New Look

May 24, 2011 Leave a comment

Although I really liked the other theme, normal sized swfs would not fit in it. So I’ve switched to this, slightly flashier theme.

In SpaceJunk related news, here’s a screen shot to drool all over:

I’m still working on touching up the sprites and the HUD, so they are very much a work in progress. I’ve also tuned the difficulty way down because far too many people could not get past the first boss! I must break the habit of making near impossible games. ;]

Now the bad news….

My second CRT broke! =[ No more dual-screening for me. It’s okay because I will be buying new monitors in the near future.

Categories: lonely pixel news Tags: ,

Torch Is Live!

May 7, 2011 Leave a comment

IT LIVES!

The post-compo version of is now live on Kongregate! Special thanks to Chris for whipping up a brilliant song in such a short time.

http://www.kongregate.com/games/alexlarioza/torch

Please report any bugs. =]

Torch Post Compo Release Coming Soon

May 7, 2011 Leave a comment

Prior to LD #20, I was working crazy hard on my first game to be sold on FGL. So when it came to that weekend, I was debating on actually doing LD or not because I needed a break. Of course I couldn’t resist the temptation and decided to make a quick game. It took me roughly 16 hours to finish Torch and I’m quite proud of what came out. Still there were things missing and bugs that needed to be fixed, so over the past week I’ve slowly built the post compo version to be put on Kongregate. All that’s left are the sounds and music, but right now I’m finally taking break. You should see it on Kong sometime next week. ;]

By the way, I’ve found a fantastic composer to aide my musically handicapped self. Definitely go check out Chris Sinnott’s work over at his website.

Categories: ludum dare Tags: , , ,

Torch – Post Mortem

May 2, 2011 1 comment

Torch is my Ludum Dare #20 entry. The theme was “It’s dangerous to go alone. Take this!” I had already set my mind to making a platformer prior to the competition. Once the theme was chosen, I immediately started thinking of a companion cube like object to give the player. A torch actually came to my mind first but I was scared that the lighting system would take too long. After about an hour into brainstorming I figured a torch was my best bet at an interesting game.

I first tackled the physics which took a bit of time as I had never worked on a platformer before. After a few hours I got to a point where it was acceptable even though it’s still a little buggy. The lighting system must have taken me the longest. I first tried using a similar system to Voyage of Discovery, but it didn’t fit well with a physics based platformer. I then tried the standard circle gradient but it looked way too tacky. What you see in the final version is a few hours of tweaking and browsing forums posts. I’m quite proud of the effect outside of the torch’s radius which distorts the level yet still allows the player to see what’s around them.

After the lighting, all that was left was to add hazards and create the level. After getting through a few creatures, I realized I wouldn’t have enough time to finish.  I ended up rushing the level design and only doing a few play tests. I’m disappointed that I didn’t have more time to add a few more creatures and detail the tileset before I submitted it. Nonetheless it turned out to be an interesting little game that I plan on polishing up for a post-compo release.

There’s one thing that I’d like to point out before I wrap this up:

A few people left comments about the blind jump near the end of the level. It took me a minute to realize they were talking about the ‘forked path’ section. In the image above, players who complained about the blind jump were following the red line. To actually get past this section, you are supposed to follow the green line. This was a bit of a design flaw on my part because the hidden route isn’t quite visible enough, but I figured players would see the path once they tried jumping down and dying.

For the post compo version, I plan to add fall damage, particle effects, sound effects, a sound track, more creatures, more detailed tileset, and a proper ending. Most importantly the latter. Until then…

Almost there!

April 28, 2011 Leave a comment

I have finally wrapped up development of SpaceJunk! I’m sure that some further testing will reveal some bugs, but that’s a given. The only thing left is a sound track. I took a crack at making music today but failed miserably. =[ I’m currently exploring some options as I cannot put SpaceJunk on FGL without a soundtrack! It’s not like I’d break a rule but I want it to be the best it can be.

Speaking of which, I’m quite happy with how the project turned out. Originally I envisioned a totally different game, but as I progressed it evolved into something else. It’s quite hard too which I find the most pleasing. Most importantly though, SpaceJunk has allowed me to grow more comfortable within the AS3 language.

I’m already planning the next project…. >=]

Spacejunk Update

April 19, 2011 Leave a comment

I lost some momentum in the development of Spacejunk and haven’t been working on it as much. This was mainly due to my lack of skill for coding AI. My first go at the bosses resulted in very predictable and boring battles, so I took a few days to think it over which turned into a few weeks. During that time I sketched out a couple other ideas that I want to work on after Spacejunk. This week though, I spent some time optimizing the code behind Spacejunk as well as bug fixes here and there. Today, I started the bosses over and to say the least, I’m quite please with how the first two turned out. Once I’m done with the bosses, there will be a few days of tweaking and polishing then I’m done! I’ll be adding it to FGL and cross my fingers for my first sale. =D

[edit] don’t post blogs when tired.

Categories: Uncategorized Tags:

Spacejunk

March 23, 2011 Leave a comment

So I believe I’ve finally settled on a name! (maybe…)

Spacejunk is similar to a classic vertical shump, except the player is our beloved planet Earth! The goal of the game is to survive randomly generated waves for as long as you can. There will be spacemines to avoid, asteroids to blow up, astronauts to save, and other planets to defeat. After each wave, you can upgrade the Earth by spending spacedust you have accumulated.

I was originally planning to be done by sometime this week and have it up at FGL, but the project has evolved a bit. Once I got to the original ‘complete’ point, I realized there wasn’t enough content. So I’ve been adding ideas that I think of through the day and also from my friends who have been kindly testing the game for the past few weeks.

Anyway, just wanted to have more of an explanation of my current project. I will post some screenshots and maybe even a game play video when time draws nearer to release date!