One thing that has been bothering me about the game is its length. To put it simply, I feel it's too short even for a platformer. It only takes me about 10 minutes to beat the whole game(although I realize it is easier for me because I know where everything is). So I feel the need to make more leve…
"Game Over" screen:
I thought of this in the morning and just had to try it out. The newscaster for "Blocky Action News 4" says a line having to do with the death of Blocky Man, and then saying something else unrelated. Right now it chooses from 3 different lines, but in the finished one it will pro…
I thought of this in the morning and just had to try it out. The newscaster for "Blocky Action News 4" says a line having to do with the death of Blocky Man, and then saying something else unrelated. Right now it chooses from 3 different lines, but in the finished one it will pro…
I implemented pausing today:
The game also pauses if the window is minimized.
I'll probably get the "Game Over" screen working tomorrow. One of the great things about working on this game now is that I have a bunch of things to do, but I don't have to do them in any particular order. I'll probably ge…
The game also pauses if the window is minimized.
I'll probably get the "Game Over" screen working tomorrow. One of the great things about working on this game now is that I have a bunch of things to do, but I don't have to do them in any particular order. I'll probably ge…
I was able to play through Blocky Man today without having to go back to the level select screen, because I programmed the game to go to the next level after raising the flag.
And that's all well and good, but it's what goes between each level which will be the difficult part. Next up is the level c…
And that's all well and good, but it's what goes between each level which will be the difficult part. Next up is the level c…
So all the levels are done, but there's still alot to do:
- Level transitions
- End of level "Medals"
- Retool map editor for custom levels
- Custom level play screen
- Shop for buying hats and characters
- Options screen
- Gamepad setup
- Cutscenes
- Sound and Music
- Credits screen
Hopefully I can do them i…
- Level transitions
- End of level "Medals"
- Retool map editor for custom levels
- Custom level play screen
- Shop for buying hats and characters
- Options screen
- Gamepad setup
- Cutscenes
- Sound and Music
- Credits screen
Hopefully I can do them i…
Round World lies ahead! Are you a bad enough Blocky Dude to stop Round World's evil plans?
It seems I made the Round World level too difficult. It will be toned down in the final release, so there is less randomness and things of that sort.
Speaking of difficulty, the game won't feature a hard mode, …
It seems I made the Round World level too difficult. It will be toned down in the final release, so there is less randomness and things of that sort.
Speaking of difficulty, the game won't feature a hard mode, …
It's time for Blocky Man to invade the homeland of the Round menace.
Once again, no level transitions so you can't beat the level. However, there is the boss fight at the end, which signifies the end of the level.
This will be the last demo release before the finished game. Hope you all enjoy it!
Once again, no level transitions so you can't beat the level. However, there is the boss fight at the end, which signifies the end of the level.
This will be the last demo release before the finished game. Hope you all enjoy it!
After much uncertainty about the boss, I just sat down today and programmed what came to my mind:
The result is a boss battle that, while not exactly epic, makes for a good final duel for the game. The boss fights like the second level boss from Stompy's Revenge, except I implemented a semi-set patt…
The result is a boss battle that, while not exactly epic, makes for a good final duel for the game. The boss fights like the second level boss from Stompy's Revenge, except I implemented a semi-set patt…
So I realized when trying to get some boss programming done that I don't like my current idea at all. Now to be completely honest, I don't like it because programming it will be a major pain.
In the Blocky Man code, having Blocky Man interact with tiles is easy, because their is a global Blocky Man …
In the Blocky Man code, having Blocky Man interact with tiles is easy, because their is a global Blocky Man …
Screenshots from the completed Round World Level:
The Ninja Cave
Over a large spike pit
Blocky Man vs. All
Outside the boss arena
I'll reserve the honor of the game's 100th screenshot for when I get the Baron working, which hopefully will get done before the end of the week. It's coming along, although …
The Ninja Cave
Over a large spike pit
Blocky Man vs. All
Outside the boss arena
I'll reserve the honor of the game's 100th screenshot for when I get the Baron working, which hopefully will get done before the end of the week. It's coming along, although …
The level is completely designed now, except ofcourse, for the boss. I guess I can't put off programming the boss anymore, so I'll start work on it tomorrow.
The level itself is alot of fun, and also difficult. Health items are sparse, and the enemy is numerous. I'll post some screenshots tomorrow, …
The level itself is alot of fun, and also difficult. Health items are sparse, and the enemy is numerous. I'll post some screenshots tomorrow, …
So, I'm currently working on a portion of the level that I've nicknamed "The Ninja Cave". You can probably guess what is inside(Hint: alot of ninjas!).
When I start on a new level in Blocky Man, the first thing I have to do is decide on the horizontal and vertical size of the level. That involves me…
When I start on a new level in Blocky Man, the first thing I have to do is decide on the horizontal and vertical size of the level. That involves me…
It's funny that I mentioned interesting Xbox 360 stuff last entry, because yesterday our 360 just stopped working[sad].
Anyway, on to Blocky Man progress, because it...uh...works.
Since I still don't have a solid idea of what I'm going to do with the boss, I decided just to go on to level design and…
Anyway, on to Blocky Man progress, because it...uh...works.
