Hey everyone
Designed the "Gersch Accelerator" today. It's basically an unstable grenade type device which the player launches into the air, after a few seconds it explodes ripping a blackhole in space which will suck up everything around it (and deal massive damage to enemy UFOs) for around 15 seconds before it pulls itself shut.
Any Call of Duty fans will probably recognise the name Gersch and yeah that is a deliberate reference to the zombies game mode.
Anyway check it out
- Nutter
Showing posts with label Flash. Show all posts
Showing posts with label Flash. Show all posts
Saturday, 19 January 2013
Friday, 18 January 2013
Danger Close!
Hey everyone (or no-one, not sure anyone reads this anymore anyway)
A few more guns for you to take a look at today.
Pretty pleased with how the RPG-7 and the RCPG-7 turned out. The RPG was especially difficult to get right since it's obviously based on real life tech and therefore there is a "proper" way for it to look. That's why i've mostly stuck to "future tech" or "sci-fi tech" so far.
Other than the Sniper Rifle... but thats just because I like designing Sniper Rifles.
You can also check out the animations too.
Check 'em out and let me know what you think :)
- Nutter
PS: Also any cool ideas for any big/powerful weapons like the ones on the bottom row.
Thursday, 17 January 2013
Aliens are Coming...
Hey everyone.
As the title implies, i'm working on a new game which involves aliens and attacking them.
Lucky for you, you'll have quite a decent sized arsenal to take them out.
That's a few of the guns you'll have at your disposal, and i'll be revealing more of them as development continues.
You can also check out what they look like firing too if you want.
- Nutter
As the title implies, i'm working on a new game which involves aliens and attacking them.
Lucky for you, you'll have quite a decent sized arsenal to take them out.
![]() | |
Ignore the left click to test fire animation bit, this is just a static image | . |
That's a few of the guns you'll have at your disposal, and i'll be revealing more of them as development continues.
You can also check out what they look like firing too if you want.
- Nutter
Monday, 26 November 2012
The start of a Christmas Game
Meet the Elves, Santa's only hope when a Robotic Reindeer experiment takes a turn for the worse.
More to come soon
- Nutter
More to come soon
- Nutter
Thursday, 8 November 2012
Creating Missions (by Scripting Events)
Hey everyone,
As you know i've been working on a top down survival shooter for a while now
Well one of the main features of the game is a set of Missions which i've kind of been putting off, since I was sure how I was going to setup and run the missions.
However, after the release of the Halloween Demo (which seemed to go over pretty well :D) I decided it was time to man up and see if I could figure it out.
The first step in creating missions within the game was to know what the player was doing or had done.
Luckily for me most of the common actions the player does such as collecting a airdrop crate, killing an enemy or changing their weapon already have a function related to them. This meant I could record/detect when these events were happening fairly easily.
For example when the player wants to change weapon.
The Player presses #1 Key to change to the Pistol > ChangeWeapon("pistol") is called > ChangeWeapon function swaps the players appearance to be holding the correct gun, tells the game it should be firing pistol bullets now, etc
By adding a new function within the changeWeapon function, I call check if and when the player changes his gun and make the game responde accordingly.
Player Press #1 > ChangeWeapon("pistol") > Game sets up the pistol > "gunChangeEvent()"
By creating these events for actions I want the player to carry out as objectives within a mission, I can begin to script chains of objectives and in short create missions for the player to carry out.
So far I have:
waypointEvent - When the player moves to a specified target area (marked with an X)
swapWeaponEvent - When the player changes their gun
killEvent - Fairly obvious, when the player kills an enemy
collectEvent - when the player collects an airdrop crate.
as you can begin to see, by using these events, I can tell the player what he should be doing (an objective) and then check if the objective is completed by waiting for the correct event to happen and responding when it does.
To test this out properly I've created a very simple training mission which runs the player through the basics of the game. The player follows a chain of objectives which lead them through a "basic training session" before it is rudely interrupted by an outbreak of parasites and the training session quickly becomes a real threat situation.
As you'll see if you play the game, not only can I use the events to check when the player is completing the objectives, I can also reward them for doing so, the M16 Airdrop crate is scripted to be dropped into the level once the movement training is finished, and the target is scripted to pop up once the player has the correct gun equipped. Obviously these are simple events, but using this system it would be easy to automatically drop in more ammo should the player's health fall below a certain amount (once a playerDamageEvent is implemented).
Anyway for now check out the scripted mission test (sorry that it just ends after you kill the parasites, not setup a mission complete screen yet so you'll have to refresh if you wanna go back and play the other game modes after)
Infestation: Mission Scripting Test
- Nutter
As you know i've been working on a top down survival shooter for a while now
Well one of the main features of the game is a set of Missions which i've kind of been putting off, since I was sure how I was going to setup and run the missions.
However, after the release of the Halloween Demo (which seemed to go over pretty well :D) I decided it was time to man up and see if I could figure it out.
