To celebrate the greenlighting of Prometheus, here's a treat for you: The definitive version of Mega Man 42. I went back to the game after about a year of its release, and with a new perspective I realized that it was more than difficult enough already. So no need for a Nightmare mode. Also the graphics are fine enough for a fan game, so no need for a Redux version. Instead I've fixed a few bugs, most notably the ending now looks like it's supposed to do.
Changelog:
-----------
20150330 - Version 1.2
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- Fixed special weapons bug where you would sometimes not longer be able to use them (had to do with the on-screen limitation not adjusting properly when opening the menu)
- Fixed the game crashing when the player character would die at the same time as the very last boss
- Changed item-spawning so they appear inside solid ground less frequently
- Fixed bug where Roll would get stuck in the air when teleporting and after beating the very last boss
Mediafire link:
http://www.mediafire.com/download/mza6ha29q6w18a5/Mega_Man_42_v1.2.zip
måndag 30 mars 2015
Prometheus has been greenlit on Steam!
It's been a long time since my last post, for which I'm really sorry, but what better way to come back to the limelight so to speak, other than to tell you that Prometheus finally has been greenlit on Steam! I've been away from my computer over the weekend but read the e-mail today. I really can't wrap my head around this at the moment, but it feels great and it's very good news for my future game development.
Even though I've made no posts here for a very long time, I've been working on my games all the same. Like I wrote in the last post, Crimson Sky was the project I focused on during the autumn of 2014. However once I got something resembling a game together it just didn't play like I wanted it to. The hi-res graphics that had taken so long to make didn't look that good and the game just had no oomph. I had to make too many compromises in order to make Crimson Sky so the game just didn't pan out.
Because of this I made the decision to go back to Mission: Afghanistan instead. So that's what I've been working on since January or so, and so far the results really have been to my liking. I've come to the realization that retro is what I want to do and what feels fun for me to work with. Within a few weeks I think I will have the demo ready, 1/4 of the first stage is done at this point. I will post a few screenshots soon too to show how work is progressing.
Dan Butler will once again compose the music and be responsible for the SFX as well, I am very happy to have him on board once more. I plan to make a web site for Magical Hackers and my games sometime in the near future which means I will move away from the blog once that happens and post there instead.
Even though I've made no posts here for a very long time, I've been working on my games all the same. Like I wrote in the last post, Crimson Sky was the project I focused on during the autumn of 2014. However once I got something resembling a game together it just didn't play like I wanted it to. The hi-res graphics that had taken so long to make didn't look that good and the game just had no oomph. I had to make too many compromises in order to make Crimson Sky so the game just didn't pan out.
Because of this I made the decision to go back to Mission: Afghanistan instead. So that's what I've been working on since January or so, and so far the results really have been to my liking. I've come to the realization that retro is what I want to do and what feels fun for me to work with. Within a few weeks I think I will have the demo ready, 1/4 of the first stage is done at this point. I will post a few screenshots soon too to show how work is progressing.
Dan Butler will once again compose the music and be responsible for the SFX as well, I am very happy to have him on board once more. I plan to make a web site for Magical Hackers and my games sometime in the near future which means I will move away from the blog once that happens and post there instead.
måndag 16 juni 2014
The current next game
Just a small tidbit to let you guys know that I've begun work on my next game. It is going to be a sidescrolling action game set in a dystopian future, where you fight a totalitarian government's thugs either with your sword or an assortment of various kinds of firearms. The game is going to be in high resolution with advanced enough animations. Genre-wise it will be a bit like the Megaman Zero-games except with an emphasis on the fights as opposed to platforming, with a dose of Muramasa: The Demon Blade thrown in there, as well as Mirror's Edge as far as the setting goes. Work on the animations has begun so I will hopefully have something to show shortly.
The most important thing for me with this game and where I aim to go with it, is to differentiate my work as much as possible from what I've done before. That is, I really want to do something that is not a retro game, and I think from what I've planned this will hit the mark as far as that is concerned. The game is also going to have a much heavier story component which will be very interesting to implement. The working title for the game is Crimson Sky. Last but not least this will also be a much more unique game as opposed to me earlier works which have all been more or less inspired by other games already in existance.
The most important thing for me with this game and where I aim to go with it, is to differentiate my work as much as possible from what I've done before. That is, I really want to do something that is not a retro game, and I think from what I've planned this will hit the mark as far as that is concerned. The game is also going to have a much heavier story component which will be very interesting to implement. The working title for the game is Crimson Sky. Last but not least this will also be a much more unique game as opposed to me earlier works which have all been more or less inspired by other games already in existance.
söndag 4 maj 2014
Prometheus Windows 8 compability
First a big thanks to everyone I met at the Retro gaming fair Retrospelsmässan here in Sweden! I had a blast and it was great to meet you guys and talk about Prometheus!
Like I wrote in the previous blog post, I discovered a new bug in Prometheus in that the centaur boss disappeared mysteriously if you attacked it too soon after it appeared on screen. I thought I had fixed it, but it appeared again when playing the new version 1.1. However, I have traced down the problem to a compability issue between Windows 8 and Game Maker: Studio and games made in said program. After extensive attempts I can't recreate the bug on any of my Windows 7 machines, and staring at the code gives no result, so it has to be the operating system that is the culprit in this particular case.
