added a bunch of new graphics and sound effects to Twitch Defense… tweaked the values on the Bonus Object, and i am currently working on adding in an upgrade system that allows you to remove and add bonuses to your player…

for example: removing some of the negatives from shooting bonus objects…

increasing the combo value when bumping into bonus objects

faster bullets

more bullets (currently 1 is the max)

more health in the form of a shield that can take 1 or more hits, depending on upgrade level.

check it out atย http://www.stencyl.com/game/play/6462ย and remember, its still a work in progress demo ๐Ÿ™‚

Hi all,

 

Figured it was time to show a little somewhat buggy sneak peek of an arena shooter set in space that I am currently working. (read: Currently pulling my hair out because SOMETHING just wont do what I want it to ๐Ÿ˜›

http://www.tastygraph.com/sb

 

This test is NOT a proper indication of how the game will play when its finished. All the graphics will be replaced, and Joshua from http://www.openheartsound.com is working on the Music and Sound Effects for the game (I’ve added a few of his sounds to the game already (the laser shot, the upgrade sound and the pick up Ore sound… and damn, is he good!! )

 

also, in the final version of the game, you wont be fighting all enemy types from the get go… it will slowly ramp up the difficulty as you upgrade your ship and kill more enemies.

 

as always, the game requires the Unity3d Plugin to play in your browser, luckily its a super fast download and no hassle install ๐Ÿ™‚

 

Just wanted to share a little something, to show that I’m not completely inactive ๐Ÿ˜‰

Hi All,

Today my game, Bump n Drop, was accepted by http://www.wooglie.com and now shows in the ‘In Development’ category on their website.

Hopefully this will allow me to reach a wider audience and get some much needed feedback as well ๐Ÿ™‚

go here to play the game at Wooglie and support me by voting a + in the top right corner ๐Ÿ™‚

http://www.wooglie.com/playgame.php?gameID=243

also, check out the latest version ๐Ÿ˜‰

I’ve added a brand spanking new combo system that rewards you for bumping into things rapidly in a short amount of time ๐Ÿ™‚

and completely overhauled the graphics on some of the orbs, making them use shader 2.0 (geforceFX 7 cards and newer… so roughly, anything that is newer than 5 years old) and i think they look very smexy now ๐Ÿ˜‰

and brand new sound effects have been added too… I bought a sound pack over at http://www.thegamecreators.com/ let me know what you think of the new updated sound effects, good or bad ? ๐Ÿ™‚

Screenshot of the new graphics follows shortly! But i am impatient, so for now… just go play it and see for yourself!! ๐Ÿ™‚

Hello All,

had an entire weekend spent sick in bed.. meh… but on a positive note, whenever I wasnt confined to bed, I would fiddle with the code at the computer and get some updates done on Bump n Drop.

Many of the following features/mechanics were added to the game with placeholder graphics and sounds, but it will still give a general idea as to what direction the game is headed.

  • added title screen with a temporary game logo
  • play button added to the title screen, along with a little sound effect when you click the button
  • particle effects from the ball when it collides with an object. its a placeholder but will eventually be tweaked to look like sparks.
  • sound effects galore!! or… well actually, only 3 different sound effects… but still… ๐Ÿ˜‰
  • added a whole new level… nothing fancy, and nothing permanent of course. ๐Ÿ™‚
  • cleaned up the code in multiple instances that handle collision and scoring.
  • bug fix: no longer possible to need -1 or -2 Prismatics and then getting stuck permanently on the level.

Tons of other changes that I’ve probably missed along the way… I should probably start making notes WHILE doing changes, so that i have a proper, semi-professional looking changelog instead of sitting here for hours trying to remember which things i changed and which i didnt ๐Ÿ˜‰

Anyways, until next time! have funz! :p

Ello All,

Not really time to play, as the Bump n Drop project doesnt really have much of a playable element to it yet, unless you’re into bouncing a pill-like object around in a little enclosed area whilst listening to a monotone bump sound (which I made with my mouth and then butchered in Audacity, an audio editting program :p )

Try Super Early Bouncy Endless Test Version of Bump n Drop!