The first step in creating missions within the game was to know what the player was doing or had done.
Luckily for me most of the common actions the player does such as collecting a airdrop crate, killing an enemy or changing their weapon already have a function related to them. This meant I could record/detect when these events were happening fairly easily.
For example when the player wants to change weapon.
The Player presses #1 Key to change to the Pistol > ChangeWeapon("pistol") is called > ChangeWeapon function swaps the players appearance to be holding the correct gun, tells the game it should be firing pistol bullets now, etc
By adding a new function within the changeWeapon function, I call check if and when the player changes his gun and make the game responde accordingly.
Player Press #1 > ChangeWeapon("pistol") > Game sets up the pistol > "gunChangeEvent()"
By creating these events for actions I want the player to carry out as objectives within a mission, I can begin to script chains of objectives and in short create missions for the player to carry out.
So far I have:
waypointEvent - When the player moves to a specified target area (marked with an X)
swapWeaponEvent - When the player changes their gun
killEvent - Fairly obvious, when the player kills an enemy
collectEvent - when the player collects an airdrop crate.
as you can begin to see, by using these events, I can tell the player what he should be doing (an objective) and then check if the objective is completed by waiting for the correct event to happen and responding when it does.
To test this out properly I've created a very simple training mission which runs the player through the basics of the game. The player follows a chain of objectives which lead them through a "basic training session" before it is rudely interrupted by an outbreak of parasites and the training session quickly becomes a real threat situation.
As you'll see if you play the game, not only can I use the events to check when the player is completing the objectives, I can also reward them for doing so, the M16 Airdrop crate is scripted to be dropped into the level once the movement training is finished, and the target is scripted to pop up once the player has the correct gun equipped. Obviously these are simple events, but using this system it would be easy to automatically drop in more ammo should the player's health fall below a certain amount (once a playerDamageEvent is implemented).
Anyway for now check out the scripted mission test (sorry that it just ends after you kill the parasites, not setup a mission complete screen yet so you'll have to refresh if you wanna go back and play the other game modes after)
Infestation: Mission Scripting Test
- Nutter
Sunday, 30 September 2012
We need guns, lots of guns.
Hey everyone,
Yes that was a Matrix reference, mostly because the Matrix is awesome and because I couldn't think of a better title.
And really it wasn't even that true since the game i'm about to show a sneak peek of only has 5 guns but still it'll be enough for what you need.
The game in question is a top down survival shooter. For now i'm working an having a demo working in time for halloween, the demo will only feature survival mode although the full game will hopefully have missions too.
The idea is basically you're a Specialist Pest Exterminator sent into deal with some kind of infestation (might be mutant or might be alien, haven't decided yet)
Anyway that's enough talk, Check it Out
Nutter
Yes that was a Matrix reference, mostly because the Matrix is awesome and because I couldn't think of a better title.
And really it wasn't even that true since the game i'm about to show a sneak peek of only has 5 guns but still it'll be enough for what you need.
The game in question is a top down survival shooter. For now i'm working an having a demo working in time for halloween, the demo will only feature survival mode although the full game will hopefully have missions too.
The idea is basically you're a Specialist Pest Exterminator sent into deal with some kind of infestation (might be mutant or might be alien, haven't decided yet)
Anyway that's enough talk, Check it Out
Nutter
Monday, 10 September 2012
Tower Defense
Hey everyone,
The blog has been a little quiet and empty lately. I haven't had much time to work on Flash Games but in the last few days i've started working on a Tower Defense engine, it's a genre i've wanted to break into for a while.
I'm planning to get the engine working, build a small(ish) game to test it then add features based on feedback from the game. Obviously there are many different varieties of Tower Defense whether it be grid based ones where the enemies find a path based on where you place your towers or the more classic ones where they follow a path.
So far my TD engine has the following features:
When the player isn't building towers in "Build Mode", they can take control of a character (Webby in the case of my test game) and move around the play area collecting extra resources. This not only adds the extra element of resource gathering but also adds an extra risk that hitting any of the enemies moving along the path will cost a life in the same as if they reached the end.
The engine is still in a very early stage and there are a few bugs to work out but this could hopefully turn out to be a powerful (and hopefully easy and intuitive to use) engine which I might make available for other people to use when it's finished.
In the mean time, what features do you like to see in a TD? What else would you like to see in my TD engine?
Let me know in the comments.
- Nutter
The blog has been a little quiet and empty lately. I haven't had much time to work on Flash Games but in the last few days i've started working on a Tower Defense engine, it's a genre i've wanted to break into for a while.
I'm planning to get the engine working, build a small(ish) game to test it then add features based on feedback from the game. Obviously there are many different varieties of Tower Defense whether it be grid based ones where the enemies find a path based on where you place your towers or the more classic ones where they follow a path.
