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I-smel
Hey look man, my name's "I-smel". What I lack in smarts, I at least pay back in honesty. Boink!

Tom Brien @I-smel

Age 32, Male

England, MAN-CHESTer

Joined on 3/2/06

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Yo yo yo weekly update

Posted by I-smel - October 31st, 2008


______________________________________

This is a work-in-progress of a game I just started making. It's gonna take me about 3 or 4 months to complete. Check back here every so often if you wanna watch it develop. Actually you can click Add To Watch List to get updates.

27th September 2008

Use WASD to move around. Clicking the mouse close to your character will do a melee attack, clicking far away will shoot. Play around with it.

29th September 2008

I won't usually update this often, this is just a one-off.
Checking if vertical platforming is an option. It works pretty well. Arrow keys now usable. Also you can double-tap in a direction for a new melee attack. Climbing animation added for when you get to a ledge you can't quite reach.

4th October

I think I've finished all the animations for this guy. Drew him a sword, added more friction to the floor, made the camera shaky-as-hell to emphasize impact and baditude. New moves added:
Double-tap Left or Right to smash forward
Double-tap Left or Right in mid-air to smash diagonally.
Do a melee attack and hold the mouse down, then release when the sword flashes for a radial special.

The only thing I think I'm lacking is an attack that launches an enemy into the air, and another that smashes them down. My first thought was to use the mousewheel, but they're not as common as you'd think.

I thought about Double-tapping Up or Down, but you can Double-tap Up. As soon as you press Up, you're in the air. So Double-tapping Up for a ground-based attack isn't gonna work. I don't know what I'll do for that.
Anyway, I should probably start making enemies next.

9th October

Okay, alot of development:
Firstly, there's some actual background art now. I've decided that I'm making alot of the art outside of Flash for this one. The Newgrounds team does alot of their artwork in Photoshop and it makes the games really stand out. Makes it look alot more professional, I thought I should try it. Considering I'm pretty useless in Photoshop, I turned to the next best thing on my PC after Flash; 3DS Max. I should be practising 3D anyway.

ENEMY- There is now an enemy. He's pretty standard. His limbs have blades connected to em, and he can align all the blades into a wheel and roll at you. Now I was aiming to not rip off Devil May Cry with enemies, because it's pretty obvious that's the main influence behind the game, and I wanted to come up with all the content myself. Sadly though, I was playing through it this week, and I got up to mission 14 yesterday where you meet an enemy that turns into a wheel and fucking rolls at you. So I felt pretty bad about that.
Anyway, he's about 70% done. I've not full decided on some of his art and the death animation is just a lazy placeholder. I've bin workin on the AI, and I think it's allright so far. If anyone finds themselves beating him by just doing the same move over and over, please tell me about it.

NEW MOVES- I thought for a long time on the Blastoff - Breakdown moves. The obvious choice would be to drag the mouse up really fast, but then the mouse ends up too far away from the guy. I thought about rolling the mouse wheel up, but alot of people don't have mouse wheels and it interferes with the web page. Someone on the forums suggested a good idea; Press DOWN and then UP to smash a guy up. I tried it out, but having to press two buttons for one move was just really bad. You have to be really quick. It wasn't comfortable and I couldn't see everyone getting the hang of it. I think I found a way that works though: Do a melee move, then press UP right after it to launch a guy in the air. When in the air, press DOWN to smash a guy to the ground.

That's it for October 9th. Strangely though, I have one bid for $250. Not for the source script or anything- For the game as it is now. Crazy.

16th of October

DON'T FALL OFF THE BOAT. I haven't done the script that brings you back yet. I didn't work much this week. Well- Nobody's forcin me are they? Also I was busy with that munchdown thing.
ENEMIES: I'm gonna have a hard time coming up with new ideas for enemies. I allways do. We've still got our wheelman in there, but now there's this chomp guy. He's basically this big dumb blob that eats you. IT JUST CAME TO ME. I love how his animations came out, they're great. Still haven't decided on a death animation for all the enemies though.
Second new enemy is the bat guy. Little tiny enemy that you're really gonna have to shoot to get rid of. I'm not 100% happy with his AI. I'm aware that all these enemies are the same colour. Maybe that'll change, maybe it won't. i haven't decided.
GRAPHICS: Made a new bullet shot. I've decided that white is the colour that denotes enemy damage, so the attacks and the shots are all white. I got rid of the particle effect, TRIED a frame-by-frame one. I hated it, it just wasn't random enough. So now I've made this white randomised kind of anime-style bang. It doesn't look QUITE right to me but I like the idea.
BACKGROUND ART: I've decided NOT to do 3D. After a whole lot of unsuccessful attempts to model a light-house, I decided I'm not skilled enough to pull it off. I redrew the docks in 2D, added a little tiny boat in the background, added a boat ride that forces you to beat some guys without really moving, and drew a light-house. You can cut that desk in half, by the way.
The light-house might play some significance in the upcoming boss fight.

