iframe

I got Rebound working in an iframe. It doesn’t seem to affect the performance at all.

Ideally, this is how you would play the game when it’s finished. I might even use it for the open beta, so it’s easy to leave comments. I’ve been meaning to sit down and figure this out for a long time. When it comes to the website, I prefer to keep things as consolidated as possible.

Just need to get rid of that black border on the top-left.

Anyway, I thought I would share.

Posted: March 27th, 2014
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sound compose by bunbun

Been working on the end-game dialogue.

Right now there are three endings, depending on how many collectibles you collectible.

Also I’ve been perusing the end credits sequences for some of my favorite games, gathering inspiration.

And by “inspiration”, I mean “a database of Japanese programmer nicknames”.

Posted: March 19th, 2014
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command

Phew! Finally, I have an image to show you.

This is a new character who only appears at the end of the game.

He’s the boss, so I based his design on the key that bosses all the other keys around.

Posted: March 1st, 2014
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closed beta update

The closed beta is going well.

General consensus: the game is functional, and the Ice World is extremely difficult.

I’ve been making some level design adjustments, based on the feedback. The Ice World has always been a source of stress, and it’s a bit relieving to know where it works and where it doesn’t.

I’ll continue to make adjustments, and the next step will probably be end-of-game dialogue.

Posted: February 23rd, 2014
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We’re Back! A Developer’s Story

Well, January ended up being an unplanned hiatus. But I’m back working on the game, and things are shaping up nicely.

For the next step, my plan is to have a small closed beta release of Rebound, just to make sure it isn’t fundamentally broken. After that, I’ve entertained ideas of an open beta, maybe on the Scirra forums. No idea on the timeline for either of those releases. But I feel there are only a handful of essential changes to make before the closed beta.

All that is to say, there should be a version of Rebound available to play within [several] [units of time].

Posted: February 8th, 2014
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timetrails

A while back, I made this trailing ghost effect for the Thermosphere. It would trigger whenever you ran into one of the “sonic poops” that the jammyfish leave behind. But then I tried it out in the other worlds, and I decided that it should happen throughout the game.

Other than that, I’m just checklisting and removing some “Solid” behaviors that were wreaking havoc on my “Platform” objects. Which is kind of embarrassing. You know, since I’ve been using this program for three years now.

Read a tutorial, why don’t you?

Posted: December 21st, 2013
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gooTrigFloorWallCornerSprite

I’ve revised some of the nanoGunk behavior.

Can’t have that stuff hanging awkwardly over ledges. It simply won’t do.

Sorry it’s been so long since the last update. Sad thing is, my car is dead, so it might be even longer before the next post.

But I will try to put on my big boy pants while I call strangers (*shudder*) about vehicles they are selling, work diligently on my game, and march toward the holidays.

Posted: December 3rd, 2013
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hornet’s nest

Still checklisting, feeling better about the game all the time.

There’s still plenty to do, though.

I’ve been working on making these little guys more annoying.

You’re welcome.

Posted: November 3rd, 2013
Categories: Games
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