Click here for a list of updates and changes.
Unfortunately, as I mentioned in my last post, I will temporarily pause Windows support for at least a month. Still, if you have Linux you can check out the newest demo on the Games Page as always. Currently you need Allegro 5 installed to run it, but I plan on seeing if I can simplify the process a bit. I'll probably hold off on that until I start fixing the Windows releases though.
With that done, it's time to work on the next level set! My current aim is to have 50 levels done in time for the Green Mountain Games Fest, where I'll be presenting AMAZE. I don't think I'll hit that target, but I can probably pull off 30-40 without too much trouble. We'll see.
Finally, this weekend is the Global Game Jam again! As much as I want to do it again, I think I'll do another progress jam like last time, since I've still got this deadline looming.
1/23/14
1/22/14
Update: Assorted Bad News
I've never really been great about keeping to posting schedules. The most recent one has been active for quite a while, and has probably met with the most success out of all of them, but recently I've been finding myself regularly posting late, or missing posts altogether. The biggest source of posting frustration, I think, is Games I Play. I like the concept, and it feels good when I'm done, but these posts take a lot of time and effort on my part to make. Oftentimes I'll play a game, then never make a post because I'm busy or just don't feel like it.
It is for this reason that I am demoting Games I Play to Optional status, like my ever-elusive art posts. To be honest, it makes me a bit sad. I never seem to make optional posts nowadays, and this almost feels like a death sentence for the series. However, It's just been too much, and this is better than leaving it up and not doing it anyway.
That isn't all of the bad news I have in store, though. I've decided to temporarily stop producing AMAZE demos for Windows. During more inclusive tests of AMAZE for demo 2, I've found that the computers that won't run AMAZE seem to be much more common than I originally thought. I wouldn't be surprised to find out that the majority of Windows machines don't run it correctly. Of course, I care very much about fixing this issue. However, I will be presenting the game in just about a month, and I need to get as much done as I can. Following that, I will be taking a break from hardcore AMAZE development in order to relax and work on a few smaller personal projects a bit.
During that time, I'll also spend some time taking the engine apart and trying to figure out what's breaking it on Windows. If I can fix this, then I'll resume the Windows builds then and get back to work. If not..... I'm not sure where I'll go from there. I may have to put off Windows builds until the next game, and I'd hate to do something like that. Only time will tell on this one.
Let's end with some good news, now. I plan to release the next(Linux) demo of AMAZE either tomorrow or Friday! This will mostly depend on workload, since my Thursdays can be a bit hectic.
It is for this reason that I am demoting Games I Play to Optional status, like my ever-elusive art posts. To be honest, it makes me a bit sad. I never seem to make optional posts nowadays, and this almost feels like a death sentence for the series. However, It's just been too much, and this is better than leaving it up and not doing it anyway.
That isn't all of the bad news I have in store, though. I've decided to temporarily stop producing AMAZE demos for Windows. During more inclusive tests of AMAZE for demo 2, I've found that the computers that won't run AMAZE seem to be much more common than I originally thought. I wouldn't be surprised to find out that the majority of Windows machines don't run it correctly. Of course, I care very much about fixing this issue. However, I will be presenting the game in just about a month, and I need to get as much done as I can. Following that, I will be taking a break from hardcore AMAZE development in order to relax and work on a few smaller personal projects a bit.
During that time, I'll also spend some time taking the engine apart and trying to figure out what's breaking it on Windows. If I can fix this, then I'll resume the Windows builds then and get back to work. If not..... I'm not sure where I'll go from there. I may have to put off Windows builds until the next game, and I'd hate to do something like that. Only time will tell on this one.
Let's end with some good news, now. I plan to release the next(Linux) demo of AMAZE either tomorrow or Friday! This will mostly depend on workload, since my Thursdays can be a bit hectic.
1/19/14
AMAZE - 15 - Coming Soon to a Blog Near You
First off, let me apologize for the seriously late post. I wanted to finish the second demo before posting, and that took longer than I'd hoped. It's done, though. I've still got to compile and test this release for Windows, but then I can release it.
Now, it's a bit early but here's what you can expect out of this new demo:
That looks like a pretty good list. I may go back and change levels from time to time, as I add new stuff. For now, though, they're fine as they are. Remember when this comes out, though: this demo represents the game in an extremely early and unfinished state. There will be plenty of bugs and annoyances, and the game will still be rather short.
I'm quite busy with schoolwork, but I'll hopefully get the demo out in a few days time.
Now, it's a bit early but here's what you can expect out of this new demo:
- Zone 1 now joins the tutorial, bringing the level count up to 15.
