This was my entry for Feb. Dwelling of Duels, the theme was Kunio-kun games, so i chose River City Ransom. Pretty simple and small arrangement, but i really liked it. http://youtu.be/Yzl1A0J01LM Tweet
The new version of this site is live. Now, much more minimalistic, featuring the great art of Orioto (http://orioto.deviantart.com) as the background. All coded in CSS3 and HTML5. So, there's a great big chance that IE users can't read this. Quite honestly, i couldn't care less, they're using IE anyway. It works on Firefox and Chrome.
Hopefully this will stay for 2012, and i will update it more. But hey, who knows, right ?
Nov. 1st 1986. Do you know why this date means something ?
This was the day that Alex Kidd in Miracle World (and Alex Kidd himself) was unleashed upon the world. Today (Nov. 1st 2011) marks the 25th anniversary of Alex Kidd in Miracle World.
And to celebrate that, i decided to record the entire soundtrack of the game. The result is an EP, called "Giant Fists of Doom", which is avaiable right now, for only 2.99usd.
This was the result of over 2 months of learning, arranging and recording music for the resulting 20 minutes of aural badasscity.
I don't know much what to say about this album, this is truly an effort from me, in order to pay tribute to one of my favorite games of all time, because unlike my other favorite game which is also 25 years old, this one has music that i actually CAN play.
So, here it is, the Youtube trailer for Giant Fists of Doom :
And that's it ? Oh no, the EP features the awesome art of Lee Tatlock, be sure to check his works out. You can go here : http://l-tat.deviantart.com/ to see more of his art. What else can i say ? Well.. i think that's it.
The EP is out, the anniversary is celebrated, so that's it.
Oh yeah, there's my speed run gameplay of Mt. Eternal, after the jump.
Super Racing, is one of the rarest Sega Master System games, but one of the finest 8-bit top-scrolling racing games in existence, it's even better than some more advanced 16-bit games (Aguri Suzuki's came to mind).
Developed by Sega, Super Racing could be the missing link between Monaco GP and Super Monaco GP. It have the same top-down view of the predecessor, but already lives in the F1 universe, like SMGP. Maybe the Super in the name was a redisue from a different naming strategy ? Very little is known about this game, so it's hard to say for sure.
Released for the Sega Master System, in Japan only, not many copies were produced, probably because the developers felt that the lack of license from FOM (FOCA at time) was a deal breaker for most people. For me, it is the charm of the game. Driving a Fellari or Lotas, it's what it was all about back then.
The game supports the somewhat rare (outside of Japan and Europe) SMS Paddle controller, which is a dial controller for the D-Pad. But unlike some games (BMX Alex Kidd), it works flawlessy with regular control pad.
Featuring a bunch of track, none of which resemble their real-life counterparts in almost nothing, and having extra japanese tracks, which i'm guessing are fictional, Super Racing shines in the game engine. Fast paced, but intuitive and very fun to race, unlike many other 8-bit racers where you get bored after a race, Super Racing can have you playing the whole championship in one sitting, which is good, because the game features no save system or password system.
I don't know much about this game, but i do know that i love it, and i love the soundtrack, so for me, it's B.G.M mode always, because the Real Mode, just takes the music away for an annoying 8-bit engine sound.
Here's a video of me, playing the first 2 GPs and Practicing at MONAKO (not a typo on my part).
Turmoil, was released almost exactely 29 years ago today. It is a great little gem of the decentely sized Atari 2600 library. It's a VERY simple game, but the simple gameplay leads to hours of fun and replayablity. The graphics are really nice for the system and the controls are tight. It's one of my favorite Atari2600 games, and it isn't on almost anyone's list. Such a shame on them, really.
Still going on with the F-Zero theme. This time we have the lost Mute City from SNES, the Mute City IV, from the BS-F-Zero II for the SatelaVision add-on for the SuperFamicom. This was a Modem-cartridge, released in 1996 that gamers could download modified and exclusive versions of their favorite games, such as this one, the F-Zero II (there were BS-Fzero I too, equal to the one sold on carts), StarFox and Zelda were also slightly modified for the BS release.
