Ultimate Arena | Map Editor

Probably the largest request feature wise since release was the ability to have more control over the maps in the game. The Map Editor is a work in progress 2-3 months in the making.

The Map Editor allows you to create your own in-game maps and share them with others via the Steam Workshop. If you choose you can have an image overlaid on top to give your map a unique look.

The Map Editor and more is out with Ultimate Arena 2.0, so check it out when you get the chance!


Troy Bonneau
President of Triverske

triverske / August 8, 2016 / Meta, Ultimate Arena

Ultimate Arena | Event Circles

Since the game was released events have affected every character on the map, regardless of position. With Ultimate Arena 2.0 we introduce a massive change in the way this system works. I’d like to introduce you to Event Circles.

Screenshot 2016-08-02 21.30.44

Event Circles allow players to more carefully plan out attacks, selecting only a specific area of the arena to impact.

Screenshot 2016-08-02 21.31.47

The size of Event Circles is easily changeable, so you can hold grudges against specific fighters if you’d like.

Screenshot 2016-08-02 21.32.31

Alternatively, Event Circles can be massive and replicate the effects of how events behaved before this update.

We hope that Event Circles will bring an extra level of depth to the event system, we think you’ll enjoy them after you get the chance to try it out! Event Circles will be included in the 2.0 update coming August 20th, so mark your calendars.


Troy Bonneau
President of Triverske

triverske / August 2, 2016 / Tech Blog, Ultimate Arena

Official Statement Regarding the Cancellation of Ultimate Arena Product Keys

On Saturday July 30th, 2016 we decided to promote Ultimate Arena’s release by giving out 30,000 copies for free to users who subscribed to our newsletter and followed us on Twitter. Thanks to our great fans the promotion mostly went off without a hitch, but we noticed a large number of copies (5-6+) were being obtained by single IP addresses which violated our rule of one copy per customer.

Roughly 10% or 3,000 copies had to be cancelled as we will not tolerate those who intend to take advantage of us. It’s likely that these people intended to resell Ultimate Arena via unauthorized distributors.

There is a possibility that we had to cancel keys that were obtained fairly, and we’d like to offer our most sincere apologies. We are happy to replace your key if you contact us via Twitter or Facebook. If you have any questions regarding this incident please contact me directly at troy@triverske.net, we have a strict transparency policy and we intend to uphold it to the best of our abilities.


Troy Bonneau
President of Triverske

triverske / August 1, 2016 / Meta, Ultimate Arena

Get Ultimate Arena FREE (While Supplies Last)

Hello Everyone,

In preparation for Ultimate Arena coming out of Steam’s Early Access we’ve set aside 30,000 copies to give out. We’re excited to see what crazy shenanigans come with having more new players. Get a copy while they’re available here.


Troy Bonneau
President of Triverske

triverske / July 30, 2016 / Meta, Ultimate Arena

Circuit Breakers 1.6 – Coming (Very) Soon

It’s been awhile since the last Circuit Breakers update, a little over 4 months. Since then we’ve redone the menus, balanced the gameplay, improved the online experience, and fixed a lot of bugs that have been pestering us for quite some time. With 1.6 we get to share with you the largest update to Circuit Breakers yet, and we couldn’t be more excited.

To those who haven’t played the award winning Circuit Breakers, there will be no better time to pick it up than the day 1.6 comes out. You’ll be able to enjoy the same game that we released last year in its final form.

There are a few last minute tests being run to make sure that the release will be without problems. Once these tests are concluded we’ll make sure to get it up on Steam as soon as possible.

Thank you for being patient, we won’t let you down.


Troy Bonneau
President of Triverske

triverske / July 22, 2016 / Circuit Breakers

Ultimate Arena Goes Gold August 20th


Since February we’ve delivered quite a few updates to Ultimate Arena, and come August 20th we’ll be sending Ultimate Arena off with a final bang.

