Well after staying up very late the last week I managed to get Lil Commando Episode 1 done!
I’m quite happy with it although right now I’ve made it to my tastes for difficulty so it’s a little too hard for most casual players. I’ll be spending some time this weekend working on the balance and adding a few more sounds. I’m using Mochi for distribution and they have an awesome live update feature so I can quietly roll out balance and sound updates very easily. In regards to how easy they make it for the developer I’m quite a fan.
I’ll also be adding support for a high score board and some backend features using their api over the next week as well.
Anyways without further ado. You can play the game here!
Play lil’ Commando Episode 1 : The Secret Army Released
Just finished up lil Commando version 2. Large changelog. Looks like I should make it for the indiegoodbye deadline. Find out about indiegoodbye here.
Here is the changelog:
- New art
- Reloading on weapons
- Main menu
- Credits menu
- Instructions menu
- Dash graphics
- Gameplay statistics
- Scoring and combo system
- Water ninjas!
- Gunboat enemy
- Enemy lifebars
- New weapons sounds (Thanks Vinne from Firearms-Source! )
- Dash meter
- Can now dash with S key
- Level 2
- Level 3
- Level 4
- Endgame/Startgame logic
In the new screenshot we have water ninjas and gunboats!
Finally you can play the current version play. Leave a comment if you have any suggestions. It’s greatly appreciated
Play version2 here!
Just finished up a new article in my Awesome Flash Games series. Were now on to part two. The games covered in this one are Super Puzzle Platformer, Robot Unicorn Attack and a flash classic, Nanaca Crash.
View the Article Here
Got some good hours in this weekend for Lil Commando. I’m trying to make the IndieGoodbye goal to release the game you are working on before the end of the Mayan Calendar which is December 21 2012. It involves a website and the twitter hashtag #indiegoodbye. The website address is http://indiegoodbye.com/
Some of the stuff I got complete this weekend are:
- Tree and grass props
- Text Events
- Player SMG muzzle flash and dashing art
- Level 1-1 background
- Accuracy system
- Rank system
- End of level logic
- Prop system
- Scuba-Ninja enemy art
I”ve started using Astrid for task management. So far it’s very nice. Time will tell if it becomes a permanent fixture in my life.
Here is the current screenshot for screenshot saturday:
I’ve finished part 1 of my second Vita tutorial for beginners and people who wish to learn more about the inner workings of the PSP-Vita graphical units and how OpenGL works. This one looks over the example code of the PSM simple graphics sample and explains what is going on in depth.
Because of the large amount of concepts introduced in this code the tutorial is broken up in to multiple parts. The first 2 parts will focus on Shader Programs. Here is part 1 of the second tutorial.
So recently Sony support has really been giving me a very difficult time dealing with the fact I can’t add funds to my Canadian PSN account to pay for my PSM developer license from Japan. It’s been quite frustrating. I would however like to point out that this does not reflect on the PSM Vita development team. They are awesome and very helpful to the extent they have the authority to do so.
So anyways since my PSM projects are temporarily on hold I’ve gotten into some less stressful Flash game development again. I decided to go for a game type similar to some of te old arcade games where you had a player on the bottom of the screen who could only move left and right which having a reticle to aim their gun upwards towards enemies. I’m not sure if this genre has an exact name. Perhaps Aiming-Platformer? If anyone knows please let me know.
It’s been really fun just working on the game rather than the framework or too much art. I’m going with the Cactus philosophy for this game which essentially is to cut everything down that prevents you from focusing on the game itself. The result is a project that is always a lot of fun to work on. Anyways in the vein of #ScreenshotSaturday I present a lone photo of the current progress of Lil’ Commando:
I noticed that some people were having some trouble with the PSM Vita tutorials and example code so I wrote some tutorials that go over them in depth. If you are a beginner game programmer and are having a little trouble understanding what is going on with the PSM examples and tutorials then these might be useful for you.
Here is a link to part 1 which explains everything you see when creating a new PSM project: