Friday, 6 May 2011

Moved

For those who haven't picked up on this yet: the blog has moved.

I started a small company, Hecticware, and therefore rebooted my blog and website.

They can be found here and here, respectively.

Thursday, 7 April 2011

CGC: Atlantia by Hecticware and ReFlux

Long time no post! But work has not stopped, of course.

After a couple of nights working very hard and sleeping very little, Atlantia is done. Well, sorta.

It has become a nice little adventure platformer, with the emphasis off of instant action and instead on story and setting.

You are trapped in a sunken city, filled with lot's of treasures. Also, there is a sort of mystical power present, able to transform reality.

You can download it here:

Normally I would reference you to the download page, but after founding a small company, I am in the process of moving my site. Or, well, I have yet to begin. This blog will also see some changes in the near future.

Truth be told, Atlantia is a bit buggy. The platforming doesn't run as smoothly as I had hoped, and people have had some rather bizarre errors occuring. I am not quite sure what to do about this, as there isn't an obvious cause for these problems.

I hope you have fun nonetheless.

Thursday, 3 February 2011

Atlantia: teaming up with Cheat Master

Recently, Atlantia has gone through some game design changes. I have been thinking about what I want the game to be. I have come to the conclusion that, taking place in the underwater city of Atlantia, I should make a more tranquile game. Less focus on action, more on setting.

I want Atlantia to be a game about discovering this mystical city. About being alone, being lonely. Darkness, being trapped in a lost city. Hope. Ancient gods, long lost treasures.

That being said, I want to make a game with less emphasis on actual action, and more on telling a beautiful story in an awe-inspiring enviroment. As my graphic skills are less than inadequate, I was chuffed to bits when Cheat Master agreed to team up with me.

He will be doing the entire graphic side of the game. We have shallowly discussed my plans for the game (as far as I have any), but I'm sure we'll work on creating a stunning setting together.

Tuesday, 1 February 2011

Percy placed 9th because it was "too difficult"

*grumble*

Percy placed 9th (out of 13) in the dutch gamemaker community contest (GMW27).

I am displeased, I guess. I would have thought it'd end up higher. But it's not just the number. I am more displeased about why it ended up at 9th place.

These were the judges comments (in translation):

  • Because of the high speed, the game is barely playable; you fly over platforms a lot.
  • At some jumps you need to jump both horizontally and vertically accurately to the pixel, or you won't make it.
  • I was not able to pass the point in level 3 [Sky High] where you get blown back.
  • The gameplay is [simplistic], really annoying, but I guess that's the intention. I find it disappointing that the third level [Sky High] is undoable; at least I haven't been able to figure out how.
  • The checkpoints aren't really coordinated properly; they are strangely spread, instead of right before the difficult parts.
  • The graphics were [simplistic] as well. There wasn't much to see. And I couldn't make a robot out of the little square (out of Percy?).
  • The music was fine. Nice and 'strange', not too distracting
No offence to the judges, they have the right to have their own opinions, but it basically says that they didn't like the game's difficulty, doesn't? It's not just me?
"I was not able to finish Sky High."
"At least I haven't been able to."
And they even notice that "that's the intention."

By the way, the GMW version of Sky High is not at all impossible. This vid proves that you can finish it. Within a minute. Without dying. Admittedly, I kill myself twice, but that doesn't really count.

So what exactly is wrong with Percy? Ok, the graphics are simplistic, and the game is horrendously difficult. 

I completely agree that the game looks bleak and dull, and that Percy (the character) looks uniform and standard. But that's the whole idea. "I couldn't make a robot out of the Percy." Seriously? Isn't everything about robots dull and uniform? Isn't uniformity the very essence of robots?

I can understand that people don't like this game, because it's too difficult. Because it screws you over. But why would that make this game any less good? Is it a bad game just because it pushes players to the edge, instead of making them feel all good, without actually achieving anything.

