shadowcomplex's stuffs

Development updates on all things 2D
73 comments
28 entries
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shadowcomplex
October 14, 2008
A pleasant stop in a pleasant nook of the internets
Damn, it's been a long time.

It's really fun to come back and look at the journals after so many months and see all the progress people are making. Cheers to all of you for cranking on the cool stuff.

What I have been doing? Eh, nothing much. Making games, getting little sleep, reviewing games. Ya kn…
1,341 views
shadowcomplex
April 15, 2008
DS programming, 2D animation tools, etc.
Although it's hard to believe, I've been at my current job for a year now, and it's unfortunately been damn near the same for a journal entry.

Anyways, to the fun stuff. The first game I was lead programmer on was just finished last month, and is currently going through Nintendo's lot-check. Garfie…
1,564 views
shadowcomplex
October 27, 2007
No more 360 for me :(
11 days.

That's how long it took my brand new 360 to get the red ring of death. A brand new 360 -- the $350.00 wireless bundled with Forza/Marvel UA. 11 days. What the fuck Microsoft?

I didn't even get to finish Bioshock (hell, I only played it like 4-5 times)!

So anyways I take it back to Best Buy to…
1,329 views
shadowcomplex
October 20, 2007
Pixel Art and Nissans
Still working on my pixel-art, and progress is slow but steady on my shooter. I have rewritten a lot of my old 'core' systems, to make them easier to use and less prone to breaking. I expect to have a gameplay video soon ( < 3 days) and a playable demo for anyone curious within 2 weeks.

I would a…
1,321 views
shadowcomplex
September 25, 2007
I smell a shmup...
The past few days I have finally had some time off from work and went back to hacking away at my 2D stuff here at home. Here is the current state of things.

The game I am going to make: A post-apocalyptic-ish shoot em up. After making the brief Fantasm Fortress a few months ago as an excercise in 24…
1,281 views
shadowcomplex
August 30, 2007
Crunch over -- let the games begin...well, kinda.
So crunch is pretty much over for me at work; we shipped Boop and my current tasks are not too time sensitive.

Also, for those of you interested, a game that I spent a lot of time on, and one that I will be spending more time on soon, has been announced:

The Harvest Moon Killer

It is an amazingly deep…
1,236 views
shadowcomplex
August 22, 2007
No Bioshock for me :(
This is what Bioshock looks like on a 9600 :(


I guess I *really* have to get a 360 now, because I feel if I have to make a significant purchase to play the game, I would rather have a 360 than an 8800.

Sad days...

Also, Betty finally shipped! Yay, happy days!
1,554 views
shadowcomplex
August 17, 2007
Redbull aye
So its 2:15 a.m. and I am still at work. The end is no where in sight.

I now feel like a *real* game developer. Welcome to the real world, Coby, welcome to the real fucking world.

In related news, we ship Betty Boop tomorrow. Yay! Now Satan, give me back my soul. Thanks much.
1,184 views
shadowcomplex
August 03, 2007
Paradigm shift
As the title suggests, I believe a paradigm shift is due in my after hours development mindset. Up to this point, I learned to make games with ambitions of becoming a 'true indie' ie making quality shareware games while living out a meager and poor existence. Sounded like fun.

Well, now I do make co…
1,163 views
shadowcomplex
July 12, 2007
Work and blah
What I have been working on: Come get some.

Odin Sphere is fun, but practically unplayable.
Bioshock will probably convince me to get a 360.

That's all.
992 views
shadowcomplex
June 07, 2007
Console Development...
It's been a week since I've started at my new job. In that very short time I have learned how different console game dev is from PC game dev. Specifically, working with the DS. My time with the Wii has been pretty limited so far, and most of my efforts have concentrated on the DS.

It is much, much d…
828 views
shadowcomplex
May 27, 2007
Fantasm Fortress Demo
Well, I didn't get to work on it for 24 hours due to apartment hunting, but I did manage to get some stuff into it. The total dev time to this point is 13.5 hours.

Some more gameplay action:
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I added in entity/entity collision, shadows, a new enemy type, the frost cannon, and reworked some of th…
1,038 views
shadowcomplex
May 25, 2007
Fantasm Fortress -- Iteration 1
Alright, well, 9 hours have passed since I started on this silly 24 hour game. Out of the 9, a solid 6 were actually spent on development. My art sucks and takes a brutally long time =(

Anyways, the first video:
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HopeDagger suggested a 'crimsonland' type shooter only moments after I had already s…
1,107 views
shadowcomplex
May 24, 2007
A 24 hour diversion
Getting a job in a new city, and moving in less than two weeks is quite the task :/

Anyways, the 'no-compete' and 'inventions' contracts between myself and BLS have been finalized, so any hopes of commercial indie success are at bay for a while :)

It looks like they will allow me to finish Gearo unde…
924 views
shadowcomplex
May 16, 2007
Wii development here I come!!
Things have been crazy and bizarre lately. In short: I am now a professional video game developer =D

The short story:
My research work under a federal grant is ending May 31st, so I have been job seeking. A little bit tired of chemistry, I decided to switch careers and look into software engineering…
842 views
shadowcomplex
April 28, 2007
Whats that!? An editor!!
Despite my complete lack of desire to write a level editor for Gearo, it turns out that trying to script nice levels by hand is far worse.