Remember that you will be needing the Unity Web Player download (dont worry, its quite small and completely harmless) to test the Bump n Drop game. When you click the link, it will ask you to install it, if you havent already (Chances are, if you’ve played the 2d platformer… then you have the Unity Web Player already, and that means I love you a lot already! Welcome to the wonderful world of being able to play everything that was made with Unity, right there in your browser! hehehe ๐Ÿ˜‰ )

Changes in this version:

  • Added keyboard controls (left and right keys) which allow you to steer your player object left and right while falling to your doom… or… well in this case, just falling… and then bouncing some… and falling some more… ๐Ÿ˜›
  • Increased the size of the player object by 250%
  • Tweaked the Colours… cause I was bored and will most likely tweak them every single update from now on and until the game is finished, by which time the game will look like it was mugged by a rainbow and left to bleed ๐Ÿ˜›
  • Added code to make the player object revert to its original spawn-point if it hits the bottom of the level, so that the game never ends… Hooray for Eternal Bouncation! , which is of course much prefered over Eternal Damnation ๐Ÿ˜›

Yesterday brought many upgrades to the game… so today I decided to record a little runthrough of the 3 levels in the game (yes, I realise I am not picking up all the extra lives ๐Ÿ˜ฎ )

 

Hope you enjoy watching it, and dont hesitate to post a comment ๐Ÿ™‚

 

Will be adding more stuff to the game throughout this Sunday ๐Ÿ™‚ I’ve already created a volume-slider for the music voume, and it will of course be implemented in the next update of the game ๐Ÿ™‚

 

Until next time! cheerios! :p

A bit of a large update was made today… I learned alot of new ways of working with the Unity3d engine, and as a result I have now figured out how to make the BonusGems play a sound even after I have destroyed them. So no more laggy feeling of running through Coins/Gems and hearing the pop instantly but watching the gem disappear after half a second, or the sound getting interrupted because the gem disappeared.

I’ve also added a little Lives Counter at the bottom left of the screen, please let me know if its working on your end, as I had ALOT of difficulties figuring out how to place the text and having it scale depending on the user’s screen-resolution. ย Since there is now a visible cue telling you how many lives you have left, I decided to also add in a new Bonus item, the Extra Life! It looks like the Gem/Coin thing, except its green ๐Ÿ˜‰ (at least for now! :p )

I am aware that the lives reset to 3 everytime you switch map, this will of course get fixed once i fully understand how to keep specific objects alive or prevent them from resetting between map-loads ๐Ÿ™‚

Then you will most likely also notice that there has been made some changes to the text… and thats because I have figured out how to work with fonts and create custom GUI (Graphical User Interface… the stuff you click on and look at :p the menu thingy)

Oh, and I also managed to do a little concept drawing of what I am aiming to make my Main-Character in this little game, for when I figure out how to do 3d models AND animate the darn thing ๐Ÿ™‚ Baby steps… baby steps ๐Ÿ˜‰ I’ll get there eventually, but for now my priority is on the game design, rather than the graphics… ๐Ÿ™‚

I had fun drawing this. I was inspired by Mario and most of the short/stubby characters with big heads and a cute appearance.. Havent thought of a name yet, so feel free to let me hear your suggestions ๐Ÿ™‚

13112009720.jpg

So all in all, a nice productive day ๐Ÿ™‚

Hello all

Yep, new day has started… yesterday ended with a bit of a frustration seeing as I had lost the majority of my work for the day (read: evening… ๐Ÿ˜‰ )

