Friday, January 16, 2015

Platfromer Build 1

So, the Winter Break wasn't as productive as I would have liked it to be. I only recently got my character controller to a place I felt was "OK" but it's still not where I'd like it to be. Still, the Platformer is starting to take some semblance of shape. I figured it couldn't hurt to post up my early build to get some opinions on what you guys think of the controls. Please excuse the programmer art. I have a talented Pixel Artist I know coming on board to work on the game with me, and that'll change the aesthetics for future builds. For now, you'll just have to deal with putrescent colored blocks and NES graphics.

Here's the link if you'd like to download the build: RingOfFire v 0.2.4

Friday, December 26, 2014

New Challenger Approaches!

It's been a long time since I wrote anything on this blog.

The reason?

To put it simply, I started going to Drexel, and let me tell you: it's rough. I have virtually no free time during the semester to do anything but work. This means no friends and no social life, let alone time to work on my own projects.

But that's what winter break is for!

And so, I'd like to tell all of you about what I'm working on next: I'm taking the dive into Unity now that the 2D tools have matured a little bit, and I'm developing an old school platformer. What is the name of the game? What is the story? What is the game play like? I'm afraid I can't really answer any of those at this moment. I have a lot of ideas of the direction I want to take it in, but I don't want to publicly promise anything until it starts to take some more form. Right now, my primary concern is re-working the player controller to better feel like a classic NES game such as Super Mario Bros. If you've used Unity2D at all, you'd know that what they give you out of the box is pretty much garbage. I'm not even bothering to fine tune it; I'm completely scrapping it for my own homebrew. I'll periodically post some builds to showcase it's development, but don't expect anything substantial any time soon.

I hope all of you had a Merry Christmas, and I can't wait to post again whether it be sometime soon, or in the far flung future!

Thursday, July 25, 2013

8-Bit Dimension Release!

The download for 8-Bit Dimension can be found here.

8-Bit Dimension is finally complete! This game took a lot longer than I originally expected it would take, especially with all the progress I made with the initial stages of building the game. Really, looking back at things, I can really only chalk it up to the increased demand on my schedule from school. When I made ManaClash, much of my progress was made when I only had to concern myself with work during the week. Making sure I had time for 8-Bit Dimension was probably the most challenging part of this project.

That's not to say it was the only challenge. With this project, I wanted to work on collision detection, and lightweight game physics, as well as the ability to load files for my levels. In addition tot he mechanics, I wanted to implement sound in this game as ManaClash was left relatively silent. I had a lot of trouble finding someone to do the sound for the game, and even once I thought I had, that individual was unable to commit the time to do it. In the end, I wound up doing all the sound myself, though not without help. The sound effects were all made with this handy online tool: and all of the music I made myself with the program FamiTracker. If you thought my art was bad, wait till you hear my sound design!

There were a few other features I wound up cutting just to move on from this project. For example, I wanted to do a little more as far as aesthetics goes by animating the various enemies, and having different backgrounds and enemies for different stages. In addition, I wanted there to be a "Final Boss" to this game, but all of these things would have taken far more time than I have available, especially since I'm in the middle of working on a commercial project with two others that has much more of my attention at the moment. Is that to say I won't return to 8-Bit Dimension? Of course not. Maybe one day in the future, much like ManaClash, I'll tinker around with the game, clean it up, and add some more features. For now, this is what I'm presenting to you.

As for what's changed between Beta and release? Here's the rundown!
- Added roaming enemies. These enemies can get in the way and cause unpredictable results when your spell collides with them, but you will be awarded points for the trouble.
- Added Sound to the game. Now you have sound effects for nearly everything imaginable, in addition to two nifty songs. "Level Start" and "Game Over"!
- Added three new levels, all of which are much more difficult than the original two. It wouldn't be a retro game if the difficulty weren't cranked up to 11, now would it?
- Fixed a bug that prevented the window from being closed after getting game over. This bug is apparently also present in ManaClash, and will be included in the list of fixes with it's first update.

That's game number two under my belt. Of course, I'm not the type of person to rest for long. I'm giving myself the weekend off to enjoy myself and relax for the first time in months, then I'm going to hit the grindstone once more. What will my next solo project be? Honestly, I'm not sure, but I will say this: I bought RPG Maker VXAce when it was on sale a few weeks ago and I've been dying to dive in and make something. I used to love RPG Maker for the Playstation, and made quite a few games I made my friends suffer through. RPG Maker VXAce seems to fix all of the issues I had with the original for Playstation, and I have a few RPG ideas I would love to prototype in RPG Maker. For example, I think I would like to remake The Ring of Fire in RPG Maker format. We'll see though.

Whether it's an RPG in RPG maker, or if I decide to tackle another game in Python, I'm unlikely to stop in my pursuit to improve my skills. With university right around the corner as well, I have a feeling that as difficult, stressful, and busy as the next few years are going to be... I'm going to see my skills as a programmer and a Game Designer improve manifold. I hope you enjoy the game, and let me know what you think! Until next time, enjoy the rest of your summer!

Tuesday, July 2, 2013

Now Entering: Hell Month


Summer is in full swing. It's been raining here in New Jersey literally every single day for a month now because God hates New Jersey. I suspect Noah will be here with his arc to pick me up soon, so before I go, it's time I let all of you in on what to expect.

First off, 8-Bit dimension is 99% complete. I'm putting a few finishing touches on it to give it a little more polish before releasing it. Granted, I probably won't be able to give it a full-makeover and there will be parts of it that are left... unrefined for lack of a better word, it is fully functional and playable. Expect the release before the end of July. Like ManaClash, I may revisit it one day to add a little more flair and pretty it up, but that will have to wait.

