Current Status

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

Saturday, December 18, 2010

Achievement success, plus extras.

That's right, they all work just fine and are do-able! I also added some ">>><<<" to the combo text, they tick down as combo time nears it's end.


When a combo's time would run out, it would flash up the total points earned, there is now an extra effect to help those stand out in the form of a frame.


My main man tester Jay suggested having the achievements visible on the pause screen, which is an excellent idea. I have it functioning, and it only shows what you can get in the stage you are on. Simply move the mouse down and to the right or left to scroll them around to take a look.


I most likely won't be posting anything until after new years, so everyone have a safe merry Christmas, and a happy holidays, and an excellent new years!

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, December 4, 2010

Saturday, November 27, 2010

Achievement art continued.

MOAR!


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.

!!!I AM FUELED BY TURKEY AND PUMPKIN PIE!!!

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.