I've made a new version of Prometheus which is now available on Steam and the other places where the game is sold:
20150430 - Version 1.5
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- Fixed weapon hitboxes
- Added music and sound effects volume settings
- Fixed attack sometimes not responding to input
- Added basic joystick support
torsdag 30 april 2015
tisdag 21 april 2015
Prometheus released on Steam
Prometheus has now been released on Steam. A big thank you to everyone who voted for the game so it finally got greenlit on there. The only major difference from the version available at Humble Bundle is that I've added a number of Steam achievements. If you have already purchased the game outside of Steam and want a Steam key, contact me and I'll provide it for you.
torsdag 2 april 2015
Prometheus Easter egg
It struck me when playing through Prometheus that I have not yet revealed the Easter egg I included in the game. And what better time of the year to tell it than right now? :)
In Kolchis you need to enter the doors in the woods in this order:
1. Take the first door to enter the labyrinth.
2. Go to the right and take the door you come across.
3. Go to the left and take the first door you come across.
4. Go to the left and take the first door you come across.
5. In the room you are in now, equip the Wings of Icaros and jump into the wall to the right. You will enter a room with a boss fight - against Sand Man from Mega Man 42. :) Prometheus only gets damaged from the magic dust, he will not fall asleep.
1. Take the first door to enter the labyrinth.
2. Go to the right and take the door you come across.
3. Go to the left and take the first door you come across.
4. Go to the left and take the first door you come across.
5. In the room you are in now, equip the Wings of Icaros and jump into the wall to the right. You will enter a room with a boss fight - against Sand Man from Mega Man 42. :) Prometheus only gets damaged from the magic dust, he will not fall asleep.
onsdag 1 april 2015
Prometheus new version 1.3
I'm in the process of making Prometheus available on Steam, turns out it's pretty complicated to say the least. I played through the game and found out the animation speed bug the last version was supposed to fix had gotten even worse, now the animation wouldn't run at all. I've made a new version which should soon be available. It's a very small cosmetic fix but I want the game to be as bug-free as possible when gets released on Steam.
måndag 30 mars 2015
Mega Man 42 v1.2 (definitive version)
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
------------------------
- 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
Changelog:
-----------
20150330 - Version 1.2
------------------------
- 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
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.
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