The whole purpose of this game is to make people feel proud for trying hard, trying again and then actually achieving something. And then let them realise what idiots they are for putting up with it, and that it's too late to take back the time they spent playing it.

In fact, I want players to hate this game. To despise Percy. But then long for it just the same.

Wednesday, 26 January 2011

Percy Gameplay with Commentary

I've made another gameplay vid of Percy; this time it's 12 minutes long. I recorded my voice on the spot, so you can hear my anger and utter frustration. It's not that spectacular; I simply fail at doing one jump a hundred times. Still, I'd recommend watching it. I also show you how to ace "Sky High".

At the moment I've been working on a small project for my fathers work (it involves consignments being scanned and then transported); which works out pretty good. I don't reckon it's worth your attention, though.

I am also working a bit on Atlantia. I have somewhat redesigned it's main idea: I've gone from puzzleplatformer to a story-based adventure platformer. I am thinking of a more dark, find-the-exit game with less action than usual.
However, this would require some good tension building, which includes good music and good graphics. I am for instance looking for someone to do some character animations. I'll look/ask around, but if you're interested, by all means, feel free to ask me.

Sunday, 16 January 2011

Percy Levels Trailer

I've made another video, showing some gameplay from all six levels:

Saturday, 15 January 2011

Percy: Progress Bar

I have removed a coin from the 'Leap of Faith' level, as there were six coins in total in that level.

Also, I have adjusted the menu a bit, switching the Gallery and the Timer option and changing the level layout a bit.

Furthermore, I have added a feature that saves an image called "Percy Progress Bar.png". It shows your current skin, and how many coins you have collected. Also, it shows you what levels (0 till 5) you have Completed, Aced and Double Aced.

Percy: Complete

I've finished creating the last level, "Shocking". It features electricity; getting zapped will stun you, removing any upward or sideway speed. It also causes you're wires to overload, which will make you explode.
This is also a way to self destruct; if you're stuck, you can shortwire yourself by holding down the Delete button for a second or two.

Some details: I have added a short period after you've respawned in which you can't move. This prevents you from falling of a checkpoint when the camera / your focus hasn't returned.
Also, if your FPS (framerate) drops, the screen will darken and some vertical bars will appear. If you're seeing this frequently, you're pc isn't strong enough; please contact me so we can look for a solution. Don't worry about 59 or 58 FPS's, though, that occurs on my pc as well.


It's been little over two weeks since I started this game, and I must say, I'm happy with what has become of it. I might add some extra features, but then again, I might not.
I must confess, I haven't fully played all six levels yet, let alone ace them. That's what I will be doing next. I'm gonna play it fair and square, and I'll see how far I can get.

I'd love to see you join me; I'm pretty sure a lot of you can beat me to it. The first to show off the Elite skin gets major awesome points.
If you find any bugs, encounter any errors, got any suggestions or simply want to know how to pull off that one jump, feel free to comment.

Thursday, 6 January 2011

Percy: Time Is Key and LastGame

I have finished the fourth level (excluding the tutorial): "Timing Is Key". The new obstacle is the drop-block, a block that disappears when you stay on it for too long. This means you have to pass obstacles in fast repetition.

Also, I've added a feature that makes a LastGame image. The LastGame image shows you how you did the last level you played. It shows where you went and where you died. Also, it tells you how many times you died, and how long it took you to complete (or abort) the level.


Make sure to save (i.e. rename) any LastGame images you want to keep; they'll be overwritten the next time you start a level.

Sunday, 2 January 2011

Percy: Transportation and Gallery

I have made a new Percy level called "Transportation". I have also made some changes in the old levels, because you were either able to cheat or not able to complete.

In transportation, you get three new obstacles. The first is the airvent which gives you a little upwards boost; the second is the conveyer belt that makes you go sideways and the last is the grinder. The grinders are the second way to die.

Furthermore, I have redone/updated the gallery a bit. There are now 42 skins to choose besides the standard. They are unlocked by collecting all 30 coins and acing and double-acing all 6 levels.

