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July 29, 2009


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Joined November 16, 2005
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April 16, 2007
October 27, 2007
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RTS Progress
Posted on October 02, 2008 at 18:32

There's your content.

Some clips of multiplayer. So far, it's about a year of work, but including school. I won't mention a release date because they've always been wrong and I frequently shift my priorities, not to mention it's already school again.

My website also got a facelift. You can check it out here.

Gotta do college apps and other fun stuff soon. This year has been much more demanding than the last.

Multiplayer Project, and other stuff.
Posted on July 21, 2008 at 12:09

Hey people, I haven't blogged here for a while. Mainly because I've spent my whole summer working on my game, since I'm preparing to enter it in another compo. Here are some progress screenshots in thumbnails:

I had originally planned a multiplayer release in May, but yeah, that didn't work out. But there needs to be a release at the start of August, otherwise I'm screwed. My partner is doing a lot of work with unit abilities, which include the likes of area spells, enhancements, and fancy attacks. I have finished most of the networking (which was incredibly tedious) and right now I'm working on singleplayer AI, since I need to wait for the abilities to be finished before I can start making eye candy to go along with them and finish up the first release of multiplayer action. I originally planned for a max 6 players (just imagine) and I still hope that the load will not be too much on the person hosting the game. But I can safely assure 2 player matches, which is more important than anything else.
I mentioned before that I would have a server list, so I may contact Fred about Reflect Service. But first release will just be using IP addresses. I'll make an announcement then, of course.

I'm also doing the music for the game, though I've never composed anything before or have much music knowledge. Here's an example of what I've made, although the music won't be the same, this was just an experiment. Techno/ Industrial mp3

That's all for now, folks. Some big things are coming soon.

Brawl friend codes.
Posted on March 23, 2008 at 11:39

Now, if you live in the US:

Well, I've obtained Brawl ten days after release, and I've been playing quite a bit. I'm like halfway through SSE, but I usually don't have enough time/ don't want to finish it, and my current cast of characters is good enough. The characters I usually play as are pikachu and lucario.

I was playing against someone only 50 something miles away from me, and the connection was crazy laggy, so I decided to static IP my wii and port forward stuff. I completely forgot that I needed to do that for optimal networking. I live in the east coast, but I can play people on the other side of the country with no problems, unless they have a bad connection on their end.

My friend code is 3351-3918-0457, so share them if you want to play every once in a while. I'm like the only person in my area who got the game so late.

Of course, that means you can say goodbye to game dev progress for a while.

It's been a while.
Posted on March 17, 2008 at 19:55

Yeah, haven't been active all that much anywhere. School kills. I'll just put up some screenshots of my current progress on that online RTS-like game I mentioned.

That looks like enough for content, eh? These are from the new engine - I'm doing proper sprites this time around, and also rebuilding the engine. I'll probably ask Fred if I could use Reflect for this (if it gets anywhere substantial in the next few months). I stopped for a long while, due to boredom and various other annoying things.

In other news, I still haven't gotten Brawl, but it is on the way here. Airmail sucks.

Latest Project.
Posted on January 19, 2008 at 13:04

Yes, that's my latest project. But I'm not going to go into details yet. The screenshots should be enough for now. They're from the prototype build.

In any case, I've barely had any time to be working on stuff like this, but I've managed to finish the prototype; I'm in the process of rebuilding the engine atm. I've also got a buddy working with me on the project, so it should be faster. I plan to have a public release a bit before summer or during summer, and sprites will be real sprites this time, no fancy fake vector sprites. But there will still be glowy stuff. So far speed drops occur on the host because it has to resend all the data to every client, but that really can't be helped.

I'll probably use Fred's Reflect service for this game. I'll also set up my own forums in the future.

I'm probably not going to release this on the GMC. I don't want certain kinds of people giving me a hard time, even though there's a larger audience there.

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