Current Status

-Pimping The Great White Destroyer v1.3b-
-Red Ice-
-"Death Pants"-
Showing posts with label monsta. Show all posts
Showing posts with label monsta. Show all posts

Sunday, December 12, 2010

Achievements:They fuction for the most part.

There's still some that need tested, and a few that need fixed so they actually work. I did a lot of work on combo timing, to make some of these easier and let the player try to build up extra points if they like. Jetskis don't blow up as fast either.

Examples of what hasn't worked out...
Drown Their Sorrows(3x drown combo) is being changed to just drowning one person, it's hard for me to even come close to drowning two let alone three!
Push Me, Pull You's(snagged by 2 hooks) code just didn't work period, so I missed something.

I had my doubts about Squid-Kebob(big squidy and little squidy hit with same spear), but I came within 2 pixels of pulling it off the other day. It's possible, you just need to find the right enemy placement and timing.

This last Friday I toyed with the idea to upsize You Got The Shaft for 1024x768. I would make the tiles 48x48 instead of 16x16, so all my numbers would just need multiplied by 3. I also did a few Monsta animations at the new size.

I wouldn't use near as many frames as the smaller ones due to memory. I'm also thinking of ditching the falling block thing and replacing it with combat related challenges. I dunno, what do you guys think of all this.

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.

Saturday, September 18, 2010

Friday Bullcrap 9-18-2010, hey wait that's a Saturday!

Before we get to the video, here's a few pics from YGTS for those of you who'd like to regulate your shaft intake. There's some Contrasaur toward the end of the vid if you'd still like to check that out. Anyhow..

An overlay is added to give atmosphere to the stage.


A new stage in progress.


Ok, vid time.

Saturday, September 4, 2010

Friday Bullcrap on Saturday, 9-4-2010

Before movie time, I wanted to mention that there's been a lot of traffic on my TGWD highscore tables. Most of the entries appear to be gunk, I don't know if someone is screwing with them or what, but some of the entries' scores don't even get sorted right. I'm pretty novice at php, so bummer on me I guess.

Also, Metroid: Other M is pretty slammin' so far. I know it's minor, but they do a slick job at transitioning from pre-render to in game, damn fine job. That's always been one of my bother areas, back in the PS1/N64 days, I hated pre-render due to the jaring difference between it and the in game look, I prefered in-engine cutscenes like Vagrant Story and Ocarina. Oh well, video!

Saturday, July 31, 2010

Friday Bullcrap 7-31-2010 + Shark Month

At the end of the vid, I announce Shark Month. All of August, The Great White Destroyer is half off, plus I'll be putting up great sharks in history. Have a visit every Monday and Wednesday, won't you?

Friday, July 9, 2010

Friday Bullcrap 7-9-2010

Some stuff about YGTS's stage 1 background art and animated tiles. Also, Contrasaurus art.

Tuesday, June 29, 2010

Contrasaur walking, sorta, and YGTS minor stuffs.

My contract time ran out, but most of C-saur's walk is complete, just need to add the minor spots and scale pattern overlay. It's taken 15 hours so far, but in the process I've devised some new tricks(new to me anyway) to help speed up future animations of this size. No examples, I'll put the animation in this weeks video.

Managed to put in a few more effects for YGTS last night. It's just a shadow effect that takes place during power moves, the higher your power meter, the bigger the effect.





I'm going to start working on the first stage tileset today, hopefully have something to show for the weekend.

Wednesday, June 16, 2010

Monsta kicks up dust after planting face.

Worked on some more animations today for Contrasaurus, a soldier upper torso shooting animations. You can see some of my animations in their prototype, which is updated frequently. Just use about any browser but IE and it should work.
http://contrasaurus.strd6.com/
There is a little green running dino in the first scene, and later bullets, dirt effects, blood effects, spark effects, and some running soldiers.

Got some YGTS work done also. Monsta's power downward attack is done, he plants his face rather hard into the ground, these weak ass pics barely convey the awesome.




This here is what it looks like sorta powered up.



So what it does on ground is damage things below you and spread an effect wave that can do things like pop some poor soul off the ground.

Also did some special effects, like dust puffs from running starts and landing from a jump.




You'll see it all in motion come Friday. Also, IDs rage engine is something.