June 2006 Entries
That's right, it is done. And I couldn't be prouder. :D I'll post in more detail tomorrow when I'm not asleep. Sooo tired
Yes, I'm well aware that I'm cutting it down to the very limits. I'll likely be submitted my entry somewhere in the realm of 11:45PM CST. :P Technically speaking, the game is practically completed. I just need to implement saving/loading, the intro screen -- with a GWB.net logo :P -- and the Game Over sequence. Not that bad at all. And I still have like 2.5 hours left! ;) Also, I'd like to extend a big congrats to everyone who managed to submit an entry, complete or not. It's not that hard to take...
No screenshots to show tonight, mostly because what is complete can't be seen visually, really, and what's semi-complete is using programmer art which I refuse to show publically. :D All enemies done. Phew, this took a while. Admiral Overalls has 12 different types of enemies, which I think is pretty good considering the time frame. 8 of them are unique, and 4 are variations of the same AI type of a few of the foes. Each is rather unique -- and in a few cases, VERY unique. I must warn everyone however...
'Admiral Overalls' progress continues to move forward tirelessly. Me and Draffurd have until the end of Friday to finish our game, which means just a meager 4 days remain! I have a feeling that it's going to be very tight, but we should be finished the game by then. Allow me to toss some more screenshots at you, dear reader. :) (Easy to tell which maps I make, and which Draffurd makes :P) (You'll just have to wait until you play to see what THIS enemy does!) (Hey, who is that Commander beneath those...
I'm still hugely pumped. Every day now it's starting to look and feel more like a real full game. :D Tomato Shooting: Luckily most of the inhabitants of Trozak are vulnerable to tomato-juice! Admiral Overalls takes a moment of charge-up time before firing, but the tomatoes pack a powerful punch. They travel in an arc-like motion that enables you (craftily) hit enemies on lower platforms. Not shown in the screenshots since they are rather motion-dependant. Player Health: Shown in the second shot....
Gotta rush, gotta rush! Just 7 days left! Thank goodness the deadline for the contest is at 11:59PM on June 30th, thus giving me virtually an extra 24 hours! Refactoring What project is complete without its own share of tedious refactoring? Today I realized a few follies in my code design, and shifted some logic around. For one, sprites (sprites==entities=='things') are now created from a set of 'sprite templates', rather than generated from a hard-coded list every time one is created. This set contains...
"What of gamedev!?" An excellent question. With an equally excellent answer. I'll illustrate this by showing you Draffurd's friggin' awesome title screen for 'Admiral Overalls', in all of its 4-bit glory! (MSPaint FTW!) It's done in the same general style of Apogee's (old) wonderful games: show a cool shot of what the game is like in a location that never actually appears in-game. Awesome. :D The Map Editor is now also virtually complete. I had to revamp a bunch of things of a boring nature that...
My "Admiral Overalls" motivation is rock-bottom at the moment. In ye olde days, this the point where I'd say "nuck this!" and quit the project. But I'm far l33ter now, so I just fall into a lapse of depression until I get back on the horse again. The only problem is: this time around, time counts! The contest ends June 30th, and I should be roughly half-way done. Well, I'm not. I'm still struggling to get the (very buggy) map editor finished so that Draffurd can start pumping out some content. My...
Yes, it truly is Le Editeurè du mappè! Excuse my horribly broken French, but I am in fact referring to the map editor for my contest entry, Admiral Overalls. So far the map editor is basically the modified game's source, with a bigger resolution, scrollable via the arrow keys, and able to edit the map with the mouse buttons (left for place tile/sprite, right for delete tile/sprite). It's so easy it should be illegal. It very likely is. As you can see the interface is quite simple. Since time is the...
Implemented jumping today, along with it's (groovy!) character animation. Hard to see in a still-frame screenshot, but he bends his knees and pauses for a moment before each leap, in tribute to the original Commander Keen. ;) Hope to get the map editor mostly written during Friday/Saturday
That's right, folks. Be sure to hold onto your hats, because Admiral Overalls -- a suspiciously similar character to the infamous Commander Keen -- is making his debut at the end of June. :) Gameplay The game will play a lot like the classic 16-colour DOS PC platformer, with cool levels, cool features, and really lame sound effects. The main idea is to get together a really solid, functional, but not overly flashy game together. I've found that focusing too much on glitz *pokes at the 3D entries...
And with much hesitation, I've finally begun on the actually groundwork that the game will run on. But just what is this fabled project, you might be asking yourself? Although the name has already been chosen, I'm going to throw a crude Work-In-Progress name until a more dramatic moment of unveiling: Project 4BP! More specifically: Project 4-Bit Platformer! This game will be a tribute of sorts to all of those wonderful elderly PC DOS games that ran in 320x240 resolution and made use the massive 16-colour...
Hello everyone. So, it looks like I'll be competing in this coveted Exclusive GeeksWithBlogs Member Game Design Contest that I've been hearing so much about. It's only a short one (one month) so I'm confident that I can at least spew out something in time that resembles a game. Plus, I've been looking for an excuse to brush up on my C# skills. Due to the previous paragraph, I suppose it's obvious that I'll be making use of Visual C# Express 2005 for my contest entry. I've had it installed/registered...