug.

  43. December 14, 2008 at 5:11 pm

    Bellyache said:

    And a pretty nasty bug, too. I haven’t seen that one before the yesterday’s update.

  44. December 14, 2008 at 5:29 pm

    nenad said:

    Can you easily reproduce it?

  45. December 14, 2008 at 7:14 pm

    Bellyache said:

    Yes, it happens very often. Just try jumping around below a layer with a steep cliff. You can trigger it whether by doing a vertical jump (like the one in ortoslon’s picture) or a diagonal one. Here’s my lousy diagram: http://img235.imageshack.us/my.php?image=37136410qh4.jpg

  46. December 14, 2008 at 8:00 pm

    nenad said:

    Ok, got it. Could you guys download it once again and see if it’s ok now?

  47. December 15, 2008 at 12:44 am

    Bellyache said:

    Great! It seems the bug is gone now.

  48. December 15, 2008 at 2:47 pm

    ortoslon said:

    No bugs to report… Nitpicking time! First: Nicole will jump continuously as long as the jump button is held. This often leads to unintentional second jump if Nicole lands on the upper layer quickly. I’m not sure for second, though: Placid Flow bonus isn’t given if Nicole dies somewhere on the level. Is this intentional? If yes, then readme.txt should state this.

  49. December 15, 2008 at 3:24 pm

    nenad said:

    Phew, I was afraid you’ll dig a new bug again. You seem to be rather good at it ;)
    The jumping behavior is intentional. I kinda prefer it that way. As for bonuses, none of them are given if player dies on the level. I’ll put it into the readme.

  50. December 15, 2008 at 3:37 pm

    ortoslon said:

    Excessive playtesting ;)
    So… Um… Jumping behavior option? Please?

  51. December 15, 2008 at 4:47 pm

    Bellyache said:

    I wouldn’t put the jumping behavior option in. I think that putting too many options in the game (like in Counterclockwise) would take away the whole fun-little-minigame feel that RTB has now.

  52. December 15, 2008 at 5:12 pm

    Mischief Maker said:

    Wonderful! The new jump buttons make a whole world of difference when playing with a joystick.

    Now I have one last request. Could you make it so that hitting “up/jump” midair will also open the parachute, since you can’t throw a rope mid-air anyway? It feels a little unnatural hitting “down” to slow your fall, and this change would not affect the normal controls at all.

    This would be my last request.

  53. December 15, 2008 at 5:30 pm

    ortoslon said:

    I second Mischief Maker’s idea. I wish I could promise to make “one last request” :)

  54. December 20, 2008 at 1:22 am

    stefan said:

    Beautiful game. I found a PC platform to download it on, and have been playing a lot since then. My one feeling is that it needs closure. The story is such a great idea that it feels wrong to just make it get harder and harder without an ending, or a boss. I crave a boss! Learning to get all the flows, and beating level 10 felt amazing. This is a hard core wonderfully imaginative game, great job!!!

  55. December 24, 2008 at 5:31 am

    rekcah said:

    I did a cover of the Intro music (the Disasterpeace version). You guys should check it out here: http://rekcahdam.blogspot.com/2008/12/rescue-beagles-intro-cover.html

  56. December 24, 2008 at 11:12 pm

    Krzysio said:

    I’d like to than you very much for this game. It’s perfect, addicing and hypnotizing - it works just like the old arcade games used to when I was much younger. And the music fits beautifully. I try many indie games, but I like that much only few. Small game, but a great work that’s worth to be remembered.

    Oh, and the online score table rocks (just as it does in world of Goo)!

    Thanks again.

  57. December 31, 2008 at 8:30 am

    Game7z.com said:

    check the Chinese version introduction here
    http://www.game7z.com/guide/rescue-the-beagles.html

  58. January 1, 2009 at 8:02 pm

    nenad said:

    Yay for the chinese feature! :)

  59. January 2, 2009 at 1:29 am

    Jamie said:

    Can’t wait for the Mac version. Then I won’t have to switch to boot camp… <3

  60. January 4, 2009 at 9:41 pm

    ortoslon said:

    Glitch: a vivisector caught a highlighted dog and carried it away while the red circle stayed where he picked the dog up.

  61. January 4, 2009 at 10:33 pm

    nenad said:

    This is known issue. It’ll be fixed in next update.
    Using highlights is not cool anyway :)
    Thanks for pointing it out though.

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