You can view the Devlog tab now!
I'm updating my progress on Platformer Kingdom so go to the Devlog tab and view. I'm adding more content to the gallery and I added a quote section where I'll update you on my most recent progress.
You can view the Devlog tab now!
Pretty amazing list! As of now, there's 260 developers who have added their info and it's still growing. I think it's a great resource for any smaller developer (such as myself.) If you want to check it out, click here.
Just a quick update this time: I scrapped about 3000 lines of code from one of my older projects, Platformer Kingdom. The game prided itself on randomly-generated, always solvable levels (like Cloudberry Kingdom.) It was quite cool and I really liked the concept but the game wasn't all that fun. I decided to redo the generation system and all the mechanics in an attempt to make the game more enjoyable. I know I can do it and I'm looking to CK for inspiration.What I failed to do before was keep the goal in mind. I had the player scored on how many platforms they touched, had a gem counter, and even had peasants to rescue. The game became very cluttered and in effect, became very un-fun. The main goal this time is making it through the level alive and with as many gems as possible. I also have a puzzle game in the works (very early) but it's on hold till I finish this one. What I failed to do before was keep the goal in mind. I had the player scored on how many platforms they touched, had a gem counter, and even had peasants to rescue. The game became very cluttered and in effect, became very un-fun. The main goal this time is making it through the level alive and with as many gems as possible. I also have a puzzle game in the works (very early) but it's on hold till I finish this one. The game is back-to very early in development but I've already started on an easy, faster generation system. I also have the bonus of all the old art assets from the original version.
Two blog posts in one day?
Well, I haven't reached out to my friends and followers in a long time and I want to get back to that. I've been busy with projects and freelance work and I've neglected to post anything. In truth, I haven't because I'm not sure how you'll respond to my new work but I'm ready again. I'm going to do a big recap video of everything I've done and possibly show you all my face for the first time. After that, I'm going to do regular updates for my projects.
So I took part in my first ludum dare, a 48-hour solo game competition and I made a pretty wacky game using Blender 3d (Been around two years since I've used it.) I made a puzzle FPS called Super Botboy about a strange loving robot box that needs your help escaping the android power facility. He lacks arms and legs so your tasked with carrying him around. He has crazy power-ups that allow him to shock and/or blow up androids in a beautiful spraying of pixels. There are some neat mechanics that lead to some interesting puzzles and the dialogue is hopefully funny! If you want to help me out, go over to my game's page, get an account, and rate it!
I posted all the screenshots I took during development so take a moment and look through the slideshow!
I've neglected to use this site for a while now but I'm finally ready to start using it again. I just added my new logo (above) and updated some of the navigation code. Hopefully it's clean and easy to use and hopefully I get around to adding more content and blog posts.
Super Fatty and Super Fatty Plus are now out on the Apple App Store. It's been a good start and I've received some nice publicity. Go download it now!
- Framerate dips a little when fireworks come on or the amount of image files onscreen increases.
- Invisibility power time limit was inconsistent.
- Optimizing led to a more consistent framerate.
- Wrongly proportioned sprites are now fixed.
- All new features and tweaks work well on device which is a great relief.
I am now updating Fatty information daily at the Fatty page. Check it out if you're interested in the game or want to kill a couple minutes!
Fatty is going great! I still have a huge to-do list but it's working out. I really want this game done and released on Itunes by the end of April. Hopefully.