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Messages - JacobM

Pages: [1] 2 3 ... 7
1
WIP / Re: 8 Bit Blaster (Moved)
« on: September 15, 2016, 09:16:45 pm »
Final Re-post

After beta testing I found some more things I think needs to be added. I think you need something to indicate damage on the other ships (like they flash red) and your own ship (like a flash of red and a shake).

That's a good idea, I'll keep it in mind. Also I guess it would be more of an alpha test, even pre alpha.

Also note that the in-game UI is going to change. Everything you see as UI is only for development. I will be removing it all and cleaning it up. Trust me, I am just as exited to see this game evolve as you may be.

P.S. I will be trying to live stream a lot of my development of the game on my twitch channel, here. So keep an eye out for that!

2
WIP / Re: 8 Bit Blaster (Moved)
« on: September 15, 2016, 09:16:12 pm »
Re-post on a reply

Will you have the beta for download before its done? I want to play it. Also I have some ideas: Boss battles (like a giant mother ship that shoots homing missiles and spawns more small ships), Steam release, Ultimate abilities, and a story (maybe).
I do actually have a download for it right here. (I try to keep the downloads up to date with any updates/changes made.)

As for the ideas, boss battles sounds like a great idea, I'll keep it in mind! I'm not too sure what you mean by ultimate abilities, but the game will already have permanent upgrades as well as temporary power-ups. Also, I was thinking of adding a story, but it may not happen as the game is more of an addictive wave survival, and doesn't really need a story. Lastly, as a Steam release would be great, I doubt it would happen. First there is the greenlight process which, on top of costing $100 out the gate, I will also need (I believe) thirty up-votes. I also cannot put the game out for anything but free, the program being used (Game Maker Studio) does not allow it on the current version being used.

I do plan to convert the game to Unity Engine as GM Studio was just used to get back on my feet. Unity is vastly greater than GM Studio and will unlock almost infinite possibilities for this game as well as any upcoming. Also the free version of Unity allows any product created in it to be sold, as long as the annual profit is below $100,000. And that might be a long while.

Heads Up: Sound May Be Loud and There is No Way to Turn it Down, Other Than Your Volume Mixer!(I'm Working on it)

3
WIP / Re: 8 Bit Blaster (Moved)
« on: September 15, 2016, 09:15:19 pm »
Re-post

I'm gonna try to update as I go. Today I added a game over screen, pause menu, and some title screen animations to better the looks of the game. I also personally made all new sounds for everything and some more sound for some objects that before didn't have sound. I am still working on the song, that may take a bit longer to do.

4
WIP / 8 Bit Blaster (Moved)
« on: September 15, 2016, 09:14:43 pm »

Re-uploaded in the correct category of the forum.

This is a game that I have been working on for the past week or so. My temporary name for it is 8 Bit Blaster but it will more than likely change. This game is simply to help me get back on my feet in game development, since it's been close to 3 years since I have even opened a game engine. Most the game was created through a version of C#, which is the coding language I am most comfortable in. As I regain myself in game development I will continue to advance and will continue to push out games.

All the sprites are temporary as I am focusing on functionality first. All sounds and music were downloaded royalty free, but will be replaced by my own soon. I plan to add an upgrade system as well as revamp the enemy system and AI.

So far there is an increasing difficulty system, which makes enemies harder in time. There is a score system used to buy upgrades(eventually). There is a simple but effective AI system, and so far only one power up, shield.

Tell me what you think!


https://www.youtube.com/watch?v=UekNx4VO9VU&feature

5
Archive / Re: 8 Bit Blaster Game (WIP)
« on: September 13, 2016, 01:17:18 pm »
After beta testing I found some more things I think needs to be added. I think you need something to indicate damage on the other ships (like they flash red) and your own ship (like a flash of red and a shake).

That's a good idea, I'll keep it in mind. Also I guess it would be more of an alpha test, even pre alpha.

Also note that the in-game UI is going to change. Everything you see as UI is only for development. I will be removing it all and cleaning it up. Trust me, I am just as exited to see this game evolve as you may be.

P.S. I will be trying to live stream a lot of my development of the game on my twitch channel, here. So keep an eye out for that!

