Thursday, February 21, 2013

MOAR FEBRUARARARARARY! <<< 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


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


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... :)

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

Yeah! 2013!