Wednesday 29 December 2010

Poster Finished!

It's all done!


:P

Mostly drawn in Flash. The little effects, text and frame were done in Photoshop!

Poster Drawing!

I've been drawing myself a poster to hang on my wall! So far, the poster has been going well. I've been drawing the whole thing in Flash so far; no Photoshop yet.

It's not finished as of now, but I have a few images of the stages that took place:



This first one is just the basic outline of the bird I was drawing for the poster (Kingfisher).
Here, we have the finished outline for the bird. Looks quite nice. =)
Now my friend has basic colours! No lighting yet, however, as the image was going to become
complicated...

Tuesday 28 December 2010

New mic!

Hell yes! I bought a decent microphone (on a headset) so I can do some decent videos! Should be fun. =)

Saturday 25 December 2010

Wednesday 22 December 2010

What's to come!

Hey, in this post, I'm going to be describing what's to come in the future! Or what I hope, anyway.

But first, I want to show off a little project of mine. :P



I spent about 1 hour making the basic thing, then another hour bug fixing and adding stuff. Basically, it's a little AIR app that stores little notes, then saves it all to an array. Only 5 notes can be shown at a time, though. The thing also folds away neatly (with animation). That "X" button isn't actually to close the app; it's to shrink it. This is so if there is something behind my arrow, I can get to it.

WHAT'S TO COME IN THE FUTURE

Ok, the main article. As you can see, I've already started doing tutorials. I'd like to continue doing this, as I enjoy it. I'll try and make them all code based as well, so you don't have to download anything. However, I'll be sticking to AS3 only - no AS2.

I'm also hoping to do videos. I've found a way to make recordings smooth, so I can do a number of things. I've always wanted to do Let's Plays - they sound quite fun! I'll only be doing Flash games, mind.

Games wise? Well, I have stuff in the works, but I'm not promising completion. ;)

Tuesday 14 December 2010

Tutorial 1: Drawing App in AS3 - part 2; rubbers!

Hey again! Yesterday I posted a pretty simple tutorial on making a simple drawing application. Today, as I said before, I'm going to do the rubber!

Ok, the rubber is nothing special. For simplicity, I'm just going to make it a white, thick line (my background is white, so it'll give the effect of it being a rubber). I'll also provide code for a complete eraser!

First off, I'm going to paste last tutorial's code in, so you know where we're starting from!

var startDraw:Boolean = false;
var drawWidth:Number = 20;

stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing);
stage.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
stage.addEventListener(Event.ENTER_FRAME, checkDraw);

function startDrawing(e:MouseEvent):void{
graphics.moveTo(mouseX, mouseY);
startDraw = true;
}
function stopDrawing(e:MouseEvent):void{
startDraw = false;
}
function checkDraw(e:Event):void{
if(startDraw == true){
graphics.lineStyle(drawWidth, 0x000000);
graphics.lineTo(mouseX, mouseY);
}
}

Yum. Now, we need to add a new variable to check whether the rubber is active... OR NOT?! Simply add this to the code, ideally where your variables are defined:

var rubber:Boolean = false;

Yay. Anyway, we now have to decide how you want to access this sexy rubber of yours. Just to add a little spice to this, we're going to use the keyboard to access the rubber. So, let's add two new event listeners!

stage.addEventListener(KeyboardEvent.KEY_DOWN, startRubber);
stage.addEventListener(KeyboardEvent.KEY_UP, stopRubber);

Oh baby. I defined two event listeners (and attached them to the stage), one for when a key on the keyboard is pressed down, and the other for when it is released. In other words, you have to hold down a keyboard key to access the rubber! Now we need to get the functions for these two rolling. For this example, I'm going to be using the space bar to access the rubber, which is keycode 32!

function startRubber(Event:KeyboardEvent):void{
if(Event.keyCode == 32){
rubber = true;
}
}
function stopRubber(Event:KeyboardEvent):void{
if(Event.keyCode == 32){
rubber = false;
}
}