So far my TD engine has the following features:
- Intuitive path creation system which allows level paths to be created easily without any extra code.
- Multiple Enemy types, including Ground, Flying and Boss units.
- Multiple Tower types with different buff abilities such as "Slow", "Stun" and "Poison".
- Towers which target Ground enemies only, Air enemies only or both types.
- The ability to select the target type for each tower - Closest Enemy, Fastest, Weakest or Strongest.
- The ability to upgrade towers to make them better/stronger.
When the player isn't building towers in "Build Mode", they can take control of a character (Webby in the case of my test game) and move around the play area collecting extra resources. This not only adds the extra element of resource gathering but also adds an extra risk that hitting any of the enemies moving along the path will cost a life in the same as if they reached the end.
The engine is still in a very early stage and there are a few bugs to work out but this could hopefully turn out to be a powerful (and hopefully easy and intuitive to use) engine which I might make available for other people to use when it's finished.
In the mean time, what features do you like to see in a TD? What else would you like to see in my TD engine?
Let me know in the comments.
- Nutter
Labels:
Engine. Custom,
Flash,
Showcase,
Suggestions,
Webby
Monday, 2 July 2012
60 Second Buffet
Hey everyone
As some of you may know, Mochimedia is a flash game company who offer ad services for developers who want to monetise their games with in-game ads. They also occasionally run contests for developers.
During June they ran a 60 Second Game contest which involved creating a game which lasts a maximum of 60 seconds.
The submission deadline has now passed and the entries are been judged so in the mean time, check out 60 Second Buffet. I took the classic fly collecting, spider avoiding gameplay of my Webby games and tweaked the game mechanics to better fit a 60 second game. The result is a fast paced little arcade action game.
You can play the game here on Newgrounds or Kongregate :)
- Nutter
As some of you may know, Mochimedia is a flash game company who offer ad services for developers who want to monetise their games with in-game ads. They also occasionally run contests for developers.
During June they ran a 60 Second Game contest which involved creating a game which lasts a maximum of 60 seconds.
The submission deadline has now passed and the entries are been judged so in the mean time, check out 60 Second Buffet. I took the classic fly collecting, spider avoiding gameplay of my Webby games and tweaked the game mechanics to better fit a 60 second game. The result is a fast paced little arcade action game.
You can play the game here on Newgrounds or Kongregate :)
- Nutter
Sunday, 1 July 2012
Blobbs 3 Update (Part 2)
Hey Everyone,
Well they say that a picture says a thousand words so there's not much I need to say here. Other than remind you readers to vote on the poll.
I got most of the new blobbs working today, Frosty and Blobb bombs in particular are looking awesome.
Remember to vote!
- Nutter
Thursday, 28 June 2012
The Future of Blobbs
Hey all, as you can see from the image above and the title of the post. I've been working on something Blobbs related recently.
Obviously Blobbs 2 was a huge improvement from Blobbs 1 and now I want to make Blobbs 3 even better, that's where you come in.
I want to hear what you'd like to see in Blobbs 3 - vote in the poll (when its added) or tell me in the comments below. I can't promise every idea will be included but i'd like to add as much cool stuff as possible.
- Nutter
Tuesday, 12 June 2012
Monster Concept Art
Hey all,
A couple of things today...
1. Photoshop can be a cruel mistress. I've been working on concept art today for a (so far un-named) monster which you can see below. This is the second version after Photoshop crashed and lost the first version early on.
So Nutter's lesson for the day, save early and save often because you never know when the software will let you down.
2. I'm working on a new flash game for a contest hosted by MochiMedia. Any budding flash developers out there should Check it out.
So let me know what you think of the concept art (and if you have any ideas for names) and try my flash game and let me know what you think of it.
- Nutter
A couple of things today...
1. Photoshop can be a cruel mistress. I've been working on concept art today for a (so far un-named) monster which you can see below. This is the second version after Photoshop crashed and lost the first version early on.
So Nutter's lesson for the day, save early and save often because you never know when the software will let you down.
2. I'm working on a new flash game for a contest hosted by MochiMedia. Any budding flash developers out there should Check it out.
So let me know what you think of the concept art (and if you have any ideas for names) and try my flash game and let me know what you think of it.
- Nutter
Sunday, 19 February 2012
Shock Shock!
I'm actually working on a flash game again! Woo!
It must have been a good 6 months since I worked properly on a game but finally its happening again.
The game im working on again is Atomizer: Meltdown (as you can see from the banner above). A sorta pair matching, exploding.. sciencey particle puzzle game. I did a post on it a while ago and when I came to look at how much of it i'd got made its pretty close to completion. I have about 8 more puzzle/challenge levels to finish for the puzzle mode then its just onto balancing and testing.
Who knows when that'll be done but yay for actually working on a game again.
Check out the beta(ish) version here
- Nutter
Subscribe to:
Posts (Atom)