Friday, August 30, 2013

End of August!

One last thing to get fixed in Atlantean before another round of playtesting and experimenting!   It's moving along smoothly.


Tuesday, July 23, 2013

End of July

Atlantean is chugging along.  The main portion of the engine should be 95% done by the end of this week.

The remaining 5% is difficulty and speed tweaks that will be saved for later, after the code is optimized and the framerate increases.   No sense tweaking delays until that point!

After that comes the other game portions.  These should hopefully go smoothly.

Once those are progressing, you can expect a new video demonstrating these things!



In other news, some of the other things we're working on are still progressing as planned.

Sunday, June 30, 2013

End of June/Start of July!

CCAG went great last week, despite it being way too hot in the building.

Atlantean was well received, and the final main issues with the game have been sorted out! :)

You can expect some kind of updated gameplay footage for it soon.   Everyone is going to love the radar.

Here is our booth this year!

The booth itself, with our new and improved banner.
Atlantean in action, check out that HUD and radar!



Tuesday, June 4, 2013

June!

We skipped the May update!  Don't worry though.  We didn't skip working on things during May. :)

The CCAG Show in Cleveland, Ohio is rapidly approaching!  Be sure to check it out if you're local, or up for a road trip.   We will be there, front and left of center demoing Atlantean, Pyramid Plunder, and Insanity... among other things!

Things of note:
  • Pyramid Plunder is still selling pretty good.  If you haven't already bought it... go buy it! !
  • Atlantean is coming along.  There should be a pretty cool demo at CCAG.
  • Inferno seems to have received the majority of the votes on MSX.org!

Back to coding.  :)

Monday, April 29, 2013

APRIL!!!!!!!!!

Pyramid Plunder has been selling pretty well.  People seem to be having fun with it.

Atlantean is progressing.   There are a few bugs that are mostly sorted out now, which is good, because that means it is closer to being finished!

Not much else to report in the land of Aetherbyte.   Back to coding!

Sunday, March 3, 2013

March of Awesomeness

Pyramid Plunder is officially pressed, and ready for sale!

Pyramid Plunder Page

Go on ahead and order it!

In other news, Atlantean is still chugging along.  Also, we will be posting the Protocade games up onto the site soon for everyone to check out and learn from.

:)

Thursday, February 21, 2013

MOAR FEBRUARARARARARY!

www.msx.org <<< Check out the poll.  It appears Inferno is pretty well received.

In other news, Atlantean is progressing nicely.  I am currently working on tweaking some of the enemy behaviors before going on to some actual "gameplay" tests with the enemy attack waves initiating in proper sequence, as opposed to all of the enemies just flying around doing their stuff.

You can expect an updated video sometime in March showing the footage.

Sunday, February 10, 2013

February!

The latest news:

The results for Inferno for the MSXDEV 2012 compo were largely positive.

You can read the results here, and see some more information, including MP3 rips of the tunes here.

The one discovered bug during the contest has been fixed.  Please see the Inferno page for the latest MSX2 ROM to play!

I'd like to thank everyone involved with the MSXDEV 2012 compo: The organizers, the other contestants, and all of the people who gave the game a shot and provided feedback!

The game will begin being worked on right after Atlantean concludes.



In other news:
Atlantean has now recommenced.

Pyramid Plunder is still exactly on schedule. :)


Friday, February 1, 2013

February

We're still awaiting the ultimate feedback results from the #MSXDEV 2012 compo.

Regarding Inferno:

The game has only been worked on for a mere 3 months.  It has been a hefty learning experience in z80 assembly.

Immediate plans for the game include:
  • Fixing the bug located by one of the other judges for the game.  
    • The sound cuts out if you jump off screen.  I rarely jump off screen, so this didn't come up for me.  It's an extremely simple fix.  A few minutes, if that.   I wish I'd caught it, so it would've never happened!   live and learn! :)
  • Rearranging VRAM.    
    • The art is going to be rearranged so that the game is easier to program.   It's a back-end thing.  None of you playing will notice.   However, the easiness it provides will allow the game to get done faster... :)
  • Rewriting the weapon collisions
    • The method I used turned out to be a bit of a pain to deal with and has resulted in less than awesome weapon collisions when attacking enemies.   It's not awful, but it certainly isn't as precise as you'd expect.
  • Adding doors/switches
    • It will make the levels even harder.   I'm sure you guys will love that. 
Those are the immediate things on the radar for the game.   Once this is all squared away, the next thing then is to make more levels, and add all of the enemies!  The engine will basically be done.

However, Atlantean now takes precedence, so Inferno is on the backburner until that project is complete.  
Don't worry.  It's not abandoned.  Just paused, like I did for Atlantean to work on Inferno :)

Regarding Pyramid Plunder:

 Right on schedule... :)


Atlantean:
It's February.  You know what that means!   Atlantean is off of Pause Mode and is going to resume being worked on. 

Yeah! 2013!