Just like with the mouse functions, we have one for true, and one for false! Now, instead of creating a new event listener to check the rubber, we can just use the same one we used for the mouse. Simply edit the checkDraw function as follows:

function checkDraw(e:Event):void{
if(startDraw == true){
if(rubber == false){
graphics.lineStyle(drawWidth, 0x000000);
graphics.lineTo(mouseX, mouseY);
}else if(rubber == true){
graphics.lineStyle(drawWidth, 0xFFFFFF);
graphics.lineTo(mouseX, mouseY);
}
}
}

As you can see, the app now checks whether the rubber is true or false once the user starts to draw! If it's false, you draw as normal, else if it's true, the colour of the line changes to white (0xFFFFFF) and draws the new line. That's everything for the simple rubber!

Now, as I said before, I'd also give you a choice of removing everything. For this, you can change the checkDraw function back to what it was, remove the stopRubber function and event listener and take away the rubber variable. Instead, we only need to have one simple line of code in the startRubber function:

graphics.clear();

Here's the code with everything else with it:

var startDraw:Boolean = false;
var drawWidth:Number = 20;

stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing);
stage.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
stage.addEventListener(KeyboardEvent.KEY_DOWN, startRubber);
stage.addEventListener(Event.ENTER_FRAME, checkDraw);

function startDrawing(e:MouseEvent):void{
graphics.moveTo(mouseX, mouseY);
startDraw = true;
}
function stopDrawing(e:MouseEvent):void{
startDraw = false;
}
function startRubber(Event:KeyboardEvent):void{
if(Event.keyCode == 32){
graphics.clear();
}
}
function checkDraw(e:Event):void{
if(startDraw == true){
graphics.lineStyle(drawWidth, 0x000000);
graphics.lineTo(mouseX, mouseY);
}
}

And here's the code for the white line rubber:

var startDraw:Boolean = false;
var rubber:Boolean = false;
var drawWidth:Number = 20;

stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing);
stage.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
stage.addEventListener(KeyboardEvent.KEY_DOWN, startRubber);
stage.addEventListener(KeyboardEvent.KEY_UP, stopRubber);
stage.addEventListener(Event.ENTER_FRAME, checkDraw);

function startDrawing(e:MouseEvent):void{
graphics.moveTo(mouseX, mouseY);
startDraw = true;
}
function stopDrawing(e:MouseEvent):void{
startDraw = false;
}
function startRubber(Event:KeyboardEvent):void{
if(Event.keyCode == 32){
rubber = true;
}
}
function stopRubber(Event:KeyboardEvent):void{
if(Event.keyCode == 32){
rubber = false;
}
}
function checkDraw(e:Event):void{
if(startDraw == true){
if(rubber == false){
graphics.lineStyle(drawWidth, 0x000000);
graphics.lineTo(mouseX, mouseY);
}else if(rubber == true){
graphics.lineStyle(drawWidth, 0xFFFFFF);
graphics.lineTo(mouseX, mouseY);
}
}
}

Well, thanks for reading! Just like last time, if you have any questions, ask it in the comments section. Next time... we'll add colour! Bye!

Monday 13 December 2010

Tutorial 1: Drawing App in AS3

Ok, so I fancied sharing a tutorial with you guys. I completely wrote the code myself today out of sheer boredom (messing around, as well). So without further ado:

Ok, what we will be covering:

* Drawing a line by click and drag (with extra effects for people who want to step it up a notch)
* Changing the colour of the line you're drawing
* Adding a "rubber" (either a white line or a complete erase)

I'd say this tutorial is intermediate, so not terribly difficult. We will start by creating some variables (code will be bold and in italics):

var startDraw:Boolean = false;
var drawWidth:Number = 20;

The first variable here defines when we're drawing (as it's false, we're not). The second defines how wide the line we draw will be.