24th of Cocktober
The guy with blades on him's got a new attack. It's nothin flash, just an alternate version of his original ROLL-AT-YOU attack for when you stand too close. He jumps you.
NEW ENEMY- I really like the concept of this. I basically took a greyhound and a revolver, and smashed them together. Creative isnit? I got the idea from some shit I saw on Deviantart like a guy with a gun for a face. The AI's not 100% yet, but you get the idea of how it works. By the way, it'll be easier to dodge it once I put an audio cue in of the pre-shot gun click noise. Then you'll know when to jump.
What's that house about? Don't know, I thought the level seriously needed som variety. I was goin for one o those crapshacks you find out in the middle of nowhere on Half Life 2 Episode whatever. Oh, don't lead any enemies in there, they're not housebroken yet and they'll probably flick through the cielings or something. You can smash all the objects in there. Please don't though, they belong to the light-house keeper and it's not fair on him, he's a nice guy.
BOSS!! You'll see the boss I've got planned at the end of the level. I haven't animated it yet- And I know what you're thinking: He'll never animate that; draw it sure, but animate? No way. Well that's where you're wrong, I've made it carefully so it's constructed out of about 5 different graphics all stuck together. I can tween em wherever I want like Madness, no problem. I'm gonna need some grunjy as hell music for that boss fight. I threw in a step ladder by the way so you can take a look at the guy on top. HA, I guess I haven't mentioned the plot atall. I won't spell it out, but if you've played Cannoncrotch you know what to expect. It's gonna be awesome and dumb as hell.
That GO! sign's recycled from an old game I never finished called THE FUCKIN AWESOME QUEST. It was pretty much a prototype for Crunchdown, but you could pick up enemies and throw them. Well- You could pick up anything and throw it. It was cool.

Don't think there's anything else. Is it running slow for anyone? I turned the quality down a notch cos I think it might be running slow. Something I should do: Add some kind of collectible stuff to give you.
Any suggestions on how to beat a giant enemy crab, I'm all ears.

Halloween 08
The boss is done. Enemy crab up n runnin. Tell me how you get along with it.
For a long time it was too hard. I had to slow it down in a few places, pace it out. You should've seen how efficient it was before though- He used to shoot 20 leeches at once, now he shoots 5. Kind of inspired me to save that as some kind of Hard mode.
The little dialogue before the boss fight, I think it's a necessity. Inspired by alot of game, but let's pin it down to Bionic Commando. I LOVED the feel of that game. I was gonna ask a seperate artist to do the character portraits in photoshop, make em look all HD. I think they look OK though, we'll see how I get on. I'm no fantastic artist.

I've got a HUD interface now n all. Life bar and all. I took the GO!! sign off though, I just thought it was unnecessary and redundant.
I spent like a whole day designing and redesigning the HUD though. I'm really into interface- Right now I hate the health bar I've got. It's so boring, it doesn't fit the character, it says nothing about health, I just hate it. I CAN'T THINK OF A GOOD ONE THOUGH. I'll keep working on it.
For a while I had a happy face in place of the health bar, and as you got hit the face turned sadder and sadder, then it turned into an angry face when you were really low on health, then it turned into a skull when you were dead. It was pretty funny, but just so dumb.

COINS- There is now money in the game. Just something to encourage you to explore and give you some instant gratification. I SO tried to avoid using coins. It doesn't fit into the game atall- Why are you collecting money? Why do demons have so much money? Why coins? It's such a cop out. Again though, what else is there? I wish I could think of something better. They don't even look like coins, they're just yellow circles.
When I first put them in, I noticed that it really slowed the pace of the game down. You'd beat a guy, then run up and down collecting the coins, beat another guy and jog on the spot getting the coins again. I wanted people to just steamroll straight through instead of fannying about collecting things. So now, after a couple seconds, all the coins will zoom towards you. Keeps the game flowing AND looks pretty cool. What do you buy with these? Cool stuff.

