Current Status

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

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.

Saturday, September 25, 2010

Friday Bullcrap 9-25-2010, no-vid edition.

So I've turned all my attantion to Contrasaurus as we're close to having the art done. This way I can close out faster, and not burn out as I did while doing both this and YGTS.


So, here's some stuff I did for the C-saur this week.
This is a cutscene where they're getting ready to ship C-saur off on a mission in South America.

Another cutscene. C-saur traveling through time.

Here's a gunboat boss. All the guns are actually seperate with animations and/or death frames.

These next bits are a crate, and commando animations.


Annnnnnddddd, that's it. I'll resume work on YGTS as soon as C-saur is wrapped up. Have a good weekend folks!

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!