Next, we need to add some event listeners! To draw this line, we will need 3. One for when the left mouse button is pressed DOWN, another for when it's RELEASED and a final one to check it all over. Add this underneath the previous code:

stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing);
stage.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
stage.addEventListener(Event.ENTER_FRAME, checkDraw);

Yum. As this first part isn't involving any extra effects, attaching all event listeners to the stage is fine. Ok, now we will define the first function:

function startDrawing(e:MouseEvent):void{
graphics.moveTo(mouseX, mouseY);
startDraw = true;
}

Great! here, we set where the line graphics will... well... move to! We obviously want it to follow the mouse, so we defined the X and Y to both follow the mouse. Also, we make sure startDraw is true, for the checkDraw function. Next:

function stopDrawing(e:MouseEvent):void{
startDraw = false;
}

Now test it! You'll be glad to know NOTHING HAPPENS YET BECAUSE WE HAVEN'T DONE THE CHECKDRAW FUNCTION. If you actually checked... you're dopey. Anyway, this one's pretty self explanitory - just changes the startDraw boolean back to false. Now, the sexy function we've all been waiting for:

function checkDraw(e:Event):void{
if(startDraw == true){
graphics.lineStyle(drawWidth, 0x000000);
graphics.lineTo(mouseX, mouseY);
}
}

Ok, this is the good bit! To begin with, we've made it so the code only works if startDraw is true (that's where the past functions come into play). The actual code is pretty simple. the lineStyle is how your line looks, feels... LIVES (lulz). The first variable contained within the brackets is the lineWidth we defined at the beginning, the second variable is our line colour! I've simply set it to black so there's no confusion. The next bit is simply where our line goes to, which is going to be the mouse again - so mouseX, mouseY!

Ok, now it should all work. Hit ctrl + enter to export yo' SWF. If something's not working, copy and paste this final code in:

var startDraw:Boolean = false;
var drawWidth:Number = 20;

stage.addEventListener(MouseEvent.MOUSE_DOWN, startDrawing);
stage.addEventListener(MouseEvent.MOUSE_UP, stopDrawing);
stage.addEventListener(Event.ENTER_FRAME, checkDraw);

function startDrawing(e:MouseEvent):void{
graphics.moveTo(mouseX, mouseY);
startDraw = true;
}
function stopDrawing(e:MouseEvent):void{
startDraw = false;
}
function checkDraw(e:Event):void{
if(startDraw == true){
graphics.lineStyle(drawWidth, 0x000000);
graphics.lineTo(mouseX, mouseY);
}
}

Und voila! You've got a sexy-ass (but I admit, simple) drawing app! You can change the width of the line by changing the drawWidth variable to to a lower number. If you have any problems, post a comment!

Until next time (I'll do the rubber then), bah bye!

Saturday 4 December 2010

Delay?

The game is finished and has been fully beta-tested, but there most probably will be a delay in release.

Why?

Well, instead of just making a webs page, I'm actually submitting this game to Mochimedia, to obtain ad revenue and allow an highscore system. The game will then be distributed by Mochimedia to other leading websites.

Revenue percentages will be divided fairly between Poi and I (Poi did the music, so he's entitled to some of it).

Stay tuned!

Beta-testing!

The game is now in Beta! A number of glitches have been discovered and eradicated. One of which stopped me from getting an achievement... *grumble*

Just need sound!

Everything in the game is now complete... almost. There's just sound to add now. I've kindly asked Poison to provide some music for the game (and I do believe he accepted <.<).
After the sound has been put in, Sobchak and Captin will beta test it, searching for glitches and giving improvements.

You guys can play the game after that. =D


Here's the main menu of the game, now with the title revealed! The instructions and achievements are built into the game, this time. :3

Friday 3 December 2010

New game?!

A new Christmas game will be coming out on the 5th! Stay tuned!



