Sabtu, 01 Januari 2011

Assassin's Creed




Assassin's Creed - 2DVD

Intel Core® 2 Duo 2.2 GHz or AMD Athlon 64 X2 4400+ or better
Sound: 5.1 sound card
Xbox 360® Controller for Windows
Supported Video Cards at Time of Release:
ATI® RADEON® X1600*/1650*-1950/HD 2000/3000 series
NVIDIA GeForce® 6800*/7/8/9 series
PCI Express only supported

Barbie Fashion Show








Barbie Fashion Show - 1DVD

Publisher: VU Games
Developer: VU Games

Minimum System Requirements
OS: Windows 98/ME/2000/XP
Processor: Pentium 2 @ 400 MHz
Memory: 128 MB
Video Memory: 32 MB
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
CD/DVD Rom Drive

Sabtu, 04 Desember 2010

Creepy. Gothic. Inspirational

Was perusing through some old book shop here in Japan and came across this book of old Art Deco illustrations courtesy of Bela-Gyula Krieger, a long dead Hungarian animalier artist of the LOUIS XV Period. One look and I instantly thought of how well these would go in for The Insanity 3, ooooh yeah :-)
Best thing about these are since they're over a hundred year old they're totally permission free - as the book says, and as such are ok for use in games. I've a few hundred pages of these amazing awe-inspiring pieces, everything from Toad Daggers to Crocodile Eye Brooches. It's totally the stuff of dark fantasy, perfect for games. I'm even going to base some of my spacecraft design for the latest game I'm working on (still haven't named it).






You can bet your ass Edgar Friendly would have loved these too and yes, you will see a few of them crop up in the third installment of The Insanity series.

Senin, 25 Oktober 2010

ROIDZ continuation...

Design notes for the new game.
-------------------------------

*Start off with your ship basic firing abilities.
*Each enemy destroyed gives credits for buying better weapons.
*4 levels and 4 bosses.
*Earlier bosses will be doable without anything but skill but later bosses will literally be impossible without the correct combination of bought power-ups.
*Each time you clock the game it gets progressively harder.
*Random *super* enemies will appear. Normal enemies that are a special colour and much tougher/faster than others of the same ilk however they will give a fat credit bonus when destroyed.
*Some variety in enemies during later replays.

Est.finishing time, 2 months from this post.

Kamis, 07 Oktober 2010

Roids

ASTEROIDZ - I mean :-)
Use the mouse to drag them around. Fingers crossed they'll fit well into the game without slowing up the FPS too much.

Selasa, 05 Oktober 2010

Updates-

Small update to the latest shooting game I've been working on, just click on the link on the thread below. Really need to get a better codename than 'BlowUpSh*t' I know but the name makes me chuckle every time I read it. I would genuinely call the game that if I thought parents would allow their little 5yr old Johnny to play a game with such a title.
Updates include a nasty bug being fixed that was messing with the memory, and a new weapon. If you hold down the mouse button it now activates an R-type ray gun actually called the er- *R-Type* (sort of in tribute really) that can rattle the crap out of any enemies it smashes into. The gun does damage relative to the amount of time you power it up, and if fully powered, the generator blinks and you'll do maximum damage- along with doubling the magnitude of the laser.
Don't let the fact the beam goes through some enemies- I'm still collision detection tweaking so expect a fix soon.
Machine guns next.

Another demo:
This one isn't even worth posting honestly, but just so you guys can get a basic idea of how the fighting game I was working on *was* going (till I realised how much work would go into it) here it is for ye all to 'marvel' at, lol. Never fear, though for the time being I'm preoccupied with the shooter, this demo will become a fully-fledged game, hey perhaps if I'm lucky some talented artist might come along and start spriting characters for me based on the biped movements in the demo. I'd truly be motivated to get back on the coding for this one if that were to happen. Major bonus points if you can guess which game the background music was ripped from..

Minggu, 03 Oktober 2010

Blow Sh*t Up

Little quick demo of the latest game I'm working on.
I was planning to do a beat-em up game and had been working on that for a few weeks until I began to feel it would take me forever to finish what with all the animations to draw and such. Therefore I decided to ease down off the big projects for a while hence this is what I've been piddling about with these days-


Codename:Blow Sh*t Up is what I call this puppy. It's nothing more than a standard shooter with some fancy pixel particles explosions. The demo just features a bunch of enemies floating around the screen. The particle engine is so quick I can eve n add Glow and Blur filters to it without much of a halt in the fps.

I'm using the excellent Pixel Perfect Collision Engine by Troy Gilbert. Dude has made a fine piece of code there, it works like a dream.

//Accurate pixel detection turned off (bounding box same as hitTestObject)
if (PixelPerfectCollisionDetection.isColliding(ob,characterArray[i], this,false))
{
//If ship has a weak point check for it first
if(characterArray[i].box)
{
//Accurate pixel detection turned on
if(PixelPerfectCollisionDetection.isColliding(ob,characterArray[i].box,this,true,20))
{
Tint(characterArray[i], 0xFF0000,1);
characterArray[i].oldX=x;
characterArray[i].oldY=y;
characterArray[i].alive=false;
removeMovie(ob);
return;
}
}
///////////////////////////////////////////////////////////////////


Awesomeness.

--------------------

So no 'Insanity III', boo hoo I know :-) I'd love to work on it- I truly would, but the only thing I have to say in my defence to the peeps begging me to make it a Jerry McGuire-esque 'Shooooow meee the money!' because entertaining you guys or not the financial scraps I've been making from this series are laughable, it's time for another strategy.

Love that you guys appreciated the games though.