So before reading the rest of the post, here is a favorite song of mine from a very talented artist by the name of Tomac, and his song title is … yep, you’ve guess it… Or maybe you didnt… Another Day

http://www.thesixtyone.com/tomac/song/another+day/57253/
I tried embedding it, but i couldnt get it to work, so you’ll have to click it and open as a new page/tab and listen there ๐Ÿ˜‰

Today I watched a few tutorials, specifically on the subject of Instantiating prefabs, which basically means that I now know how to make a BonusCoin object or a SkullTrap that I can copy paste onto my map in several locations… edit its properties on the original Prefab, and then every other copy of it that i have on my map… will automatically be updated…

So no more having to manually add in any last-minute changes to the 30 odd bonusCoins I had plastered all over my map… one at a time ๐Ÿ˜‰

Nope , Now I can change and fix it in a split second and have all of them sorted in no time ๐Ÿ™‚

So I added in a red box with a bit of flame… touch it and you die… meaning you end up back at the start of the map… It’s a bit of a challenge added at least… first enemy of the game.. the Flaming Skull Box!!! duuuuhdooooh!!! <- that was supposed to be a scary whilst also introductory sound ๐Ÿ˜› … Fail … So I made a sound effect in SFXR instead, just a temporary fiery-death-8bit sound ๐Ÿ˜‰

As you can see, something went wrong with the platform colours yesterday… They seem to have lost their textures, and since I originally added all the platforms in a NON-PREFAB way, having to change them all, is not something im willing to do just yet, since I would rather work on new additions to the game.

So this morning before work meant the addition of the ebil skull trap! Enjoy! and keep the suggestions coming please ๐Ÿ™‚

First, a minor change to the blog… If you look at the right side, you’ll see a list of Links… The latest version of the game/demo/whatever im working on, will be listed there to make it ALOT EASIER for you to quickly find the latest version of the game ๐Ÿ™‚

Hope this change pleases you all ๐Ÿ˜›

Now, onto the real deal! Tweaks and changes and new additions to the game! ๐Ÿ™‚

Yup, finally managed to make the purple bonus items on the level play a sound when you hit them.

I had a problem where I couldnt get them to play a sound, and it turns out that it happened because I wanted the Bonus Items to vanish as soon as you touched them… Meaning, that before the sound could play, the bonus item would already be gone. So I added a little delay when you touch the bonus item, and now you can hear the old school Coin Pickup DING! Sound when you grab it ๐Ÿ˜‰

The attributes for Lerpz and Loopy (yeah, ill change their names eventually ๐Ÿ˜› ) were changed so that Lerpz jumps even lower now, so in order for you to get Lerpz to the top of the map, you will now need to use Loopy (either have him act as a Platform for Lerpz to jump off of, or use Loopy to drop a few boxes from the top platform, down to Lerpz’s level so he can stand on them and move up)

Yes, I realise that there STILL is no goal or any reason to play this, but bear with me ๐Ÿ™‚ Its a test for me, and im learning new things every day ๐Ÿ™‚ I’ve only used this system for about 2 days ๐Ÿ™‚

I also managed to add a start-screen (a very very crude one! but a start screen none the less) which will load the main level when you click the Start button in the middle ๐Ÿ™‚

The program that I used for making the Bonus Item Pickup sound can be found at this website:

http://www.drpetter.se/project_sfxr.html

Its great for making old school sound effects similar to what we had on the old NES and Gameboy and Commodore 64 (its possibly identical? I dont really qualify as a guru on the subject of chiptunes and 8bit sound.. so i just said Similar to avoid getting lynched by angry console nerds ๐Ÿ˜‰ )

 

And to finish off… here is a little screenshot I took after moving both Lerpz and Loopy to the top of the map and stacking Loopy on top of Lerpz… who was on top of a stack of boxes ๐Ÿ˜›

Loopy on top of Lerpz... at the top of the map

(I added the text and arrow in photoshop… Sorry to disappoint anyone who might think they would be greeted by fancy text and a big arrow after they made it to the top of the map ๐Ÿ˜› )