Sunday 28 November 2010

NOSCHOOLNOSCHOOLNOSCHOOL

NOSCHOOLNOSCHOOLNOSCHOOLduetosnow!

Learning!

I've been learning some new AS3 techniques that could well be incorporated in any future games of mine!

One of them being particularly useful. No spoilers on this, though. :P

Thursday 18 November 2010

New app!

Hey! Sorry about going with no updates for a while, been busy working on a quick app for Comic makers on Warbears!

Idlerpoof is an application for removing idlers from view when creating a comic. It also works for people who just constantly bug you about being in the comic and such.


There's a little demo for you guys to watch. :P

Download link is in the Games section!

Thursday 11 November 2010

Upgrade menu development!

Right, I'm just posting this so I know what to put in. :P

Upgradable items:

Health Upgrade
Damage Upgrade
Speed Upgrade
Jump Height Upgrade

Everything will be bought with upgrade points - one received per wave completion. Everything will have about 3 upgrade stages. Prices for each upgrade will differ.

Once the thing has been made, I'll get you guys a screenshot!

All better!

I took my mental medicine and all is working, now!

P.s. Sorry about the double post. xD

Wednesday 10 November 2010

Under-estimated...

Haha, I under-estimated the waves thing, the retarded thing won't work. xD

I'll find the problem after a lot of stressful retardedness. Should be fun.

Under-estimated...

Haha, I under-estimated the waves thing, the retarded thing won't work. xD

I'll find it after a lot of stressful retardedness. Should be fun.

Sunday 7 November 2010

50th post!

I just noticed that this post would be my 50th! Woooooow. Now for a speech!

When I first started this blog back in the ye olde days of February 2009 I honestly didn't really expect this blog thing to work. I believed no one would ever read it. I was right. Thus, I left the blog for dead for over a year, until July 2010...

July brought on a new era for me. I remembered this blog, and decided to check it out. In the process of this, I also decided to make a new post about the game I was making at the time. That turtle game (which by the way, is extremely close to completion, I just need to finish it up a little) started the blog up again.

From then on, I have been posting frequently. Although it doesn't say I have many followers (only 2, excluding myself) I do know that people visit the blog to check on stuff.

Finally, in October, I released a game. It was well received, which I loved.

All in all, thanks guys! =D

Boing!


Ohhhhhh yeeeeeeaaaaaah. You like the trail effect on it, too? :P

Haha, man!

Well, a lot of people have said I should put OMG! ZOMBIES! onto Kongregate! But, I do not feel it is good enough for Kong at the moment. Thus, I have decided to add more features to it. Here's a list that Pete and I devised:

STUFF TO ADD

Multiple enemies
Waves
Jump
Upgrade menu (damage, jump height, run speed, health points)
2 player
Kong API (scoreboard, badges)

Some of those things will be easy to add (Jump, waves), whereas others... not so easy (upgrade menu, 2 player).

I'll provide lots of pictures of my progress and stuff as I make the game Kong, and Newgrounds, worthy!

Friday 29 October 2010

Wow!

In total yesterday, we had 105 visits to the game! Thanks for playing, everyone. =D

Tuesday 26 October 2010

Testing and improvements

Sobchak and I have been testing the game pretty thoroughly and picking out glitches/places that could be improved.

He's been a great help and has provided some great ideas for the game. Which have now been implemented.

THANKS SOB!

More stuff?!

Spent most of the day putting even MORE stuff into the game!

You can now unlock HATS! Hats are achieved by killing a certain number of zombies; you'll find out how many yourself. There are 6 hats - yellow hat, red hat, blue hat, green hat, black hat and white hat. Right now I'm creating the hat selector, so if you achieve a new hat, but it's not... uh... "stylish" then you can just swap back to a different hat.

Other stuff? You'll find out when the game's released. ;)

New header!

You liekz? It's going to change when the game gets released! :3

Monday 25 October 2010

Finished!