Ultimate Arena 2.0 will feature more achievements, map editing, and Steam Workshop support, and will be the first Triverske game to exit Early Access. (well it’s the only Triverske Early Access game ever) We can’t wait to see what mischief and shenanigans will be created by our fans, it’s one of the many things we look forward to every time we update the game and we hope to not disappoint on our end. Stay tuned for more info on a launch party/stream, we want to celebrate with everyone!


Troy Bonneau
President of Triverske

P.S. Now is the time to pick up Ultimate Arena on Steam, come August 20th the price will go from $1.99 to $2.99 or whatever your regional equivalent is.

triverske / July 20, 2016 / Ultimate Arena

Circuit Breakers | Tech Blog: The Many Menus of Circuit Breakers Pt. 1

One of my finer achievements in game development is the menus of Circuit Breakers. For whatever reason during the development cycle I took on the challenge of creating something that both looked and worked great. In just a single year Circuit Breakers has progressed quite a bit as far as the interface is concerned. Let’s take a quick look back at the the evolution of menus in Circuit Breakers.

Screenshot 2016-07-18 15.20.06

July 4th, 2015 Build

For the first two or so months of development, Circuit Breakers had no menus at all. On startup you were sent directly to the first room of the game. I can’t seem to find the code for this build but if I recall correctly the weapon selection only worked for Player 1. The important thing about this menu was how it allowed us to change the amount of players without compiling an entirely new build.

Screenshot 2016-07-18 13.45.36

July 20th, 2015 Build

The first menu that supported controller support (and actually accidentally only supported controllers) was first compiled just 16 days after the previously shown menu. The “QUIT GAME” and “FULLSCREEN” options are pretty self explanatory, “KICKSTARTER” opened up a web browser and took you to the Circuit Breakers Kickstarter. For the most part the Kickstarter option was for us to remind people that Circuit Breakers was on Kickstarter at SGC 2015 and Let’s Play Gaming Expo 2015.

Screenshot 2016-07-18 15.30.38

July 20th, 2015 Build

“DEMO MODE” pulled up the character select screen and then took you to the main game which we now call “Arcade” mode. The first character select screen did the job well, but I wasn’t too impressed with it. Functionality was basic, but this was the first build with all 4 characters and was one of the first times the game started to really come together.

Screenshot 2016-07-18 13.37.28

August 2nd, 2016 Build

The next change to the menu was to add the ability to change the controls. This build allowed you to set whatever player you wanted as a keyboard or xinput controller. You’ll notice that these last few builds have the date 7/18/2016 in the corner because I compiled these builds from old code I have in the Triverske archives. The compile date in the top corner was never as useful as I thought it would be, but if you go back and look I bet you can find a few builds compiled at 3 or 4AM.

Screenshot 2016-07-18 15.52.23

August 22nd, 2016 Build

By mid-August we had started working on a more refined menu that was a bit more fit for release. The new menu was built for the purpose of having clean aesthetic with the same basic functionality. Possibly the most interesting thing on this menu is the inclusion of an “ADVENTURE” mode. You’ll be sorely disappointed to know that the option didn’t do anything at this point in time. Hitting “EXTRAS” actually quit the game in this build for whatever reason.

Screenshot 2016-07-18 15.56.42

August 22nd, 2016 Build

For the first time you were able to select cores, and those familiar with how the game looks now will see the similarities between this character select screen and how it looks today. Also worth noting is how dark the colors are in both menus on this build. It must have been my laptop screen or something but things just do not look very good in hindsight. Anything from this build forward was never seen in public because we didn’t go to any more conventions in 2015.

September 25th, 2015 Build

September 25th, 2015 Build

For whatever reason the build date in the corner reappears along with the gears that are still there today. By this time we decided that “ADVENTURE” mode was not going to happen and was replaced with “SCORE ATTACK” mode. Hitting the “EXTRAS” option doesn’t exit the game, but instead tells you that nothing is there.

Screenshot 2016-07-18 16.11.41

September 25th, 2015 Build

More cores are in the game by the end of September, in fact all of the regular cores appear to be here. The boxes around the characters have been removed. The green particles at the bottom changed colors based on how many cores were turned on.