I think THIS LEVEL is just about done. Maybe add another move or two to the crab, take out the dog revolver (he doesn't fit in, thanks BlueySciuto) then move on to a new level. I really didn't have enough vertical exploration on this level. Turns out there's not alot to build on a coastline. By the way, how's the framerate for everyone? Seems ok for me, kind of drops on the boss. Also everyone confirm for me that you actually read this. For some reason I imagine everyone just clicking the link and sayin "Yeah that's cool" then leaving. So even if you've got no feedback or ought, just tell me, yeah?

Keep an eye out for treasure chests! There's two. God I wish I could have something better than these little boxes, but I'm gonna have to think of a substitute for money first. Maybe I could have some kind of grubs that a trader demon eats and you use it as currency to buy stuff from him? Thinkin off the top o my head here.
I had a health bar for the crab boss, and he could die, but I took it out. It bit a chunk out of the framerate and looked pretty crappy.

EDIT- WOOPS I JUST UPDATED IT. Made the boss a bit more intuitive, got rid of the crazy Terminator leeches. And YES I'll update the enemy's death animations later.


Comments

sweet

awesome

wow alot of text....il need 2 days to read this.....but still....COOL!

I love crabs. They're the most awesomeest creatures ever.

CRRAB- BBATTLE.

Crab Joke

Those damn leeches are too hard to avoid. I know you want them to follow the character, but really it just makes it so hard to even try to avoid them.

Please add in some way to know that the crab is being hurt, for a while i thought i was shooting the crab to no avail.

Very nice overall. Great artwork, and that includes the pre-boss talk, you don't need another artist for that I reckon.

I kind of thought they were too swift myself. I kept lowering the number of them onscreen cos they were too hard, but it looks like that wasn't the problem. Ok yeah, I could make them less accurate.

I might add a red flash to the bottom of the crab so you know it's getting hit. Actually yeah, it was dumb of me to teach the player that a red flash means a successful hit, then not include it on the boss.

Ok thanks, pretty great feedback.

I think the black belly thing is too subtle....

Just updated.

Confirming that I read these.
Game's coming along great so far and I think it is great that you are blogging your progress for us all to see, perhaps instead of the coins they could be some sort of object that is relevant to each level. For example, this level being by an ocean could have seashells. Then again maybe that is not much better than the money, but I am just throwing out ideas.

A question though, is the boss able to die now?, granted I wasn't hitting it for all that long but I had no clue whether I was doing damage or not.

No I can't have the currency relevant to each level. So many reasons- How is the player supposed to remember what to get? It'd cause confusion like ARE THEY ALL TO BE SPENT IN THE SAME PLACE? Does the things I get in this level add onto the things I got in the other level? Why am I collecting these random-ass seashells?
Thanks for the idea though.

The boss can't die. I made it a bit more obvious when you're doin damage and when you aren't with an update.

Nevermind I killed it.

Did you climb up n get the guy?

i bet ur gonna make like

1000,000,0000

flash dollars off this.

otherwise its cool, I cant test dificulty till you actualy make so we can die.

SUCK MY DICK FAGGOT!!!

....................../´¯/)
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........../'/.../..../......./¨¯\

"I am a boy who loves girls and will do anything to be loved and respected.I will bring love and justice to the world and give love to those who need it." lol

Hey where'd your news post with your cell phone number go?

This feels very awesome, it is alot of fun already, but when walking right/left the player shouldn't be at the very right/left as well, because of that I cannot see where I'm walking.

Also, I want to collect the coins myself. I don't want them to fly to the player. That feels a little boring.

I thought the guy was centered enough allready, but actually you're right.

Here's the game before the coins zoomed to you:
http://spamtheweb.com/ul/upload/0 11108/2155_YeahBabyGoYeah_Allrigh t.php
I've played it like 5 or 6 times in that state over the course of developing the boss.
The thing that stood out to me was that, every time I beat an enemy, I had to run backwards and pick up all the money before I could move on. I feel like, over the course of the game, this is really gonna start to annoy people. Also it takes alot of the satisfaction out of killin a guy and made collecting money seem more like work than an added bonus. That's how I see it anyway. For one level I could deal with it, but for a full game, I'd hate that.