6
Archive / Re: 8 Bit Blaster Game (WIP)
« on: September 10, 2016, 11:02:04 pm »
P.S. Sorry it took so long to respond, forum notifications aren't working properly for me. :\

7
Archive / Re: 8 Bit Blaster Game (WIP)
« on: September 10, 2016, 11:00:54 pm »
Will you have the beta for download before its done? I want to play it. Also I have some ideas: Boss battles (like a giant mother ship that shoots homing missiles and spawns more small ships), Steam release, Ultimate abilities, and a story (maybe).
I do actually have a download for it right here. (I try to keep the downloads up to date with any updates/changes made.)

As for the ideas, boss battles sounds like a great idea, I'll keep it in mind! I'm not too sure what you mean by ultimate abilities, but the game will already have permanent upgrades as well as temporary power-ups. Also, I was thinking of adding a story, but it may not happen as the game is more of an addictive wave survival, and doesn't really need a story. Lastly, as a Steam release would be great, I doubt it would happen. First there is the greenlight process which, on top of costing $100 out the gate, I will also need (I believe) thirty up-votes. I also cannot put the game out for anything but free, the program being used (Game Maker Studio) does not allow it on the current version being used.

I do plan to convert the game to Unity Engine as GM Studio was just used to get back on my feet. Unity is vastly greater than GM Studio and will unlock almost infinite possibilities for this game as well as any upcoming. Also the free version of Unity allows any product created in it to be sold, as long as the annual profit is below $100,000. And that might be a long while.

Heads Up: Sound May Be Loud and There is No Way to Turn it Down, Other Than Your Volume Mixer!(I'm Working on it)

8
Archive / Re: 8 Bit Blaster Game (WIP)
« on: September 01, 2016, 09:28:17 pm »
I'm gonna try to update as I go. Today I added a game over screen, pause menu, and some title screen animations to better the looks of the game. I also personally made all new sounds for everything and some more sound for some objects that before didn't have sound. I am still working on the song, that may take a bit longer to do.

9
Archive / 8 Bit Blaster Game (WIP)
« on: August 31, 2016, 09:33:40 pm »
This is a game that I have been working on for the past week or so. My temporary name for it is 8 Bit Blaster but it will more than likely change. This game is simply to help me get back on my feet in game development, since it's been close to 3 years since I have even opened a game engine. Most the game was created through a version of C#, which is the coding language I am most comfortable in. As I regain myself in game development I will continue to advance and will continue to push out games.

All the sprites are temporary as I am focusing on functionality first. All sounds and music were downloaded royalty free, but will be replaced by my own soon. I plan to add an upgrade system as well as revamp the enemy system and AI.

So far there is an increasing difficulty system, which makes enemies harder in time. There is a score system used to buy upgrades(eventually). There is a simple but effective AI system, and so far only one power up, shield.

Tell me what you think!


https://www.youtube.com/watch?v=UekNx4VO9VU&feature

10
News and Other Articles / Re: Heres what I have done over summer
« on: August 19, 2016, 10:26:41 pm »
Those look absolutely amazing! From the overall proportions to the details, they look spot on. Also, I'm glad some people are at least still using the forum!

11
Archive / Re: 1st year final (WIP 2)
« on: May 11, 2016, 08:13:41 am »
Quote from: Grant Hansen
No one is going to say anything?
Anything.


But really, this looks great.  I really like the camera work and movements of the characters. I'm still trying to figure out how you had the guys have bits explode off them when they were shot, really nice touch. My one main complaint is that the lighting overall just kinda seems off. I can't really tell where some of the light is coming from.

12
Archive / Re: Second Year Animation History Project by Nick Lowry
« on: April 28, 2016, 01:09:14 pm »
Make sure to watch on Youtube at 1080p for better viewing quality, and no aliasing will appear. The reason it looks aliased is that the footage is compressed when in this small view port.
Ahh! You're right, that's my bad. 1080p did fix the aliasing.

13
Archive / Re: 1st Year Final (WIP)
« on: April 28, 2016, 01:02:23 pm »
Yeah man, that sucks. I'd talk to a teacher and try to work something out. Sorry 'bout that man.

14
Archive / Re: Second Year Animation History Project by Nick Lowry
« on: April 28, 2016, 07:57:38 am »
I'm actually pretty speechless on how good this is. I like the whole style of this animation and I like how you did the most of it in after effects. If I had one gripe, it would be that I would turn on some sort of anti-aliasing to smooth out the jagged edges that are mostly noticeable on the blocks.

15
Archive / Re: 1st Year Final (WIP)
« on: April 28, 2016, 07:51:44 am »
Just letting you know, this isn't what the final is supposed to be. It's supposed to be a 45 second clip of someone dancing to music of your choice.

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