Screenshot 2016-07-18 16.23.04

November 13th, 2015 Build

Right before release the menu takes on a near final form. I finally got around to finding some decent colors for the main menu. The current main menu as of when this was posted is almost indistinguishable. The “EXTRAS” menu is filled with several options and everything is working as intended.

Screenshot 2016-07-18 16.23.23

November 13th, 2015 Build

Cores now will appear locked if you haven’t obtained them yet. I swapped typefaces a few times until I found something that I was pleased with. We ended up removing the particles in exchange for gears that spin faster for every core that’s turned on.

Screenshot 2016-07-18 16.23.44

November 13th, 2015 Build

Score Attack finally got its own screen pretty close to release. As far as I’m aware this screen is exactly as it appears today. There’s a fun story about getting the Avatars to correctly display next to the name of the player. That’s a different story for another time.

That about wraps up part 1, in part 2 I’ll talk about the extra screens, and changes made since release.

Troy Bonneau
President of Triverske

triverske / July 18, 2016 / Circuit Breakers, Tech Blog

The Future of an Open Source Ultimate Arena


I like to think I’m an advocate for open-source and it’s easy when something like Vulkan comes out and bumps my framerates on DOOM up 15 frames or so, but other times I find it difficult such as right now when Ultimate Arena has gone several months without a pull request on Github from outside the company.

The truth is I’ve already got everything I wanted out of making Ultimate Arena open source. It’s a game made by ideas from the community, with code written by Triverske and art done by a 5 year old in paint. It’s not particularly well polished, nor high-budget, nor does it have the following that a lot of open source projects have. What Ultimate Arena does have is a quirky concept and the opportunity for anyone to pick it up and play and learn from it, and I think that’s enough to satisfy my expectations for now.

Open source introduces this sort of immortality to a project. Now that the code for Ultimate Arena is open source it will likely be around forever. There may be years, decades or possibly longer between pull requests. Someday someone will probably have to port the code out of Gamemaker and into something a bit more flexible (God bless their soul) and they’ll write about all the terrible decisions we made while making the game. There will be someone who inevitably finds out that this game had no definitive code format and how it’s held together by a few strips of duct tape in all the right places.

All that tangent to say we’ll continue to add content to Ultimate Arena and put the code on Github, at least in the near future. Someday I’ll hope another crazy teenager will take my silly idea and put their own twist on it, but I’m willing to wait a little longer.


Troy Bonneau
President of Triverske

P.S. If my post somehow inspired you, check out Ultimate Arena on Steam and on Github.

triverske / July 15, 2016 / Meta, Ultimate Arena

Circuit Breakers wins Game of the Expo at Let’s Play Gaming Expo 2016


Last month the team at Triverske took Circuit Breakers, Ultimate Arena, and two upcoming titles Solidarity and Trigger Palace to Let’s Play Gaming Expo. Let’s Play Gaming Expo is hosted annually in Plano, Texas and hosts thousands of gamers from across the country. This year attendees were given the ability to vote for their favorite indie game as part of a scavenger hunt and Circuit Breakers ended up with the most votes.

We’d like to take the opportunity to thank everyone who came out and supported us. We’re not done with our Circuit Breakers improvements but version 1.6 which was playable at the expo, along with online multiplayer are very close to completion. To our friends on XBOX and Playstation, we have not forgotten about you either! Those versions will be available later this year with lots of new content that we can’t wait to share with you. With your support we hope to continue to release new content through the end of the year.


Troy Bonneau
President of Triverske

triverske / July 13, 2016 / Circuit Breakers

Circuit Breakers | Tech Blog: My code works, but I don’t know why

Recently I’ve been doing some optimization work which is pretty regular occurrence for anyone who’s ever gone beyond “hello, world” and the intro tutorials, and I’ve always been fascinated by the idea of getting games to work on hardware that shouldn’t be possible, my personal favorites being Doom SNES and any version of RollerCoaster Tycoon 1+2. Today’s tech blog revolves around me experimenting with a few different optimization methods in GameMaker: Studio.