Since I still don't have a solid idea of what I'm going to do with the boss, I decided just to go on to level design and…
Well, I haven't programmed the boss yet, I'm still trying to decide if I'll use my original idea for the boss. Since Blocky Man is based on Super Mario, and boss battles in Super Mario don't tend to be that epic, this will probably be the same. Although, I was considering putting the Baron in a gia…
Bomber planes are done:
As with all the enemies in this level, this one turned out really well. Basically the player will be running through the level when the bomber plane flies over and starts dropping bombs. While not a big threat in itself, combined with fighting soldiers and ninjas and suddenly…
As with all the enemies in this level, this one turned out really well. Basically the player will be running through the level when the bomber plane flies over and starts dropping bombs. While not a big threat in itself, combined with fighting soldiers and ninjas and suddenly…
Well, back to Blocky Man work:
It's best not to dwell on certain things about the Blocky Man universe, like how the people of Round World have built interstellar spacecraft, but their bombers use World War II era technology. Also, don't consider how they are able to do any of these things considerin…
It's best not to dwell on certain things about the Blocky Man universe, like how the people of Round World have built interstellar spacecraft, but their bombers use World War II era technology. Also, don't consider how they are able to do any of these things considerin…
So I haven't been feeling like working on Blocky Man, which happens just about once a month. So, I'm doing what I usually do in this situation, working on something else until I feel like working on Blocky Man again.
In this case, an Advance Wars clone in XNA:
I've become addicted to play Advance War…
In this case, an Advance Wars clone in XNA:
I've become addicted to play Advance War…
I've been thinking of several enemy ideas for the final level, but I only plan on using one of them as another enemy besides the boss. Some ideas include a Round Bomber plane, A giant boulder that rolls after Blocky Man a la Indiana Jones, and musket wielding Round Soldiers. Well, if I can't make u…
So I had every intention of being productive this weekend. Then on Saturday, I found a Nintendo Wii at the local Wal-Mart. I wasn't expecting to be able to find one until late march or april, so it was a pleasent suprise to say the least.
I don't actually have any other games yet, but Wii Sports is …
I don't actually have any other games yet, but Wii Sports is …
So I went an experimented with the jump code in order to try and make it more like jumping in mario games. I got as far as making a kind of Ghost n' Goblins jump before going back to the old system. It's really too late in the development of the game to change the jumping system, considering the le…
I'm putting off doing the Round Man enemy until the weekend, because it's going to be quite a complex enemy to program, and I need time to think about how I will implement it.
Today I decided to give Round Ninjas another try:
Basically, they dash out from the right side of the screen to the left, whe…
Today I decided to give Round Ninjas another try:
Basically, they dash out from the right side of the screen to the left, whe…
I started working on the Round Ninjas, but decided I didn't like the idea and scrapped it. I've now decided to use an enemy idea I had awhile ago here.
The new enemy is called "Round Man", and is essentially Blocky Man except...well...round. He can do anything Blocky Man can do, and attacks the same…
The new enemy is called "Round Man", and is essentially Blocky Man except...well...round. He can do anything Blocky Man can do, and attacks the same…
These little Round soldiers have been quite a menace to program, but I can say now that they are pretty much done. All the major bugs are fixed, and I can now move on to other enemies.
The first bug that I encountered was with the enemies sprite animation. When I first added them to the game, killin…
The first bug that I encountered was with the enemies sprite animation. When I first added them to the game, killin…
I got more work done on the Round Soldiers. Basically, they are upgraded versions of the level 1 enemies, that charge Blocky Man when they spot him. When they spot Blocky Man, they do a little jump and have an '!' above their head like a Metal Gear game:
Although, I suppose that it looks kind of awk…
Although, I suppose that it looks kind of awk…
Ah, it's nice to have Gamedev back! I was having withdrawal, and the shakes, and...um...well I won't discuss it further[lol]
Anyway, the Round World level is proceeding smoothly:
I got the first Round World enemies working for the most part. I've got several enemy ideas I'm going to try in this level…
Anyway, the Round World level is proceeding smoothly:
I got the first Round World enemies working for the most part. I've got several enemy ideas I'm going to try in this level…
Well, I'm still working on the graphics for Round World. I finished the background for the level, and it looks quite nice in motion. I'm still working on the tiles, but I should have them finished tomorrow. I've actually drawn several different tiles which could possibly make up the basic look of t…
I got some graphics done for the new level, but nothing really done programming wise. I've been pretty lazy this weekend, not that I'm really ashamed of that[grin]
I'm also thinking of working some with XNA in the first time in awhile. I might work some on "Legendary Hero of Legend", or on something…
I'm also thinking of working some with XNA in the first time in awhile. I might work some on "Legendary Hero of Legend", or on something…
So this weekend, I'll start working on the fifth and final Blocky Man level, Round World. Here you'll invade their planet(if an invasion could only consist of one person, but yeah).
In terms of enemies, I wanted to try something quite interesting for this level. I was thinking of having the enemies …
In terms of enemies, I wanted to try something quite interesting for this level. I was thinking of having the enemies …
In case you missed the super awesome new Blocky Man demo.
Next up is the final level, Round World. I've got some pretty good enemy ideas for this last level, and I'll probably get around to working on it this weekend.
My biggest problem is how to draw a level called "Round World" using a level format…
Next up is the final level, Round World. I've got some pretty good enemy ideas for this last level, and I'll probably get around to working on it this weekend.
My biggest problem is how to draw a level called "Round World" using a level format…
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