Sunday, December 22, 2013

Some updates

Hey gang, this one is kinda late.

I didn't get much this week done.  After a fit of nostalgia hitting me like a ton of bricks over Final Fantasy XI (An MMO I played off and on since '04) the temptation of logging on especailly during their short free campaign and prodding from some folks almost had me.  Luckily I had the whole game uninstalled and didn't want to deal with the very lengthy install from the client and the gigs of version updates.

The game changed so much that more things are soloable and when it comes to single player stuff that gets me excited even if the game is now two gens old, nonetheless it's passed, so time for an update.

Baxter's Pocket Venture 75% finished.  

  • Added invincibility powerup
  • Reginald flies a plane in some sections
  • Art assets finished save for a couple small items. 
All I need to do is construct the last four sections of the island, add some more sound effects, and try my hand at making achievements work.  Art went through another overhaul, to minimize framerate issues.

I did conjure an idea, instead of special stages instead you find a key in each section of the island.  The key stays on you until you take a hit and it disappears.  At the end of each section there is a treasure chest, just run into the chest and you get rewarded with extra lives.  The farther you get on the island the more lives you can get.  Remember, once you grab the key DO NOT GET HIT !

Testing on my phone the game ran between 13-29 FPS, and it's a pretty old model so it should preform well on newer Android models.

Depending on how my finances go, I'm looking at working on getting Greenlight access.  I know, I know I keep talking about it but I'm in a pinch at the moment.  I should dust off my youtube channel and put something up there.  However recently it seems they've greenlit a series of games, which usually is unheard of unless you're a popular brand or have a huge following.

Anyway, next week I want to aim to finish the levels, sounds, and other small gimmicks in time to work on achievements this weekend, and yes I'm going to work through Christmas!

Merry Christmas and Happy Holidays to all, and to all a good night!

Sunday, December 15, 2013


Good Afternoon, I have four new screenshots to show for "Baxter's Pocket Venture"

New HUD display, going for a bit of a treasure island theme with the tattered paper instead of the faded black boxes.

First new enemy called "Crowley" which flutter up/down and left/right, also new "ghost coins" that require a powerup to make them appear so you can grab as many as you can!

This is the gimmick for the second portion of the island, these moving stones need to be carefully navigated otherwise you'll be falling into the water.

Second new enemy "Fiddler".  These spring out of the water and charge towards you.  Originally I considered them stompable, but rather make them unkillable like the Crowleys.
Also you may have noticed that the second screenshot looks a tad brighter... as you progress around the island a full day (game time) will progress.  Next level is going to be a cavern, then sunset, then night.  The levels will interloop with each other keeping you literally running around the island collecting tokens until you lose all your lives or you quit the game.

Reginald will make his return next level as a hazard, and I will try to implement an invincibility powerup instead of the magnet powerup I was going to make.  The magnet didn't work as well as I hoped and if it did, the game would be far too broken.  With the addition of enemies (crab, crowley) I will test to see if it works to eliminate them as well as Reginald.  Another hazard I want to try is making a tidal wave that pushes you back if you don't try to jump over it. 

Today I will be testing the new stuff on my phone here, hopefully the framerate will remain steady otherwise I might have to scrap some things.

Well, it's testing time... see you later!

Sunday, December 8, 2013

Baxter's Pocket Venture 65% finished.

Good evening!

Getting back into the swing of things, these past couple of months I was too distracted with all the gaming and personal events happening.  Next update I promise some new screenshots.

Back to the game demo, I made some serious adjustments to the game.  

     The levels are now linear, while there are some ways you can finish a level, having a larger layout created some clipping problems where Baxter would fall through platforms.  As much as I wanted a larger layout, it created more problems.  I'm trying for performance first and foremost.  You can still miss coins, and there will be some hidden areas for you to find.

      There will be four (or more) interchanging levels, and some bonus levels in between. 

     Implemented a powerup where you touch a coin bubble and hidden coins appear, the other powerup is the magnet shield where it attracts all coins on screen until you take a hit or die which will be added during the week.

     Achievements will be my biggest challenge.   These are in-game trophies for replay value, if they become too much of a hurdle for this game I'll omit them.

Once these milestones are finished, the final product will go on heaving testing on my phone.  Hopefully I can make an apx and send it to the Google Play store.  By then I hope Cocoonjs cloud compiler is working properly again, if not I will need to find another avenue.


Ha!   VGX was quite a train wreck wasn't it?, Though I liked watching Dying Light gameplay.  Since I haven't played the new Tomb Raider I'll probably be picking that up too.

Stay tuned next week for screenshots folks!


Sunday, December 1, 2013

Happy Thanksgiving!

I hope everyone enjoyed the turkey!

Anyway, as you might of noticed Baxter's Venture's price dropped 50% to $3.99!  If you haven't purchased it yet for PC now's the time!  Figured I'd try to get in on this whole cyber Monday thing.

Well, progress on Baxter's Pocket Venture is back up.  My twitter exploded on last Sunday with some progression on frame rate.  Seems like I will need to tone the game down just a bit, probably make the game a tad linear since the larger level might also contribute to the lower framerate.  Game is playable though.  Only thing I'm worried about is the compiler, Cocoonjs is the best by far but I can't get a workable .apx file.  So at least I can finish working on the game and hope by the time I'm ready for publish it'll work.

I've worked out that I can keep the beach theme but make it to where you jump around "sections" of the island, this way keeping the playthrough as little linear as possible, but with paths that can be recognizable for maximum score.


Arkham Origins is a fine game by the way, don't let reviewers tell you otherwise-- some probably didn't get paid enough for a good review (/rimshot)Though I found a couple bugs which forced me to restart the game, it's actually fun.  The boss fights are more memorable than City's, and there are lots of them.  I am bold to say it's one of the few games which makes quicktime events enjoyable.


So I missed the rush for next gen stuff.  I'm still pretty torn about which console to get... because the launch lineup doesn't interest me at all.  Even games trickling down later down the road barely have me piqued save for the new Infamous and Dead Island spinoff.  See, I'm not too big on linear one-way games with pretty graphics, First person shooters, survival horror, or sports titles.  Yet, I think this is what I feel gaming is heading towards.  Not that it is a bad thing, I'm quite content with a sandbox/RPG.  Bethesda has cured my starvation when JRPGs started going all JPOP + Joel "Shoemaker" circa Batman 1990's and every protagonist was barely out of highschool.  Then you get fun titles like Saints Row and the Arkham games.  I liked The Last of Us, but not enough for a second playthrough... I cringe paying 60 dollars for something I can beat in a full weekend.  Maybe if I were middle class without a care in the world I'd reconsider, perhaps it's the reality that I'm another in the line of grizzled older gamer who isn't part of the demographic...

... and I'm fine with that.

There was a time where games were merely geek only for sometime, we were the demographic, and as with all forms of history those times have, and will change again.  We all got a bit of a scare with the casual crowd but that's normal.  Just a phase if you will.

I'm also torn on what console to get due to friends.  I would like to expand my friend network, but most people I'd like to play with are going Xbox again.  I don't think I know anyone locally who owns a PS4, and I'd hate to feel like I'm alienating anyone.  Right now both consoles don't have games I want to own yet so I have some time to think about it.
I thought I was swaying towards PS4 too, then PC, then PS4 again... ugh. Not sure why I feel so anti-Xbone though, I game on the 360 primarily.

Meh, don't mind my ramblings.