Mute City 4 is a different take on Mute City I, and it's a really fun track to race.
I love F-Zero, it's one of the few games in my small SNES collection that i made a point in getting complete (with box, manual, and all paperlets and everything that comes with it). It's one of those games that i played over and over and over again, always enjoying it to the last bit of it. Amazing Mode-7 graphics, fast paced futuristic sci-fi plot, a racing game, with an absurdely wicked soundtrack. Is one of those things that one can't really not enjoy.
So, since i've been in a SNES kick, i decided to go with my favorite track from the game, Mute City (according to the manual, it was called mutant city. (Which i don't quite believe, since there's another track called Silent), but anyway, it's a great track, and i present it to you, in all 3 versions. Morning : Mute City I Afternoon : Mute City II Evening : Mute City III
Epic shooter, developed by Terry Cavanaught (from VVVVVV fame). Really fun and procedural (each play the enemies comes in different places). So you can't really memorize the games, which adds a lot to the replayability factor. It's really cool, it's free, so what's not to enjoy ?
So, i decided to carry on with that stuff i was working on the last post. I really need to focus however. I'm still working in #AS2 so i need to be focused on that. Instead of looking into #XNA or #Unity stuff.
Anyway, if you know me, you know that i HATE to rewrite code. But this time i am doing this. I was trying to keep the code extra simple, and it worked, up to the point where i want to implement some AI stuff. Now my simple code, is too simple, so i need to re-write in a more "complicated" way, but that will allow me to implement the different behaviours i am looking to implement.
I'm finally understand some stuff, like the .attachMovie property of a empty movie clip.
So i spent some good time last night, trying to make my enemy shoot towards the player. And i came up with this : As you may or not understand it is a simple function to make the enemy lock target into the player, and shoot at him, at a random rate. It adds a nice touch of AI, with only a couple of lines of code. As you can also see, it's line 585, my prediction is 4000 lines. Not bad.
It's been a while since i've done anything that is even remotely mentioning.
Lately i have been more focused into getting things done on work, than taking the time on my free time to expand and build my knowledge. However, i had this cool idea for a little game quite sometime ago, and it's been floating inside my mind for quite a while now. I don't know if i will be able to pull this off, but i think it is worth the shot anyway.
So, i started a new project folder on my desktop. As per last time, i will use Flash and AS2, but i hope this is the last time doing so, as i plan on moving to bigger and better engines afterwards. However, before i lose this idea, i decided to use what i know how to use. So, AS2 it is.
I started the project folder and started to gather the ideas. A simple and elegant way to organize the ideas is a .txt file. There i organize all the assests i might need for the project (sprites, frames of animation, music, etc), code samples and engine ideas, story bits, character names and design ideas. That was about.... 2 weeks ago, i think. Last night, i started the FLA project, and started coding. About.. 400 lines of AS2 later, i have the skeleton done. Nothing fancy yet, need to work on a small sample of the graphics before moving to anything else. This, will be quite a ambicious effort from me, especially since i'll be doing pretty much everything by myself. #foreveralone And i do not have much time to invest into this. There is not set release date, and no information on what it might turn out to be. It's not something THAT revolutionary, but it's something that i couldn't find one with exactly the same concept idea. So, i may have some trouble implementing some of the stuff. Hopefully it won't be too much of a drag. At least i know i like to work on small projects like these. Especially when i learn so much about it. I don't remember much of my geometry classes, so i had to google some radian functions in order to make the player move like i wanted to.
That is out of the way, so, i need to move on the interface, the player needs to be able to control the main character, and that's where this come from :
It's a simple mouse aim and lock system, that can be whipped up in less than 10 minutes, if done right, and not for the first time. I lost a little bit more of time, but it is optimized enough. Even though this is the test code, and the final code won't use the "onEnterFrame" events, since it will be a class, loaded into the main _root.timeline.
Anyway, i may update this with some more information on this project. Or not. I don't know if it will ever leave the project state. Only time will tell.