Monday, June 14, 2010
Tuesday, June 8, 2010
Sunday, June 6, 2010
I had a spark of inspiration a few weeks ago—A spark that would lead to inspire me to design a G/UI system.
It’s been done.
Not exactly! My idea was to create a GUI system that would accommodate a touch interface. Not only so, but multi-touch. Most of it is fairly simple, and being based off of principles of iPhone and Android interfaces.
I’m not sure at this point if I plan on going through with it, but I’m currently in the early development prototype stage.
It’s called SUI, or Simple User Interface. Me, I just say SmileUI to make it fun. Simple because touch interface should be simple and obvious, you shouldn’t need instruction on how to use it.(SUI sounded better than SOUI, or OUI)
I might have some stuff to show in the coming weeks, of course I still have Messenger Boy, which I’m getting ready to finish tweaking and prepare a video.
Saturday, May 29, 2010
FlashPunk is an awesome Flash engine, and I can’t wait to experiment more with it. I’ve had a few little quirks, but so far much less than with Flixel; FlashPunk is an absolute breeze to use, even a knuckle head could get it in a minute.(don’t get me wrong, Flixel in itself is great as well.)
In other news, today I start combat in Messenger Boy. More updates later with possible screenshots and/or video(s).
Saturday, May 22, 2010
June 26th was too close a deadline for what I’ve wanted to make.
Therefore I’m invoking the ‘fuck it’ clause of my imaginary contract, and removing my deadline.
Ultimately, although the game will be out months later, the game will be closer to what I envisioned and less of a rushed pile of shovelware.
Sunday, May 16, 2010
Monday, April 26, 2010
This has nothing to do with Messenger Boy, or game creating at all. But you should check out this video(embed below) I did along with my buddy Craig for a schoolwide film competition. Watch it, rate it, and comment on it!
What does this mean? If there’s enough demand I’ll be able to quickly and easily release a Mac port for Messenger Boy, as Messenger Boy is being developed in Game Maker.
Saturday, April 24, 2010
Not really. I’d just like to mention that my development deadline on this project is June 26th. That just means I have to work diligently and quickly to actually finish on time, and it’s quite exhausting as I need to come home and work both after school and weekends until late in the night.
You can expect the project to be out in the open around early July, if not the very day of the deadline.
The game will cost 3 USD, or “$2.99”.
I do hope you pick up a copy once it’s out—I’m doing my best to be sure it’ll be a $3 well spent!
Saturday, April 10, 2010
Friday, April 2, 2010
Anywho, I haven’t released a game in a while. I’m always developing game, but never exactly releasing them. I typically get too caught up in making something awesome and usually quit some part through. I’m just putting this out for the hell of it~
I want to slowly develop it onto a kind of clusterfuck of gameplay, as I progress my current project. I don’t plan on being too serious about this. The graphics are tiny and sub-par, the code is hilariously messy, and there isn’t any sound.
With that said, I want your feedback anyway! Please try the game and tell me what you think. I want feedback to get some ideas where to go.
F4-Fullscreen(recommended) / Z – Attack / X – Flamethrower(lolwut??) / Arrow Keys – Move character
You can download the game with the link below, at Host-A
Saturday, March 20, 2010
Thursday, March 11, 2010
Recently I’ve been noticing an increase in semantics over the term ‘Indie’. Indie referring to an Independent game developer in the gaming industry.
It’s a topic that’s very easy to fling yourself into a debate of semantics over—The word independent itself is cause for debate. In the game industry, deals are often made with publishers or distributers to market games. This obviously applies to independent studios and teams as well—They strike deals with bigger guys to get their product out there.
So what bugs me is this constant semantics debate of what is and isn’t Indie. I’m not going to try to define Indie, but I figure so long as you have control of what you make, and you want to call yourself that, then you are! It frustrates me how people are arguing over it. A game is, I say! If it’s a good game, who cares who made it?
This strikes me directly, as I consider myself to be Independent.
If you read this blog and the issue strikes your interest, makes you mad, whatever—you should leave a comment below. Especially if you think this is a pointless thing to blog about and I just wasted your time. Leave your opinion!
I’ve received a new Sony VAIO E laptop which I’m gracefully working my arse off to pay for. This post is coming to you from said VAIO E laptop.
This laptop will greatly improve my mobility(and therefore productivity), so it’s a blessing.
Thursday, January 7, 2010
I'll be releasing a first demo soon of a small companion project to my fighter game project.
More importantly, I'd like to release some info about my fighting game project. It's been decidedly named "Let it Live", as the game's internal theme is somewhat present in the meaning of the title. I'm trying to do something somewhat new, and it's that each character will have totally different controls. This can go both ways. This way I can customize each character's controls to make it as comfortable and intuitive as possible, but at the same time it practically ruins the accessibility of the game. I'm going to see how it works out, for now.
I'll be releasing more spoilers on the game's characters and internal fighting system in the coming weeks.