I suggest you have an optional button for meleeing because in the crab battle its annoying to keep my mouse following the guy because it zooms out.

P.S. It's awesome so far. Can't wait to see the full game!

why the hell are you melee-ing the crab?

i do hope your not still using duplicated movieclips, and other fast track ways to burst a memory pipe...
but game looks good, like the animation and the feel f the gradual speedup as you run.

I am still using duplicated movie clips :|

Why, what should I be doing instead?

i fighted the crab like for a fucking year and it never died, AND YES I FUCKING HIT THE GUY THAT WAS RIDING HIM lol

Fuckin read the news post

Okay here I go.

I've been playing all updates and this is the first time I presence a significant frame drop. It's significant enough to drop the fun value. A lot.

Somethings you may have realized, I've been noticing for some time:

-if you deliberately walk out of a plataform, you didn't input a jump, and the character falls, but in his standinOnTheFloor routine. That way, he's allowed to execute ground commands such as jumping.

-if you get hit while in the air, you will be automatically redirected to the standinOnTheFloor routine, therefore allowing a second jump and other ground commands.

-if you stop running, the updated friction will rapidly slow your movement down to zero. However, if you change directions without stopping, the friction is really low, making the character run on place for what seems like an eternity. That reduces the idea of control responsiveness, which is important in an action game filled with enemies.

-the boss has a bug, but has been already pointed out.

As for a substitute for money, in your case, I would think of some kind of style points. The game's name is a combo yelling, and you already told us the storyline is all about massive dumb stylness, so I'd believe some kind of style counter would be suitable.

I'll be waiting for the next update.

Thanks for these points. I was wondering what was causing him to do the standing animation in mid-air, you may av just spelled it out for me.
I'll see how it is with no sliding when you're changin direction.
I don't know what this boss problem is.
I WOULD have a style counter, but come on, that's totally ripped from Devil May Cry.

Hey this is brilliant. You make some really good design choices (ones blogged), but then you make some really odd ones i dont get it. I think thats why crunchdown wasnt as successful as it shouldve been. Heres some that i spot here:

- needs more friction when you change directions.
- Crab can walk too far right, so you cant get up on claw
- Needs WAY MORE player guidance with the crab.. i mean, a green arrow indicating to go up the claw +a little outcrop of urchins, forming a wall, on the bit that you wall jump across... so it makes sense that you walljump up there.
- Remove stairs on lighthouse/house..theyre confusing.
- Your artstyle is really inconsistant and brings down the look/proffsionallism of the game... (is that a word?haha). Like the wood in the house is too textured. The Giant hud looks awful. The blurr on the ground rocks doesnt fit, and i think itd be better to see his feet making contact with the ground. and the change of outline size..etc looks quite bad. However, the animation on characters is amazing!
- Gundog is too powerful imo

Good to see so much progress!

I know why Crunchdown wasn't a hit, I've read the reviews.

-Friction: Done
-I meant to limit the crab's space. I must've just forgot
-The crab does need more player guidance. There's no way I'm adding an arrow. I'm gonna have to think about this, it's gonna take some visual cues, but I don't know what.
-Actually yeah, it does look like you can walk up em. I think it'd look pretty stupid to have em without stairs. I'll take em out anyway.
-Proffsionallism isn't a word. Yeah I'm gonna think of something else to have on the walls of the house. I ran out of shades of brown though :(
You mean foreground rocks? There's no blur on em. I like em like that anyway, they're staying.
You can't really have his feet making contact with the ground, because the ground isn't a flat line.
Outline thickness: I THINK you're talkin about the background art in comparison to the characters. I'll see how it looks even'd out.
-Gundog is on a level that's too easy. Don't worry, health and damage n shit will balance out.

EDIT- Here's a version where the lines in the background and boss are consistent with everything else. Better or worse?
http://spamtheweb.com/ul/upload/0 11108/71716_ybgya.php

boss glitched on me.

That tells me nothing.

Getting better, but some things don't fit in. How I've said about the enemies, but instead it's the buildings. They seem to stick out like a sore thumb such as the textures in the house used for the wood as mentioned before.