I finished the Halloween game! It's set to release on the 29th of October - 2 days before Halloween.

Just to tire you over until then, have some images and info on the game. :3



The game is called "OMG! ZOMBIES!". You can tell why because of the second image (by the way, my brother set that highscore).

The point of the game is to achieve the highest score you can! You accomplish this by shooting down zombies and rescuing scientists - which is pretty darn hard to do.
The highscore is saved, as is your total amount of zombies killed (this is of all time) and total amount of scientists killed (of all time as well). Why a scientists killed counter? Well, you get to see how much of a failure you are for killing one; the first image states how you can get 500 points for saving one!

Well, that's all for now. Can't wait for feedback on the game. =D

EDIT: Thrashed his score with 4051!

Sunday 24 October 2010

And that's how it's done...


I've created practically all the graphics for the game. As you can tell, they're 8-bit graphics, because that's cool. Not quite sure how this all links to Halloween? Two words. ZOMBIE APOCALYPSE. :)

Saturday 23 October 2010

Halloween?!

Wow nelly, I didn't realise it's a week until Halloween! I'll see if I can make something quick for it.

Tuesday 19 October 2010

Ohai...

Yeah, haven't worked on the game for a few days. But Half Term is next week, so I'm hoping to get something done then. Danke!

Thursday 14 October 2010

Skip!

CLICK IT TO SKIP PRODUCTION AND GET STRAIGHT TO THE GAME.

...

Yeah, we wish we could too. ;_;

Monday 11 October 2010

BOBZ XXX


Censored for your viewing pleasure.

Yeah, it was that bad. Poison and Knyh did it.

Sunday 10 October 2010

Alpha 0.2!

Wow. I remember Alpha 0.1... seems so long ago. *drys eyes*

Well yeah, we're at 0.2 now. We can mainly focus on the other stages in the game. Not sure how long that'll take, but hopefully not too long.

After that, it's just sound.

The menu is complete!

Pft, finally. Now that that's done, I can focus on further stages in the game. I know for a fact I'm going to get some major headaches from this...

Saturday 9 October 2010

AIR window

Hurray! The AIR window has been created! It's been styled like a bear head by Poison. :3



Friday 8 October 2010

Menu Update!

Sorry about the lack of posting, been dealing with personal stuff. Anyway, I came across a glitch in the menu, but it's all working smoothly, now. Time to complete that darned thing!

Monday 4 October 2010

Drawing!

We've been drawing stuff on paper recently as extras for the game! Poison's drawn a whole range of stuff, while I've just been drawing my axe. It's pretty fun, to be honest.

Saturday 2 October 2010

Woo!

I'm bored, so let's show off some menu graphics!

For some reason, these graphics turn me on more than any other graphics in the game. They look damn funky.






No idea why, but they do. Hope you enjoy them too. :P

Damn!

I forgot our internet cuts out at 11:30pm. Ararararara.

We got some graphics and stuff done before then, though. It wasn't completely useless.

Friday 1 October 2010

Menu...

Random house party is being thrown by my parents, can't get to sleep, making game menu with Knyh to pass the time until the party is over.

Speed creating, in other words.

Wednesday 29 September 2010

ALPHA FREAKIN' 0.1!!!!1

We made it! We have our very first stage in the game! It's... it's so beautiful. ;_;

I'll add more enemies to the stage, as there are only 3 at the mo'.


Monday 27 September 2010

Ok. Completely dead now.

Heh...

Ok, all the graphics are in, all the glitches related to dying have been eradicated and the wolves swap bear if the bear they were attacking died.

Here's an image of a dead bear:


Sunday 26 September 2010

The BU is dead.

...

No, seriously.

Ok, fine. The BU bears die in the game now! Health decreases and eventually hits 0 - thus, the injured bear falls down in battle.

Well, the graphics for that have been made, but I haven't actually put the dying in yet.