With Physics behind me, Calc2 half-way done, and University starting in the fall, this is the perfect window for me to be productive and belt out some games. Of course, this does mean I won't be able to play all of the video games coming out this summer, but what else is new? I haven't played video games in over a year! Enjoy your summer folks, and expect more news soon! This month is going to be wild, crazy, and intense... and I might just make it out alive if I'm lucky.

Wednesday, June 5, 2013

8-Bit Dimension Beta 2

The download for the new version can be found here.

Summer is here. I'm taking two classes, and working on two games, so although progress may be slow, it's coming! Today, contrary to what I thought would be an evening of sleeping after a very, very long 12 hour day I cranked out the last little bit of code to put 8-Bit Dimension into Beta 2.

There aren't many new features that will be added to the game outside of polish at this point, so test to your hearts content! All of the items have been fully implemented, tested, and debugged. In addition, I put in the beginnings of code to allow roaming enemies, but have kept the feature out of sight for this release as it doesn't add anything to the game in it's current state.

Here is the change log to  Beta 2:

- Added three new items to affect game play.
- The orange item will grant you power over the mighty forces of magic to blast away any obstacles in your path. By pressing the Right Control button, you will discharge a magical attack that will destroy any blocks it comes in contact with. Do note, that if you are also under the effects of the sticky item, firing the magic shot will immediately launch any spells you are holding.
- The black item will open up a portal to the next stage. By attempting to leave the stage through the now opened door on the right side of the stage, you will be warped to the next level, losing any power ups you currently have. Note that this item may be hard to see against the black background. Keep your eyes peeled!
- The purple item will grant the player one extra life. Please note that the player cannot have more than 6 lives at any point in time.
- Fixed a number of bugs regarding the yellow item.
- Minor game play adjustments.

Next up, final release! When's it due? I don't know, but I can safely say before summer ends.With the release, I hope to have the roaming enemy system completed, as well as perhaps the addition of sound and some more levels to extend game play. There's so much more I could add to this game to help polish and clean it up, but at this point my major concern is to release the game and focus my efforts on completing "Project Zombie" for a September release. As usual, please report any bugs you find with the game. I've tested it extensively to make sure I have a clean launch, but these things are rarely apparent. Have fun, and let me know what you think!

Sunday, June 2, 2013

Advent Games

It's June. School's already started back up and I decided to be crazy enough to cram Physics and Calc II into a summer I'm already booked to develop three games.

Yes, three games. Let's start from the beginning.

As you know, I'm knee deep in development on 8-Bit Dimension. I'm happy to say that I'm almost done with Beta phase 2. In my current build I've got all the items implemented. Cleaned up a few things and the code, and I'm in the process of putting in the beginnings of roaming enemies. I'm hoping to post that up sometime before the end of the month, but the work I put into that is solely reliant on my other two, more important projects.

My second project is the previously announced "Project Zombie". While I don't have any more information to share about it at this time, I will say that progress is being made and it's currently still on schedule for a fall release. I will, however, take this time to talk to you about Advent Games. Advent Games is the name of a brand new Video Game studio that I am heading. With a focus on honesty, integrity, and quality, the three of us who formed Advent Games want to make a company that's founded on the things that we as gamers and human beings value most. Evil DLC? Money Grubbing tactics such as Whaling? Incomplete, bug ridden messes of games? We, as a company will be doing everything possible to stay away from the things we feel weakens the gaming industry as a whole. By sticking to our adamant desire to remain indie, we won't be getting involved in the producer side of the industry that we feel often forgets the true purpose of a "game" - to have fun! Furthermore, without the intervention of producers, we can focus on artistic expression and experiment with new ideas that may not have come to pass in an industry clouded with corporate protocol. We're currently fixing up a website, and preparing a separate blog for our new studio which I will be sure to link here once it's complete.

The third and final project which I would like to mention is that Advent Games will be partnering up with fellow indie studio Hybrid Games to make a small RPG on a new, house built engine during the month of July. This RPG will be a free release that anyone will be able to download and play, as well as being open source so that if anyone in the community wants to tinker with our creation, they'll be free to do so. The engine will also be open source and posted online separately for anyone wishing to create their own RPGs, but I will have more information on that as it becomes available. If you'd like to be a part of this project, feel free to e-mail me at Please note that we only have a very limited number of positions, and you will need to have transportation to the Jersey Shore where we will be doing this work during the month of July. Currently, we're not looking for anyone to work remotely.

So, three projects, two classes, and a hard deadline of September? I think I can do it. I'll be sure to post updates as soon as they become available. My hope is that soon I'll be able to introduce all of you to "Project Zombie" with some of our assets, and perhaps a screenshot or two. Until next time, have a great summer, and stay cool!

Saturday, May 4, 2013


Less than two weeks remain in this school semester, and I can't wait to be free.

Project wise, I've been knee deep in two: A game I've been making in Game Design, and a Guitar Simulation I've been coding with three other gentleman for Data Structures. I don't have much to show for either of them right now, but I might post some stuff up in the next few months when I'm not churning out breaking news left and right.

Speaking of which, I'm set to reveal some big news next month. Oh, how I wish I could spoil it early, but we are currently working out the last few details of a months long endeavor. In addition, full production on "Project Zombie" will begin with the end of the semester. I eagerly await the opportunity to give more info on that as well, but all in due time... all in due time...

That's all for now though. Sorry for the slow news months, but I promise, Summer will be worth it. Until then, I wish you all the best!