To 'ace' a level, you need to activate Ace-mode and then finish the level. When Ace-mode is activated, all checkpoints are gone. Yes. All of them. So you need to get from start to finish in one life. If that isn't hard enough, double-acing requires you to collect all of the coins as well.

As the game isn't complete yet (i.e. levels 4 and 5 are missing), you will not yet be able to get all skins; however, the timer option, the gallery and the ace-mode option are available sooner than in the final version.

Saturday, 1 January 2011

New Percy Version

I've send in my GMW27 entry last night.

Some changes I made since the day before:

  • "Sky High" level
  • Timer option
  • Gallery
  • Ace mode
  • Improved tutorial

Also, I've made a little gameplay video with commentary.

Friday, 31 December 2010

Percy

GMW #27 (the 27th dutch gamemaker competition) is about robots and building a game in only five days. I had several ideas that did not work out, and started only today (or technically yesterday) with my new 'semi-hardcore' platformer "Percy". The contest ends today at 23:59, leaving me with less than 23 hours to complete it. But I must say, I came pretty far in the couple of hours I spent on it, so my hopes are up.

Percy is a very simplistic platformer. It is however rather difficult. It's completely grayscale, and most of the graphics are squares or circles. The background is temporary.

Content:

  • Working engine
  • Death, respawn
  • Checkpoints
  • Coins
  • "Leap of Faith" level
  • Tutorial
  • Menu
  • Saved progress
  • Saved time records

Friday, 24 December 2010

First Atlantia Engine Version

Although it's not much, I couldn't find a reason not to upload an engine version. You can find it at the Downloads page.

The controls are ingame, the graphics are all temporary.

Content:
  • Walls
  • Water
  • Running
  • Jumping
  • Ledge climbing
  • Ledge jumping
  • 'Abundancy' can be changed
  • 'Frostiness' can be changed
The last two are going to be incorporated into some other mechanic; you won't be able to change them all the time in the final game.

What I need to do next:
  • Slippery ice
  • Swimming
  • Crouching
  • Sliding
  • Waterfalls

Wednesday, 22 December 2010

Screensavers

Here are two screensavers I made. They were intended for personal use, but I can't find a reason not to share 'em with the world.

Bubbly Explosions

This one starts off with two explosions, each consisting out of a couple of bubbles. When two (different and  'aged') bubbles collide, they create a new explosion. And so forth.
Download.

Dancing Sprites

There are 30 'dancing sprites' in this screensaver; they usually move forward, but are drawn towards the closest sprite, making them turn and twist like little fish in a pond. Or something along those poetic lines. Download.

To install them, you should (after having downloaded them) rightclick and select "Install".

If you wanted, I could adjust them a bit; e.g. if you'd rather have a black-and-white (or black-and-cyan) version, feel free to ask. Having more or fewer bubbles or sprites is no problem either.

Friday, 26 November 2010

TCG Maker

I have come up with an idea for a program, rather than a game, currently called "Trading Card Game Maker" or TCGMaker. It is a, well, trading card game maker. Or at least an aid for people who want to make trading card games.

The point of the program is to allow people (including myself, to be quite frank) to easily create a template for their TCG cards, upload images, add attacks, values and elements and then print them. This would help you in keeping things consistent and not worrying on wether all elemental icons look the same. Also, it might be quite useful for people (including myself again) who have little or no artistic abilities, as pictures can be imported from the internet.

I am still working out the basics, but you now do have a way to include elements and action icons into the text.

Besides that, I have done some work on Atlantia, and should probably work some more on Moonlit's weapons. All in due time, I guess.

Friday, 19 November 2010

Atlantia Memo: Dimensions

This is a work in progress memo. It may contain spoilers or information that does not represent the content or quality of the final game.