Saturday 25 September 2010

Bio: Limey Bear

A character created by me back in '08, he attacks his enemies with an axe. Limey Bear never had limey powers - that was Limey Man! Alas, Limey Bear was forgotten, and Limey Man took the scene with his stupidity. But now he's back! And kicks more butt than Limeyman ever did!

Past:

Born a failed clone of Limey Man, he was locked away from daylight - a failed clone. He withheld this torture for about one year, until he was discovered by Bisho-bear and escaped. Since then, Limey Bear has been a strong part of the BU, calling the missions and monitoring it from the BU office.

Present:

Once the original BU members left, Limey Bear was lost. Crime rate was rising around BTC and no one was there to stop it. Hence, Limey Bear re-created the BU by messaging worthy agents. He only acquired three though. Thus, Limey Bear kicked back his chair, thrust open the door to his office and leaped into a plane with his fellow BU members; he'd turned to field work.

Health Glitch =(

Is fixed! Lulz. But it was pretty annoying. Now I've just got to use this same method for each health bar...

Damn.

Thursday 23 September 2010

Saturday 18 September 2010

Ahoy!

Avast! It be talk like a Pirate Day! Ya young scallywags!

Enemies?

Ok, today I'm going to talk about one of the main enemies in the game.

Name: Wolf

Bio: The wolves have no obvious past. Well, a past that the BU know nothing about anyway. They inhabited in a forest and - using a castle as their stronghold - set about taking it over. The wolves wear a special armour with protects them from minor damages caused by foes. This obviously proved useful, as when the BU got there, the forest was empty besides these gallant warriors. They didn't take a liking to the BU, and decided to do all they could to eradicate them.



Friday 17 September 2010

New Pages!

I added a Games page and an Author Page. The BU game will go on the Games page when it's done. :3

EDIT: Design updated too! I'm going to add an image header when I've made one.

Game info!

Hey guys! In this post, I'll talk a bit more about what the game's like, so let's begin:

The game isn't like the other BU missions, in which you use the mouse to click on the direction you want the bear in question to go. This, is more hands on. For starters, you can pack away that mouse of yours - it won't be needed. The whole game (excluding buttons in the loading screen) will be controlled via the keyboard. But... how does that work then? I mean, BU games are all mouse games, how do we make them go right? Or left? Well...

BRAWLER.

Yep! That's right! This game isn't like the traditional Warbears game or anything. It's completely different. You've gotta smash your way through enemies. But, as we're not just into random bashing throughout the whole thing, we plan on adding fun puzzles as well, to make you wonder "Wtf, how do I do this shizzle?!". Not sure quite how that's going to work yet, but we'll find a way...

Next, the character controls. We pushed ourselves to the limits here. Instead of controlling just one measly BU member, instead you control ALL 4 OF THEM. Yes, that's right; 4. But surely that'd get complicated? Not really. The BU are well trained, and follow you when there's no battle going on. When battle does occur however, we hope to make the BU members disperse and attack enemies that oppose them. Yum.

And that's it for this post! When more things are decided/have been created/I've stopped playing Half Life, I shall inform you. Ciao!

Sunday 12 September 2010

Revealed!

A new BU game. =O

Anyway, we're very far into production. It'll only take a few weeks or something to pull it all together. Information on the game can be found HERE.

Anyway, as a little treat for actually visiting my blog (hey Captin...), here are some images:



Saturday 11 September 2010

Revealed soon!

Been working my ass off, and so have the other guys to get somewhere where we feel it's safe to announce. And now we are very close to it. Stay tuned!

Saturday 4 September 2010

Busy!

Been busy with some guys creating a different game! Can't tell you what the game is mind, until a trailer or a demo or something is going to be released. So, I'll see you then!

Sunday 22 August 2010

What?

Right, no Watermelon Day game. I started a funky competition instead!

Anyway, as I can't stay away from Flash, I managed to produce a sexy depth engine!


