Current Status

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

Saturday, November 27, 2010

Achievement art continued.


I've got 24 more to go, 9 of those are just the same images with higher numbers in front so they don't really count. Maybe another day and a half of work. Then it's onto coding the stuff and testing, which I'm looking forward to.


That's my way of saying Thanksgiving was awesome as usual, good family and good food. Now the toilet will feast on my holiday dumps from now 'til mid January!

Also, The Great White Destroyer is on sale at GamersGate now, until the first week of January. The discount will vary, right now it's 40% off.

ALSO also, if you happen to have some commercial indie games and would like to contribute to a fatass compilation video of commercial indie games, check out Pixel Prospector for the dealio. I have to get in gear and submit some myself. The deadline is Dec. 12th, so get movin'!

That's it for now.

Sunday, November 21, 2010

Achievement Art

That's what I've been working on, and will be working on for the next 3 to 4 days most likely. Examples you say? Surely.

This one is "Sharkburned Again!", you get it for eating the good Admiral.
"Faster Food", gotta get a 10x combo meal while non-frenzy.
"Feather Sniper", get it with a 3x bird shot combo.
"Man Fisher", knock some poor swimmer onto a fishing hook.

All the originals are 512x512, but these here are the ingame 64x64 versions. Now, just a few screenshots.

Here's the new addition on the title screen.

And this is what the actual achievement screen looks like.

Saturday, November 13, 2010

Sounds sorted, now achievements.

Right, got The Great White Destroyer sounds sorted out. All the music has been converted to mp3, except for the frenzy tracks, left them wav for fading purposes. I think this led to the game running much smoother in some areas, even when testing in debug mode it's faster than before. The ram needed to run the game has also decreased to around .6gig instead of 1.5gig. Also got the game displaying for 1024x768, by using the view port settings. Everything is still 800x600, it just get's blown up.
[EDIT] Forgot to mention that the game loads up in around 30 seconds now, holy cow! It used to be anywhere from 1:30 to 3 for some people.

On to the achievements! I've never been a big fan of these but they are a central part of gaming now. I have a list of them with quasi-clever names and descriptions. A few examples would be...

-Right back at ya! = Destroy L. Sharkburn's boat with his own dynamite.
-Manfisher = Knock a swimmer onto a fishing hook.
-5Cent Bulletproof? = Get shot by Lil' Snips 5 times before killing Big Snips.

Stuff like that, I think there's 72 listed at the moment. So I have to come up with a place in game to scope these out, make some art, get it coded. That's what's up for next week.

Saturday, November 6, 2010

Crapmunch movement and more.

I didn't get all the animations finished this week, had a few busy days. But these three are done.

There's a poo scoop, where he flings dung and sometimes oozes at the player. Then there's a shovel swat. Last is his walk cycle, which works well in reverse also, probably due to him being so large and round.

YoYoGames released their spec info for developing iPhone/iPad games, so I'll be converting The Great White Destroyer(TGWD) and Snowball's Chance over for those platforms starting next week.

For TGWD, I'll be downsampling my sound effects, hopefully without them sounding too bad, to save on file size. Having the music be .MP3s will be a huge help, they're .WAV currently. Also I'll be working on screen size related issues, a control scheme suited to portable touchscreens, achievements, improving performance, all kinds of crap. I'll try to do it in a smart way so there will be a new PC version as well. The same goes for Snowball's Chance, I'll probably add even more stuff too, content wise.