- 2 new game additions! The drill can break through large rocks, and some new spikes pop in and out of the floor.
- A number of bug fixes, and a whole slew of new bugs to go with them!
- Automatic saving and loading, letting you exit whenever you want.
- Respawn points make running out of lives slightly less of a chore. If you run out of lives outside of the tutorial, you just get taken back to the hub. You'll lose your progress in the zone, however.
- Sound support, with sound effects for dropping blocks and spike traps.
- An improved font for the score.
That looks like a pretty good list. I may go back and change levels from time to time, as I add new stuff. For now, though, they're fine as they are. Remember when this comes out, though: this demo represents the game in an extremely early and unfinished state. There will be plenty of bugs and annoyances, and the game will still be rather short.
I'm quite busy with schoolwork, but I'll hopefully get the demo out in a few days time.
Labels:
AMAZE,
Df458 is not very consistent,
Programming,
Updates
1/13/14
Sorry about this!
There will be no post today, and there may be no Friday post either. I've become sick again, and frankly, I feel like s&#%. I've been in no mood for playing games, and I've been making very little progress on AMAZE. I will post the next development post when Zone 1 is complete, and link the new demo then. It might have to be next week if I don't start feeling better soon. If I do, I only have to make 8 more levels, and a few assets.
We'll see how it goes.....
We'll see how it goes.....
Labels:
AMAZE,
Df458 is not very consistent,
Games I Play,
life,
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1/11/14
AMAZE - 14 - Speedy
Sorry about the late post. Yesterday I had a meeting for my Game Production team, followed by a very long Dungeons and Dragons session, ultimately keeping me up until ~1:00 AM. Thankfully, I bring good news.
I've been coding up a storm this week, and I've not only met all of my week 2 targets but I nabbed some of the week 3 ones as well!
The biggest update is the save system. It's quite simple: The game quietly autosaves every time you beat a level, so you can just quit whenever you want without worrying about losing progress. Note that I've seen to it that you can't cheat by just reloading when you die a couple times. Anyway, once a couple simple bugs are worked out I'll be done with it. After that, I'd say the revamp of the engine's scripting would be next biggest. While most users won't notice a difference, this makes developing levels a bit less of a headache. While I was at it, I made a new font for the score too.
What's left for this week is mostly level building. I also need to make a new tileset for the first real zone of the game, which will probably be released in the next demo within a week or two. I'm also not perfectly happy with how certain things work right now, but changing them would be a massive timesink.
Lastly, here's an important announcement:
So far, AMAZE has only been shown off to my friends and colleagues, not counting this blog. However, as the marathon approaches completion, I have signed up to show off AMAZE to the wider public on February 22nd as part of an event run by one of my college's game development groups. I'm quite excited, but also worried. I don't think I'll be done by then, so I need to get as many zones completed as possible in the coming weeks. Assuming I make good time, I can probably get 4-6 zones done in time for this. After that, I hope to finish up by the end of the semester. However, I may spend another month or two after finishing up. Either way, I already know what game I'll be making next, though I won't tell anyone until the time is right..... Let's just say there will be explosions.
I've been coding up a storm this week, and I've not only met all of my week 2 targets but I nabbed some of the week 3 ones as well!
The biggest update is the save system. It's quite simple: The game quietly autosaves every time you beat a level, so you can just quit whenever you want without worrying about losing progress. Note that I've seen to it that you can't cheat by just reloading when you die a couple times. Anyway, once a couple simple bugs are worked out I'll be done with it. After that, I'd say the revamp of the engine's scripting would be next biggest. While most users won't notice a difference, this makes developing levels a bit less of a headache. While I was at it, I made a new font for the score too.
What's left for this week is mostly level building. I also need to make a new tileset for the first real zone of the game, which will probably be released in the next demo within a week or two. I'm also not perfectly happy with how certain things work right now, but changing them would be a massive timesink.
Lastly, here's an important announcement:
So far, AMAZE has only been shown off to my friends and colleagues, not counting this blog. However, as the marathon approaches completion, I have signed up to show off AMAZE to the wider public on February 22nd as part of an event run by one of my college's game development groups. I'm quite excited, but also worried. I don't think I'll be done by then, so I need to get as many zones completed as possible in the coming weeks. Assuming I make good time, I can probably get 4-6 zones done in time for this. After that, I hope to finish up by the end of the semester. However, I may spend another month or two after finishing up. Either way, I already know what game I'll be making next, though I won't tell anyone until the time is right..... Let's just say there will be explosions.
Labels:
AMAZE,
Df458 is not very consistent,
Programming,
Updates
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