Normal - water, standard, neutral, yellow; the natural state
Frozen - ice, still, barren, cyan; water is frozen and slippery, waterfalls are solid
Steamy - steam, slow, neutral, orange; water is vaporised, waterfalls are gone
Abundant - water, standard, neutral, blue; the waterlevels are higher
Snowy - ice, slow, friendly, white; water is frozen, waterfalls are solid, sprinting is difficult
Barren - dried, still, barren, brown; water is gone, waterfalls consist of a little sand, high temperatures
Thriving - water, standard, friendly, green; plants, grass and moss have grown
Deathly - abyss, still, hostile, black; darkness prevails, no plants survive
Boiling - water, fast, hostile, red; water is deadly, torches are extreme
Flooded - water, slow, neutral, blue; the whole level is flooded
Rushing - water, fast, hostile, yellow; waterfalls are deadly
Insane - ???, ???, hostile, purple; ???
Reversed - water, standard, neutral, yellow; water has inversed gravity

Monday, 1 November 2010

Forum Added

I've added a (quite basic) forum to the website, as to make it easier to discuss suggestions, illustrate bugs and show off your medals and achievements.

I'll upload the latest version of TerraScape sometime next week; it'll have some bug fixes, some balances and an epic intro thingy.

I have also worked some more on Atlantia; 've been struggling with the basic platform moves. You might be able to play some really early version of it, but I'd have to fix some issues first.

Saturday, 9 October 2010

TerraScape Content Testers Wanted

Before I officially finish TerraScape, I want to know if each level can be completed, and with how much effort. If some turrets appear to be disproportionally good or bad, or if some enemies simply have no effective countermeasures, I'd like to know that as well.

That's why I am looking for some content testers, to help me test the whole game. You do not need to test the whole game, every help is appreciated, but some more thorough testing than simply figuring out the basics would be preferred.

So if you're interested, please let me know, e.g. leave a comment beneath this post.

Wednesday, 6 October 2010

TerraScape and Moonlit Sit-Rep

Long time no see. But that doesn't mean I haven't been working.

Although TerraScape is almost finished, I will stall the final content blowout for a while. I still need to create two extra Melee levels, and I can't make Joszs (who's working on the achievement icons) work any faster then he feels comfortable with. That, and I probably shoud start testing each and every level with care. If you would like to test some content for me, please let me know.

I have, however, resumed work on Moonlit. Currently, I am fiddling around with the server and the online multiplayer segment of the game. I've got some problems with clients randomly getting dropped.


Therefore the next time I'll post will probably be with either the final version of TerraScape, or a semi-working version of Moonlit's War segment.

Wednesday, 15 September 2010

5th Place for TerraScape

TerraScape came out fifth (out of 24 contestants), a spot which I am sincerely happy with.

Although (obviously) I do not agree with the judges completely, they made some spot-on remarks and pointed out some flaws in my game.

Here's a translation of their commentary:

"Graphically a very well developed tower defence game. It's a shame you were unable to complete it before the deadline. (...) When you have finished a level, it is unclear how to return to the menu. The power-price ratio of the turrets and upgrades seems to be quite balanced. [The tower's stats are indicated with bars], but unfortunately it is not said what each bar represents. I later discovered that this could be found in the Database. (...)"


"Presentation: the menu looks neat, the ingame graphics are not as good and the trees look inappropriate. (...)
Originality: (...) The game is somehow addictive. (...)
Finish: Whenever I got an Achievement, the game stopped working. I later figured out I had to hit the FPS button to continue. A lot of attention has gone into finishing touches. Have you tested the levels? Some appear to be completely impossible."


"Very nice game, very complete. Really nothing can be said, except the interface, which is insufficient. (...) The turrets' and enemies' graphics are uninspiring, but on the whole very good. (...) The overall finish is very good and encourages further play."


I will especially pay attention to the interface. Although some problems I either can not or do not want to fix, I may add some onscreen range and building completion information. And I am stunned that I did not notice that I do not once mention the ability to pause and unpause the game by hitting the FPS button.

And of course, I will add and test more levels.