A new song for my RPG Legends of Adrigal is here after a bit of a hiatus! If the title doesn't already clue you in, this theme plays in the kingdom city of Adrigal, the capital. It's a place that is situated right in the heart of the kingdom of Adrigal, and it is a place that players will return to often.
I wanted a catchy and upbeat theme for this city, and I think I achieved that with this song. As inspiration, I had this song from Ys Seven in my mind. What do you guys think?
Wednesday, November 25, 2015
Monday, November 23, 2015
The problematic development of Chickadee
If you haven't been in the know on Chickadee, my Breakout-inspired game, let me get you up to speed. My programmer, Jo, won't be able to work on the game for quite a while, so I essentially had to put development on hold for a currently unknown amount of time. The question that you might be asking yourself is why. That's not that tough of an answer, believe it or not.
Chickadee started as me following a Game Maker tutorial, a Breakout-styled game with octopuses and sea urchins. The only difference was that I added my own visual theme to the game. I then asked my programming friend from Europe who also worked a bit on Super Push Adventure if he'd be interested in helping. He said "yes", to my excitement.
The issue here is that my programmer has basically done all the work with the innards of how Chickadee is built. That includes the physics, how enemies interact with Chickadee, and how progression takes place. Everything was done with my direction. I'd basically go, "Is it possible to make this enemy do this or that?" and my programmer would say yes and implement it.
Game Maker Studio has its own programming language that it uses, and like any language, there are multiple, countless, interpretations used. This means that my programmer used his own coding structure and form for implementing what I wanted to happen with the game. This makes it so if a totally different programmer wanted to complete Jo's work, they would have to intensely comb through his code, trying to understand what Jo did and why. This is next to impossible since there are so many interpretations one could make out of Jo's code.
Thus, since I'm incredibly ignorant when it comes to coding, much less actually using Game Maker in general, I had no choice but to put the development of Chickadee on a semi-definite hiatus. It's a total disappointment, as I really liked how the game was shaping up, and I put a lot of thought into the characters, their designs, the art, the level concepts, the game structure, and a myriad of other things. To say that the hiatus of Chickadee left me depressed would be quite the understatement. Still, I can work on Legends of Adrigal in the meantime, but at the same token, it greatly soured me in thinking that I have a future in game development.
Chickadee started as me following a Game Maker tutorial, a Breakout-styled game with octopuses and sea urchins. The only difference was that I added my own visual theme to the game. I then asked my programming friend from Europe who also worked a bit on Super Push Adventure if he'd be interested in helping. He said "yes", to my excitement.
The issue here is that my programmer has basically done all the work with the innards of how Chickadee is built. That includes the physics, how enemies interact with Chickadee, and how progression takes place. Everything was done with my direction. I'd basically go, "Is it possible to make this enemy do this or that?" and my programmer would say yes and implement it.
I have no idea what I'm looking at. Is this Russian code? It's Russian code, right? |
Chickadee is too promising to outright cancel, so I'm going to rough it and wait for Jo to be free. |
Sunday, November 22, 2015
Super Mario Adventures: A StortzumSoft Project
Super Mario Maker released over two months ago, and since then, I have been feverishly working on my own creations with the intuitive and well done level maker.
It's with great pleasure that I announce the side project I'm working on related to Super Mario Maker. I'm making my own "game", if you will, devised up of eight basic worlds and one special world. The basic worlds consist of four levels each, and the special world consists of eight especially hard levels. The levels use all four tile sets: Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U.
By no means is this an original idea, but it's something that I've enjoyed doing greatly, and I hope you will check out the levels that I've made. Note: Some pictures taken from my Super Mario Maker levels are out of date, as I've added checkpoints and other alterations to them. Also, all levels have new sixteen-digit codes, as I had to remake many of them. Finally, each level houses three hidden 1-ups that are essentially the equivalent of Star Coins.
Check out the levels after the break, as this article is very screenshot-intensive.
It's with great pleasure that I announce the side project I'm working on related to Super Mario Maker. I'm making my own "game", if you will, devised up of eight basic worlds and one special world. The basic worlds consist of four levels each, and the special world consists of eight especially hard levels. The levels use all four tile sets: Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U.
By no means is this an original idea, but it's something that I've enjoyed doing greatly, and I hope you will check out the levels that I've made. Note: Some pictures taken from my Super Mario Maker levels are out of date, as I've added checkpoints and other alterations to them. Also, all levels have new sixteen-digit codes, as I had to remake many of them. Finally, each level houses three hidden 1-ups that are essentially the equivalent of Star Coins.
Check out the levels after the break, as this article is very screenshot-intensive.
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