I recommend playing Prometheus on Windows 7 if at all possible, Game Maker: Studio is not optimized for Windows 8 so there's not much I can do about it. It's not a big deal though, when you face the centaur simply wait with attacking until it has moved over to the other side for the first time. Alternatively you can "cheat" and make it disappear and just waltz on to the item, but it's not a good long-term strategy since you need to beat every boss in order to finish the game.
Edit: Apparently GM: Studio IS supposed to be compatible with Windows 8 according to Yo-Yo Games, but I find this dubious since the bug only appears on that OS.
Like I wrote in the previous blog post, I discovered a new bug in Prometheus in that the centaur boss disappeared mysteriously if you attacked it too soon after it appeared on screen. I thought I had fixed it, but it appeared again when playing the new version 1.1. However, I have traced down the problem to a compability issue between Windows 8 and Game Maker: Studio and games made in said program. After extensive attempts I can't recreate the bug on any of my Windows 7 machines, and staring at the code gives no result, so it has to be the operating system that is the culprit in this particular case.
I recommend playing Prometheus on Windows 7 if at all possible, Game Maker: Studio is not optimized for Windows 8 so there's not much I can do about it. It's not a big deal though, when you face the centaur simply wait with attacking until it has moved over to the other side for the first time. Alternatively you can "cheat" and make it disappear and just waltz on to the item, but it's not a good long-term strategy since you need to beat every boss in order to finish the game.
Edit: Apparently GM: Studio IS supposed to be compatible with Windows 8 according to Yo-Yo Games, but I find this dubious since the bug only appears on that OS.
fredag 2 maj 2014
New version of Prometheus
I've uploaded a new version 1.1 of Prometheus which is now available. The new version rectifies a couple of bugs. One of them involves the centaur boss which would disappear if you attacked it right as it walks on screen. Also the animation speed when Prometheus walks would sometimes become too fast.
torsdag 17 april 2014
Maze Dude out!
Maze Dude has now been released and is available for iPhone and iPad in the iTunes app store. The game is primarily developed for iPad, so I recommend that version first and foremost.
If you want to test the game or don't own an iOS device, a PC version is also available by clicking on the below link:
In other news I've decided not to continue development of Mission: Afghanistan. I really would like to make the game, but in order to get it as good as I wanted I calculated I needed one year of development time, which I just think is too long for such a risky proposition as an indie game. After doing some research and thinking about it I think six months tops is a much more reasonable time frame. So I have had to go back to the drawing board and try to come up with something else. I have a few ideas but it'll be a while until the process reaches the point where I have something to show you guys.
One last thing is that I'm going to showcase Prometheus at a retro gaming fair here in Sweden. So if you live in Sweden and want to test the game out, go to retrospelsmässan on the 3rd of May!
If you want to test the game or don't own an iOS device, a PC version is also available by clicking on the below link:
In other news I've decided not to continue development of Mission: Afghanistan. I really would like to make the game, but in order to get it as good as I wanted I calculated I needed one year of development time, which I just think is too long for such a risky proposition as an indie game. After doing some research and thinking about it I think six months tops is a much more reasonable time frame. So I have had to go back to the drawing board and try to come up with something else. I have a few ideas but it'll be a while until the process reaches the point where I have something to show you guys.
One last thing is that I'm going to showcase Prometheus at a retro gaming fair here in Sweden. So if you live in Sweden and want to test the game out, go to retrospelsmässan on the 3rd of May!
söndag 30 mars 2014
Prometheus - The Fire Thief is now out!
Around seven months of hard work has finally led up to this, the release of Prometheus - The Fire Thief! I have a few things I want to write about, but first the widget:
If you have any questions or feedback of any kind, please post a comment here or go to Prometheus's entry at Indiedb.com: http://www.indiedb.com/games/prometheus-the-fire-thief
Prometheus is a retro game and it's intended to have a difficulty close to that of NES-era games. That being said, I've tried to make it more welcoming by enabling the player to save at any point in the game among other things. I realize though that it's a possibility that the player might sometimes need a small hint in a game like this, and because of that I've also written a walkthrough right off the bat. I'm not saying that the walkthrough is required, the game is intended to be played without it, but in case you need it you can download it via the link below. If nothing else this will save me answering a lot of questions :)
If you have any questions or feedback of any kind, please post a comment here or go to Prometheus's entry at Indiedb.com: http://www.indiedb.com/games/prometheus-the-fire-thief
Prometheus is a retro game and it's intended to have a difficulty close to that of NES-era games. That being said, I've tried to make it more welcoming by enabling the player to save at any point in the game among other things. I realize though that it's a possibility that the player might sometimes need a small hint in a game like this, and because of that I've also written a walkthrough right off the bat. I'm not saying that the walkthrough is required, the game is intended to be played without it, but in case you need it you can download it via the link below. If nothing else this will save me answering a lot of questions :)
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