Indie game developer, Flash artist and cartoonist. Also, Coke lover.
It's been a while since I went to IndieDB. What? Like, since april. Yes, that's a lot of time, and a lot has been happening recently. So let me tell you what happened:
I've been drawing, a lot:
Then, I got my very first tablet (tho other one was for Dennot).
With this, I could improve the way I work and make it even faster!
And I've even made some comics! But I consider them too explicit to show them here ._.
I've traveled three times since april, to: Miami, Orlando and Cancun.
...And seized those travels to gete these:
I also joined a couple drawfag threads on 4chan...
And yes, these are way more explicit, so I won't be showing them here, sorry.
Game Maker: Studio came out, and I decided to check it out:
This is going to give us all a lot more opportunities at game design!
Oh, talking about opportunities, I had the opportunity to join Brandon's amazing gaming group: TheGamersCave (I no longer work with them)! Working as their official artist, I've done lots of spriteworks for their YouTube channel:
It's really been a great time, and I enjoyed most of this half-year. I did a lot of things and I'm pretty comfortable with it.
And now, games stuff:
Viral changed a lot since I left IndieDB. In fact, it evolved a lot. First of all I created a whole new perspective by introducing 3D into the game.
Yes, this required beginning from zero, but it didn't affect Dennot's neat spritework because I wanted to keep the squared aspect of the game. And so, we went on...
Dennot and I built an acceptable 3D house. I did the code and modeling while he made the art. We were proud, since it was the first one we made.
Then I wanted to change the aspect of our little buddy...
We both failed sometimes, either code or art...
...But it didn't matter, because it all can be fixed with some effort.
The game was starting to get a nice looking shape, but it didn't last long.
Dennot and I had some troubles, he stopped making art for the game and I was all by myself.
I noticed that I had made a huge error on the game's script, something that required to remake the whole script. So I headed for it, it required a different kind of script, I hardly handled it:
The more I advanced with the code, the harder it was to make. It was a nightmare.
Then, I had a discussion with Dennot, where we both agreed that the game didn't had an objective at all. I got desesperated, and literally couldn't sleep because I was way to worried about it.
So I considered changing the game's orientation and style.
But I didn't. I simply couldn't stand it.
So I kept the original style of the game.
I was planning to add another character to the game, a girl?
I was disgusted with my designs, always, they were horrible. This also kept me worried. So, instead of working on something that didn't matter at the moment, I tried to make something that was really important for the game: enemies.
So, yeah, I managed to make a cute little zombie based on the character's model, it wasn't that hard. I even made it to follow the character using the exact same code from the previous Viral script, but it was way to bugged, and I couldn't figure out why.
Then I, stupidly, attempted to begin multiplayer commands for online plays and that. I've succesfully done this before with 2D games, but never on a 3D game. When I ran the game, it crashed, in all my years of game programming I've never managed to crash any game, and I couldn't figure out the reason.
Every single aspect of the game was getting more hard to program each time I advanced (even the inventory system had way too many problems), and keeping me worried more and more. So I quitted. I quitted because I couldn't stand being mortified all the time with a project that didn't make me happy the more I advanced. It was horrible.
Being an indie developer means that you can freely choose whatever you feel like doing, and more importantly, being happy with it.
You can freely download the lastest versions of the project below:
Viral: Pre-Alpha 2 (A)
Viral: Pre-Alpha 2 (B)
I have quitted on making Viral, for now. I see myself in the future more experienced and I'm so going to do it, because it is one of the games from me that I consider not a gimmick. I will bring Viral back to life.
It's been a real while since I last updated Ooni, in fact, its development was stopped way before we began Viral, but it has not been cancelled. I'm still looking forward to finish it someday, but not now.
One of the main reasons it was stopped was because our idea was stolen, one of my followers on Twitter made a rip-off of my character and it's now getting profit from it. That's why I'm going to get copyrights for it soon, not because I want to sue him, simply because I want to keep my stuff mine so this won't happen again.
As I said before, Ooni's development is currently stopped.
- Controller support
- Bug fixes
Even with the new bug fixes, there's still a major bug that doesn't let you respawn when you die sometimes.
You can get the new file, The Million Character Game: Pre-Alpha 2, below:
I've been talking with BusinessBanana (better known as G-or-G by some of you who saw the stream) about continuing the game. My schedules for work is kind of full at the moment, with three games on the list I can't do much with TMCG at the moment, so me and BusinessBanana (and possibly Dennot) are going to redo as we did with TMCG's debut: with another live stream. Whenever we are going to be working on TMCG, it will be all about planned live streams, where BusinessBanana and Dennot are going to introduce new characters to the game's list while I work on new features.
These are various things to add in my list:
- More intelligent AI
- Real fighting enemies
- Adventure Mode (TBD)
- Challenge Mode
- Battle Mode
In order to make the game more interesting we'll let you choose the kind of new characters that will be added on the next stream, where you can choose now between: Pop Culture Cartoons, Pocket Monsters, Video Game Culture and Anime. The most voted topic will be used on the next stream.
Instead of making 24 hour streams, we'll make smaller ones. It's a pain to be doing that. Stay tuned, we'll reveal the next stream's date when we get it planned correctly.
Candypede (name TBD)
The iPhone 5 just came, in some ways it was a gimmick, but in other ways it wasn't. It's most important new feature was it's larger screen.
I wanted to seize this new screen with a new game and, of course, the Retina Display for x2 quality. So I tought of Candypede (name to be determined):
It is a game about a cowboy tooth riding a giant flying centipede shooting peanuts to onions in ships to recover its candy.
I currently have a pretty basic example of the game's looks and definition, you can get it by clicking below:
This game is currently being developed.
Running Seed (name TBD)
The Running Seed (name to be determined) is a considerably hard game, not only because it requires agility to be beaten, but it also needs your memory. Remembering which path is the correct one and also having small time to think makes this little experiment a success.
It has been growing since I first made the prototype, now it has lots of various unfinished new sprites that will be added to the final build. However, since I'm currently working on Candypede, and I consider Candypede more important to be done than this one, Running Seed's development will stay in stand by until Candypede gets to the AppStore in Beta.
But you can still download the current version of the game below:
Running Seed is a game planned for Windows, Mac, iPhone and iPad.
Pocket Dungeons (name TBD)
I've been playing Delver for a while and I got obsessed. Really, it IS good. That game reminded me of that game I've been waiting to do, but I'm too scared to do. So I got energy to make a randomly generated dungeon mechanic using the free Oryx sprite set. It is the same spritepack that Leyends of Yore and Realm of the Mad God uses.
Yeah, sorry for the minuscule images, you can see bigger ones here.
This game or prototype or practice or test is nothing basically. It is just a randomly generated dungeon with a couple enemies (press spacebar to attack).
You can test it by clicking here or below:
Oh, by the way, Delver is on Steam Greenlight now, and I would really love to see it on Steam, so why don't you give it a thumb and support them?
What you just saw was just the pit of the iceberg, or at least what I consider the most important things I've done recently.
Writing this made me browse my current and older blog, and I found this:
"Dear new blog....
....I would like to change the world, just a bit. I'm not sure how I am going to do this, but I would like to try."
This quote may sound very closed. People think that the only ways to change our world is by doing wars, revolutions, inventions, etc. Most of us, that 99.99% of the planet, do not have access to do so, either because we can't or because we did not route our lives for those directions. For example: in that point of view, I can't change anything, because I'm a game developer or a cartoonist, my way to contribute to the world is to create joy, games brought me joy when I was a little kid, now it's my turn to return the favor.
So, here's the new quote:
What's your way to change our world?