WIP Screenshot
/Not much to say right now - I'm at a juncture where I need to make about 25% of the game maps all in one go before I can implement the next feature, so I'm just mapping away. Here's a screenshot to show you waht this is about. :)
Not much to say right now - I'm at a juncture where I need to make about 25% of the game maps all in one go before I can implement the next feature, so I'm just mapping away. Here's a screenshot to show you waht this is about. :)
Now with animation.So here's a cool thing - I drew and animated all of my bosses about a year and a half ago, but I hadn't implemented a hierarchical animation system to be able to play back the larger ones in game. So I've had all these animation files sitting in my computer, presumably finished, but untested.
But this past week it was finally time to get cracking on it, and now I've got my first multi-piece boss animated in the game. He still has some work to do, but he can attack and take damage. Hell, I'm impressed that he even moves!
Interestingly, Gamespot had asked me for some screenshots a while back, and, not having this part completed, I'd offered up some mocks made by screen-capping what I'd done in Anime Studio. Here's how he looked in the mock:
The mockup.You can see what's changed between now and then . . . backgrounds are updated, bullets are shooting, and since I'm a sucker for bloom, there's that. Of course you can't tell in the still but the pink growths now animate as well. I'm probably going to do a bit of a consistency overhaul on the boss textures themselves at some point, too.
A Glitch Ray!
At least partially. Obtained early in the game, this item allows you to "glitch" enemies and tiles, applying slowdown, flicker, corruption, and other effects to your advantage. In the image above you can see a bunch of tiles that were glitched so that you can drill through them, and some enemies that have been glitched to slow them down.
There's more, though. The ray is just the beginning - the first of several abilities related to game breakage. Think of all the things you did in NES games that the designers didn't want you to? Yeah, those things.
You'll have to play to find out how many of them made their way into Axiom Verge.
Although I'd had these features planned long before I made this site (like, over a year), I didn't want to mention it until I had some proof to back it up with. So I let on that this was a game about collecting weapons. Oops.
What do you guys think?
I'll be in Peru the next couple of weeks - rest assured work will resume on my return!
Oh man, what am I gonna do about this?
It's been a while since I've posted anything. As usual I'm nose deep developing the game; lately it's been doing level design. Here's one of the rooms I did recently. The critters you see are re-used from another area as I haven't coded the AI for this area's monsters yet. The the background and the mushroom caps are animated.
Oh yeah, I left the ridiculously high frame rate showing. Retro graphics are great for high frame rates!
Slightly delayed in updating my blog as it happened just before July 4th, but here's the preview, courtesy of Marco Martinez!
http://www.gamespot.com/axiom-verge/previews/axiom-verge-a-16-bit-game-worth-your-attention-6385459/
It's been awhile since I've posted anything regarding my development progress, so, I thought I'd put up a screen of the latest revision of the face that appears in my logo. It's vastly improved, albeit mostly in areas other than the face part (Note: the background layers aren't shown, since this is taken from my map editor).
his is the Axiom Verge site description. Hooray!
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