New Worklog for: Marble Insanity / MMMarbles / Marble Mayhem
Community Forums/Showcase/New Worklog for: Marble Insanity / MMMarbles / Marble Mayhem
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I updated my worklog with a bunch of boring details... Go have a peek - you know you want to. |
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Blimey! You've been a busy bee! I feel kinda' lazy that all I've got done recently is graphics for summat else isometric. Woss the ETA at the moment programming wise? |
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I'm not very good at giving dates and stuff. So I'd rather not say much more than... sometime soon. Ok, I'll try better... We have hopefully frozen the design and are just finishing up graphics and coding of the new elements. Getting that done is determined by how fast I can type and how fast we can get some images down. (another month?) After we get the crude behaviours all coded - then it all needs to be adjusted - timing, etc and bugs worked out. (a couple weeks) Once that is done there will be a private beta test / tweaking period. (a couple weeks) So a rough estimate is a couple months. |
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Cool website! Very much "in the theme" :) |
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Yay! I look forward to the release next week. ;) |
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Awesome! |
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Moving along nicely now... Today I added gfx for the Tron discs, the trigger rollovers, the moving blocks, spikes and tanks(with rotating turrets). I also cleaned up some other gfx stuff. All in spare time - tonight I should get the coding for another creature or 2 done. |
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Cool! Are you going to have mini-enemies where you can run over them and make the squishy sounds and gain points? I remmember doing something like that on a level in MarbleMadness back in the Coin-Up days. |
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Pepsi: Yes! The minis are in there. I've made it so you play through a set of levels. The original 6 from Marble Madness (Classic set) are all complete - everything's in there and working. There are about a dozen other levels created. And at least 20 in the works. I've made it very modular - every creature/component from those leves, as well as all the new stuff are totally reusable on other levels. It's all the new stuff that's taking so long to do. Coming up with ideas and behaviours and then coding and animating, etc. I'm trying to do a little bit each night - systematically knocking items off my todo list. Last night for instance - I added in the big rolling beach balls (picture Dirk(?) from Dragon's Lair trying to time his way through the alleyway with the balls rolling back and forth) I also did some rough gfx for the tornado. ~~~~~ Mark |
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I survived the Blackout of 2003! Did some more programming too! See the worklog. |
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Marbly goodness... Last night I added in beehives and bees. Alien face huggers and eggs and an electromagnet. Yes. There probably is some sort of connection between those - I just don't know if I want to delve into my psyche to find out what it is. |
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More stuff - ; gfx added for dart, disc, gridbug generators ; ufo and tractor beam gfx ; big ball and roller now hurt player ; fixed laser tower sfx timing ; too many bee stings kill ; icy flag added to moving blocks - Pengo! |
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Lawks! It seems that more and more goodness is getting pumped into this every day. So what are the release plans for it when it's done? |
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I am like soooo anxious to play this! :) hurry... hurry... hurry... |
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Me too... looks well impressive. What package do you use to create your bitmaps? |
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Dr: Not sure what the plan is. Probably release the game and a few levelsets. Maybe sell the editor seperately (shareware $5) Or maybe just all as donationware. (Money - it's in you to give) 0DFEx: I just edit things in MSPaint mostly - I'm a pixel guy. Some of the more complicated things - the graphics guys use Max I think - render different angles, and Steve runs the frames through Photoshop to get the colours correct. I then cut them out into strips and do some more hand editing. The level blocks are edited in my Map/Graphics editor. It has paint, fill, line, swap, flip, rotate, etc. The block physics are totally adjustable (corner heights, surface type, etc) There is also a layer for shadows too. All this will become clear one day.... See worklog for latest updates. |
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September 8 - another weeks worth of programming... Latest Worklog |