The Problem

Programming is a lot like travelling from one city to another, there are several options to get there and depending on your choices it could take you a little bit more time to reach your destination. For example, the bus might be more cost effective, but it also will take more time than driving a less cost-effective but quicker car. Sometimes we have a lot of money and no time, and sometimes we have a lot of time and no money. Often it is up to the programmer to decide which route will be used. The problem happens when either time or money has been exhausted and you’re not able to reach the destination.

Layman’s terms aside, Circuit Breakers is deceptively CPU-heavy and requires a sizable processor to keep up with hundreds of instances of enemies, players, and energy crystals at 60fps. Most people tend to be under the impression that games that look like Super Nintendo games could run on equivalent hardware. The good news is that we have made it possible for pretty much any x86 desktop in the past 7 years can play the game in its perfect fluid form, however some hardware was not quite as lucky.

We don’t keep extremely low-performance x86 hardware around the office for reasons yet to be discussed, so in the midst of our testing I decided to establish the “Android Test Platform” in order to simulate what low power x86 hardware might behave like. The Android Test Platform (which I’ll just refer to as the ATP from now on) is actually just an Ouya that I binge-bought from a few years ago. The Ouya has a quad-core 1.7 GHz ARM Cortex-A9 that simply doesn’t cut it when it comes to games. I found the worst dual-core Celeron of 2008 and it has a sizable performance increase over the ATP despite it having less cores and clock speed.

Ouch, thanks to CPUBoss+ GeekBench

Ouch, thanks to CPUBoss+ GeekBench

It’s very clear that the Cortex-A9 even with its improvements over its predecessors can’t top the greatest processor architecture ever created. This is off topic though, the point here is that the ATP is a glance into pre-2008 computer performance, and probably pre-2012 laptop performance.

Upon booting up the game after exporting it through the compiler I found that the game ran on the ATP with a few visual defects. For one, some of our shaders were not behaving and resulted in some unwanted but not game-breaking graphical issues. More importantly the big problem is we couldn’t hold 60 frames for any period of time, a deal-breaker when your logic is tied to the framerate. In order to quickly combat frame drops I reduced the amount of effects rendered to the screen, decreased particles, and limited the amount of enemy instances that could appear concurrently. Unfortunately none of that helped to the point where I could keep the game running at a steady 60, not to mention it affected the overall game experience quite negatively as the game isn’t as interesting when you remove the explosions, enemies, and particles (who would have thought). It was time to call it a day, and expect people to have better hardware.

Well that’s probably what should of happened, but I was determined.

These kinds of challenges happen to every developer, it’s not some sort of unusual thing for people to try and get the most out of a machine. When faced with low-performance and you’ve done all you can, you must learn to compromise in all the right ways. Masahiro Sakurai mentions how challenging it was to get Super Smash Bros. for 3DS running fluidly, and makes multiple compromises to the graphical quality of the game in order to make that happen. For example, he makes some objects run their animations at 30fps.

So I did exactly that,

but with everything,

and I don’t know why it works, but it does.

Frameskipping is not some foreign concept, in fact many games skip frames on purpose for non-performance reasons like Skullgirls. When I told the game to draw every other frame I was able to hit that coveted 60fps that I had been longing for and was able to add in those effects, enemies, and particles. The only negative result is that I’m only able to see every other frame instead of every frame, a compromise I’m willing to make if I can keep the game the way it was intended to be. Normally a person would stop here because the “problem” has been fixed but I have a new problem now. This is actually impossible and there’s no reason why this should work

From what I understand, GameMaker runs code in the following order


Which means that with my code it should look something like this


Only one problem though, as you remember, when I had effects and particles and enemies on the game wasn’t running at 60fps, meaning that

|-----GREATER THAN 1/60s-----|

A step > logic combination was most definitely taking longer than 1/60 of a second. As a result, that should have caused the second step event to occur at a point later in time, thus slowing the game down. This never happened though, the game runs at 60fps only drawing every other frame and I have no clue why. Should it not be constantly stuttering between a frame that takes more than 1/60 of a second and one that takes much less than that? If you can explain please send me an email at troy@triverske.net

triverske / September 25, 2015 / Circuit Breakers, Tech Blog