So, I got up early this morning (as in, before noon) and went for it. It's lacking some crucial features, but for version 0.1 I'm satisfied.

I have for you not on…
1,340 views
shadowcomplex
April 22, 2007
More Gearo Progress
Unfortunately I didn't get much sleep last night, but in exchange I made a lot of progress with Gearo.

The game really consists of 4 systems. There is the front end (options/loading/creating characters), the World Map, the Combat, and the Village/location system.

Up to this point I had a good chunk o…
997 views
shadowcomplex
April 19, 2007
Gearo Prototype Video 2
After putting off the collision for Gearo for over a week (which is almost 1/6th of my target development time) I decided to do it today. There was a little trickiness involved, but for the most part, my emulated 3D world is unable to resist my iron hammer of code.

So, I threw together another video…
735 views
shadowcomplex
April 17, 2007
Gearo Prototype Video
So spring has finally re-emerged here, ahhh.

Fireheart: Added some additional collision types to the old "box v box" collision. Now we have box/circle/line collisions, which has helped make the levels feel a bit more organic. Specifically, now we can have proper collision for diagonal edges and the …
855 views
shadowcomplex
April 02, 2007
Out of the depths of time, crawls shadowcomplex!
Hey everyone, sorry for the delay in updating. Ran into some technical issues with my account here (thanks very much to Rav,Melissa, and Oluseyi for the help) and then decided to post more content then usual for my 'return' =)

So -- Fireheart is rolling. The dialogue is coming along very well, and i…
785 views
shadowcomplex
March 04, 2007
Dialogue Revisited
Since Fireheart is largely designed to be a story driven game, there will be lots of dialogue. Although we weren't 100% satisfied with the first iteration of the dialogue, we let it be to work on other things. This last week I finally got around to playing with it some more, and the result is below…
1,042 views
shadowcomplex
February 21, 2007
Short Gameplay Video
The latest things implemented in Fireheart:
Particles
Spawners
Primitive Traps

All in all, these three things actually add a decent amount of gameplay in. In response to DecipherOne's question last post about the gameplay: We are going for an action/adventure kind of theme with heavy puzzle elements. O…
820 views
shadowcomplex
January 31, 2007
More Entities, TTF, and Mobile 5.0
Added three new entity types in Fireheart: the big shade, the vara (reptile like demon), and the girl, Trudy, who is the second PC. The gameplay will switch back and forth between the Imp and Trudy as the story progresses. With both into the game now, I can start on their individual mechanics.

Also …
932 views
shadowcomplex
January 26, 2007
Screenshots
Lately a lot of good things have been going on with the newly named 'Fireheart' project. I pretty much have PTK bending to my will now, so the development is coming pretty fast.

Collision, NPC interaction, and a scripted event/object system have all been implemented. The latest new feature, is shado…
803 views
shadowcomplex
December 21, 2006
Another project
Unfortunately, development of Warmage: Exodus is kind of grinded to a halt. Due to the holidays I am broke and can't afford to contract out any more artwork for the time being. At the current stage, I really need some finalized spell effects to get the spell system finished. Since this isn't likely…
870 views
shadowcomplex
November 17, 2006
Early W:E screenshot and the PTK engine
One of the hardest things with W:E's development has been the smooth integration of art assets. I have two different artists working on the project, and despite my best efforts there are always some aesthetic clashes. This problem is compounded by the fact that all three of us live in different par…
1,115 views
shadowcomplex
November 09, 2006
The Beginning Part II
Before I started developing Warmage: Exodus, I was frustrated about a couple of things with CRPGs:
1) Everything was moving away from the simple elegance of isometric/overhead styles to the first person or other cumbersome (for gameplay) 3D viewpoints.
2) Point and Click does not give enough direct c…
913 views
shadowcomplex
November 08, 2006
In the Beginning...
After finally establishing a GDNet+ account, it is kind of exciting to write my first journal entry. I thought the best way to start keeping an account of my development would be to look into the past and see how it all began:

Developing video games had always been very interesting to me. Like many …
773 views
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