Just click and move the mouse around, you'll see the depth come to life!

Monday 16 August 2010

Ouchies

I sprained my thumb. =(

It should be ok in a couple of days, though. So progress will continue then if I have a hard time at the moment.

Friday 13 August 2010

Uh oh!

The next video won't be coming tomorrow, guys. I'm visiting my grandparents! Oh well, I'll leave you a picture of my sexy gamepad that I'm so frequently using for every game which will include the Watermelon Day game I'm making, plus half of my sexy face! Bargaaaiiin. *runs*




Well, I guess that sort of proves I'm actually a teenage boy... Lol. Also, check out my extremely curly hair. Phwoar. My bed hair and my day hair are exactly the same! Yay!



New "Production" Video

Another production video has just been released! This one was actually made a month ago, I just never posted it for some reason. It's part of the production for my Watermelon Day game, and it lets anyone else join in with it. It's also pretty fun.


Well, that's all good! I'll hopefully produce the next video tomorrow, so stay tuned!

Tuesday 10 August 2010

Postponed!

The Turtle game (no name for it yet) has been postponed to make way for another game that is scheduled to be finished 20 days from now. A Watermelon Day game! I've created an engine for it, and produced a game script.

I'm not going to reveal what kind of game it is right now, though. It'll be a surprise. I'm hoping to get Knyh on board to help with the graphics.

Until the next post, see ya!

Tuesday 13 July 2010

Nearly done!

The game's getting MEGA close to completion! There's just some things I need to finish off, and polish up.

Oh, I also just received a cool shirt with that damn sexy turtle on it. Yeah.


Damn shexy! If you like, seriously want one, you can buy it here: http://www.zazzle.com/Funnyleb

It comes in all sizes, male and female (make sure you click the right one. :P)

Oh, there's also a mug if you really want one. =D

Saturday 10 July 2010

Phew! It's been a busy day! I've got LOADS done on the game, you'll be happy to hear.

Completion list:

You can now earn coins
You can spend the coins on 2 out of five things in the shop (the other 3 haven't been coded yet)
There's an ingame menu
There's a start menu

---

Now, this may not sound like a lot, but trust me, it is. Everything is controlled with the keyboard, by the way. Makes it a good game to play for gamepad users.

Now for some images:





Well, thanks for reading, I'm going to go take a shower...

Friday 9 July 2010

The story (and items)!

Hey! I guess some people looked at it this time...

Anyway, in this post I'm going to explain what the game is going to be like. To start with, the story of the game:

The mother turtle's babies were taken away by a seagull, and dropped into the ocean. Mother turtle is worried, so she dives into the ocean, and tries to save them. Unfortunately, she is not strong enough to get as far as her babies, so she must train herself up!

Well, yeah. This game is one of those "get as far as you can!" games; like kitten cannon. Obstacles such as a range of fish and rocks will injure you (there will be health. 0 health = game over), but items such as a can, or a plastic bag will aid you! Some items will give you a boost, whereas some items will just give you extra points.

Here are some pictures of the items:



And yes, that first one is underwear. :P

Wow, new game?

Haha, I guess no one visited... well anyway, that thing was ages ago, and was sadly never finished. Oh well, out with the past, in with the new.

I've started development of a small game based on a turtle that I designed ages ago using a simple pixel art method. With Knyh (who's making sprites for the game) I'm slowly, but surely, making a small game. At this moment in time, there's hardly any gameplay whatsoever. You can move the turtle up and down, a submarine goes past every once in a while, there's an animated sea bed, there's a distance score and a bubble is generated every once in a while. It's all very pretty.

Now, screenshots of the game so far:




The first image being of the turtle that I designed, with the distance score and the animated sea bed. The second image being of the submarine (made by Knyh) which is awfully like a certain yellow submarine.

Now, many other sprites HAVE been produced, but I have not yet implemented in the game. They'll be seen shortly. Until then, bye!