Current Status

-Pimping The Great White Destroyer v1.3b-
-Red Ice-
-"Death Pants"-

Saturday, October 30, 2010

Friday Bullcrap is Saturday : Back to the Shaft!

Ok, first up is a report on the Trick or Treat sale. There is nothing to report. It still continues until Halloween eve.

Back to You Got The Shaft. No video since my work on it this week is all just art, so I'll post it for ya! Been working on that mini-boss from the first stage, I have 4 of his animations completed so far.



His name is Crapmunch, he eats crap with his shovel. A rundown of those anims.
-#1 is a prefight idle, he's chawing on poo. It's a pretty simple squishy animation.
-#2 is also prefight, he's shoveling some more stuffs into his mouth. You'll notice his arm stretches out there, anatomy can take a back seat on this one.
-#3 is an intro of sorts, he turns to face Monsta when he gets close.
-#4 is a combat idle, I will be a tad slower in game than in that gif.

I've got a handfull more to do, hopefully they can be wrapped up this next week sometime.

Everyone have a safe Halloween!

Saturday, October 23, 2010

Trick or Treat Sale! The Great White Destroyer


Let's play a game. The Great White Destroyer(TGWD) will be on sale all next week, a special sale, one of choices.

On Monday, TGWD will be $4. If someone chooses to buy a copy, I want you to look on the order form under where you enter your name, there will be a "Company" field. I'd like you to enter "Trick" or "Treat".

Why you ask?

At the end of the day, I'll be counting up all the Tricks and all the Treats. You see, a Trick will increase the game's price by $.10, and a Treat will lower the price by $.10. So after it's all added up, we get the new price for the following day. If a purchase is made and the "Company" field is left blank or something off the wall is put there, a coin toss will decide the outcome, heads will count as Trick and tails as Treat. There are limits. The price will never drop below $2 or go higher than $5.90. Will the price go higher or lower? Time will tell.

I'll list the results the following day.

So there it is, the game is on.

Saturday, October 16, 2010

A slug and a bug.

Working on some characters for this new venture to nail down the art style. Got a couple finished ones here. I'll be hashing out a good handfull more while throwing down crap on paper, then I'll actually start putting some game together. Trying to decide on doing single player first and adapting multi later, or just start multi. Ahhh anyway, characters.


Monday, October 11, 2010

Contrasaurus Launched!

My buds over at STRd6 have finally got Contrasaurus ready for the public consumption. For those of you not in the know, I worked on the pixel art for the game. It's a sidescrolling action romp with a t-rex who gets snatched up from the past, loaded to the brim with explosives and amunition, and thrown into a conspiracy blender! You are the t-rex, YOU ARE THE CONTRASAURUS.

It's all made with HTML5, so if you're going to play, throw IE out the window. You need yourself some Google Chrome, possibly Safari or Opera.

Links for the link god!

Here's the official STRd6 launch.

It's in the Ludum Dare October Challenge!

Give it a go people!

Sunday, October 10, 2010

Multiplayer headspinning.

Only because I don't know crap about coding that kind of thing. If I understand it correctly, server code actually runs the game and is purely computational, while client side does all the pretty stuff, and they communicate back and forth. Is that a propper stripped down explanation? I don't know. Anyhow, been roughing out ideas for this next venture, doing research, deciding on how it'll play and look. All that fun stuff. Plus I'm pretty sure I've gained what I can from the Torque2D tutorials, as soon as I have enough down on paper I can get to prototyping.

Monday, October 4, 2010

What's going on!?

Ok, so Contrasaurus work is wrapped. Finished up with a little Robo-Reagan energy beam attack. No pics, because I don't feel like it.

I took the plunge and got me some Torque2D. I've been going through the tutorials and think I'll be just fine. There are some extra steps code wise compared to what I'm used to, but that's ok. I was going to take YGTS and start porting it over, but I don't think so. Frankly that kind of game has been done before, and I've had some genre mixers bouncing around in my head lately, stuff that as far as I know hasn't been done yet. So, I'll begin full steam ahead on that in the next day.

I hate leaving a game on the floor like YGTS, but there really wasn't that much done yet. That was maybe a months worth of work(or less) over a period of 4 or 5 months. It may get revisited down the road, who knows.

YoYoGames has plans for Gamemaker regarding the iphone and ipad, which means I might get the Shark on there down the road, maybe even Snowball.

That's it for now, I'll be back when I got's stuff.