Sunday, October 27, 2013

So I got bored...

Yeah, my short lived mobile venture is a bit of a bust right now so I've started on new IP stuff.  Here's a sprite I made in Photoshop, though I'm going to look into making all handdrawn sprites as I needed to get the design finalized.  Here's two concept sprites for the protagonist:

EDIT:  I've added a second sprite for idea purposes, I actually like that mask.

I really haven't done any spriting in so many years, so it's rather rusty.  (Not that I was really THAT good compared to the Mugen community) not really an expert on pixelated anime sprites per se, which is why I'm going to do the hand drawn route for more consistency. This game is going to be my Contra/TMNT/Castlevania/Ninja Gaiden hybrid, a linearish adventure with a storyline.

Now... to make a story.


Saturday, October 26, 2013

Precipice of a dilemma

I had nothing to post about, and for good reason.  Seems I might of hit a snag on my current title "Baxter's Pocket Venture".

As I've started the game is meant for portable devices like Android and IOS.  Unfortunately, I can't seem to test my game reliably on my phone.  Construct 2 doesn't have a native Android/iOS export so they've enlisted the help of Cocoonjs.  After going through the lengthy process of exporting, uploading to Cocoonjs, downloading to test I've been facing problems for the past two weeks.  On top of that, my PC will not even read my phone when I plug it in via USB so I can't transfer files to and from it's SD card.  Even the Cocoonjs app wont download my zip files uploaded to Dropbox.

Testing via Cocoonjs little app has given me frustrations which apparently have been persistent with other more veteran members of the community.  My closest workaround did give me a working demo with a very abysmal frame rate.  Even playing it on the arcade via internet met with some serious slowdown.  Perhaps my phone is very weak?  It's a 4G HTC EVO.  Maybe working with android is as frustrating as industry professionals have mentioned.  I didn't think I put a lot of bells and whistles on a demo except for a couple particle effects, but I think that wouldn't be that big of a hindrance.

Rather a huge disappointment, in a sense I do feel a little ripped off right now that I'm limited to PC games.  There ARE other export options in C2, but they come with some serious limitations.  I'm making one more attempt this weekend before shelving this title, believe me I'm not liking this.

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Which brings me to my next announcement:  A new IP.  Spent this week (with some downtime at work, lol) watching some old NES sidescrollers like Ninja Gaiden, TMNT (the first one), and Castlevania and developed a protagonist already.  Debating if I want it as linear with branching paths, or like Mega Man where you can pick and chose levels to beat.  I might be able to pull a Metroidvania game where you explore a huge area and unlock powerups to explore more of the huge area while fighting bosses and solving puzzles.

Boss battles will be a very interesting challenge, save rooms are easy to make with the save state option.  Still working out the bugs, but as I said earlier, if my last few tries doesn't bear fruit then I'll just cut my losses and start the new game.

Sunday, October 13, 2013

Baxter's Pocket Venture DEMO is up!

 Baxter's Pocket Venture DEMO
Hello!  I've released a demo for my upcoming mobile game, its on the Scirra Arcade! 

A few things to note is that the final screen size will be different and wider to accommodate time for reactions.

Still wanted to add some more details for the levels graphic wise, there may be some gaps or odd little holes.  There are only two levels that interloop, as this is meant to be an endless runner collect-a-thon.

Other things missing are the power-ups and a gimmick I'm still testing out.

Hope you enjoy!

Sunday, October 6, 2013

BPV title screen (temporary)

Good Sunday viewers, just dropping a line to update this blog.  

First, a screenshot:



This is the title screen, a temporary screen to let you know this is an early build.  I'm prepping this game to be hosted on Scirra's website.  I'll have to change the margins since it exceeds it at the moment, but the final product will be different.

Made some more progress by finishing the touch controls.  Next on my agenda is to add the powerups and a couple new levels and special stages.  My main goal is to get this released on all Android platforms via Google Play.  I'm not ignoring Apple, if this game makes me a good chunk of change on the Google Play market I should be able to afford an apple platform (ipad *cough") to test the iOS version on.

However, I'm considering doing a kickstarter for this game after all.  Reason being, that I am also reconsidering my stance on Steam and that Desura isn't enough for my first game "Baxter's Venture".  I'm going to risk going on Greenlight, at least get the one time fee out of the way.  The game risks being in Greenlight limbo, but it'll reach a much broader audience.  If "Baxter's Venture" does get greenlit, I'll have to sweeten the pot somehow like adding additional levels or something.

As for Kickstarter, it seems there needs to be an incentive for supporters, so I'll have to figure out what I can do with my current limited budget like T-shirts or a patch I email out.  Never did figure out how to make patches in Construct 2, guess now is a good time right?

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Found out Wii U doesn't support WebGL... that's disappointing.  I was hoping to one day get a dev kit.  I'm not sure if the 3DS supports WebGL too.  I heard PSVita does and it's audience is slowing growing strong.  WebGL has some awesome effects, my game uses a few of them.

PS4 dev kits... are pretty damn pricey, I didn't think my little one man show would be enough to be considered for a free dev kit when the going was good.  Oh well, I need to make at least one successful title before thinking that far ahead.