I'm a guy that loves things that aren't made in the line tool (off-topic) so when I see all of those stick animations with the pivot looking figures I get easily turned off. But when I see a game like Rage with the sketchy figures I get happy. So it's sort of like that when someone uses textures, it's not natural even though it can look nice. Maybe if you trace over the walls with the line tool and then color it in it will be a nice replacement.

I'm glad how you balanced out the special attack with the health. Now for the coins, will they be used for buying anything or will it be like Super Mario where the coins were just for show.

Here is some more music to maybe give you ideas or even use:

- <a href="http://www.newgrounds.com/audio/listen/173680">http://www.newgrounds.com/audio/liste n/173680</a> (One of my favorites)
- <a href="http://www.newgrounds.com/audio/listen/182470">http://www.newgrounds.com/audio/liste n/182470</a>
- <a href="http://www.newgrounds.com/audio/listen/161749">http://www.newgrounds.com/audio/liste n/161749</a> (Maybe a relaxing ending?)
- <a href="http://www.newgrounds.com/audio/listen/121944">http://www.newgrounds.com/audio/liste n/121944</a>
- <a href="http://www.newgrounds.com/audio/listen/116233">http://www.newgrounds.com/audio/liste n/116233</a>

Someone else mentioned the line thickness of the background art specifically. They said it made it all kind of not fit in with everything else. Here's a version where I changed some of the graphics to make everything more consistent:
http://spamtheweb.com/ul/upload/0 11108/71716_ybgya.php
I don't know whether it looks better or not.

The money will buy stuff.

I'll check this music out later.

May I ask what the mohnay will buy or are you still thinking some crap up?

Also, like some have said the leeches are pretty hard so either lower the damage they do or make them shootable.

Also, I went through the boat area with the bats and just waited until we got to the other side and it looked a little weird when I jumped around in the lighthouse and there were hordes of bats moving through the lighthouse like it's a part of the background because to them it is.

Okay I don't REALLY want to talk about what you'll be buying, because the game's design changes loads while I'm making it. I get some ideas halfway through, some things won't work- Shit changes all the time and I don't want to outline everything this early in development.
But basically you could buy new moves like the double-tap moves. You could swap your radial special (hold down the mouse button) for something else, like a directional special or a timed beastup or whatever. You could buy bonuses to your guns that make them do more damage the closer you are to an enemy, a bonus that makes your close-range attacks do more damage, a bonus that gives you more health, a special move that creates a decoy to distract enemies, a special that freezes enemies, you could buy concept art, difficulty levels, loads o stuff.

I'm happy with the leeches right now. You'll be able to buy more health.

I COULD add hit detection to the bats so they don't pass through walls. The framerate's struggling as it is though and I think that adding while(){ functions to about 12 more enemies- fast enemies- That most people are gonna kill before they get to a wall anyway is only gonna make it worse.

You could essentially skip the boss cut scene by staying away from the middle of the crab when it's walking and the brown ball creatures that latch on to you (reminds me of Wind Waker and the fuzzy baby caterpillars) look really strange while running. Sometimes they are latched on to you, but aren't even on the body.

I also took the liberty of showing you with images some of the glitches from bad to worse:

- The Bat Glitch:
<a href="http://img521.imageshack.us/my.php?image=bsbatglitchpu7.png">http://img521.imageshack.us/my.php?im age=bsbatglitchpu7.png</a>

(Just lure the bats to the lighthouse and watch em fly through the building)

- The Boss Glitch:
<a href="http://img201.imageshack.us/my.php?image=bsbossglitch1jw9.png">http://img201.imageshack.us/my.php?im age=bsbossglitch1jw9.png</a>

(Paralyze crab near lighthouse, jump on crab left claw, jump onto lighthouse and then keep going if you want. To get across the lake use a radial special and climb over the claw and jump to the farthest left while on top. Rinse and Repeat)

- More Boss Glitch Pics
<a href="http://img353.imageshack.us/my.php?image=bsbossglitch2pd9.png">http://img353.imageshack.us/my.php?im age=bsbossglitch2pd9.png</a>
<a href="http://img353.imageshack.us/my.php?image=bsbossglitch2asq6.png">http://img353.imageshack.us/my.php?im age=bsbossglitch2asq6.png</a>

Just trying to help you with the whole project, man.

I'm gonna have to add an invisible wall to the light house to stop guys from going backwards through the level.

I'll fix the dialogue scene n all.

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