Tuesday, November 21, 2006

Greetings

Title Screen95% -have to implement some global variables to record the users score and remaining credits. That's it.Level 1100%Level 280%-I have to play around with the zombies on the second level because for some reason (I think there's some aft code in there somewhere) they cause it run with a terrible lag.-Fix Evil.K's death sequences.Level 360%-Lucifer is half-finished...

Wednesday, November 8, 2006

Update Central

Greetings peeps,Yes, I have been busy. Just had my Japanese style wedding a few days ago, and boy am I glad that's all over. Anyone who's ever had an 80 year old relative sing karaoke at their wedding will know exactly what I'm talking about.But somewhere inbetween in between the sake drinking and the speech-making, I managed to find the time to sneakily work on The Damned,...

Wednesday, October 25, 2006

Back at the helm..

So, for the past month or so I've been a little busy. My wedding is on the 4th of November, and I've been up to my ears in prep. I'm actually already married so the whole event feels a little pointless, yet this is how they do it in Japan- marriage at the local registry first, wedding later on in the year. I took a coding hiatus from The Damned for a while in order to work...

Friday, October 6, 2006

Well howdya do..I wasn't going to bother to blog today, but my little peach is asleep already, and here I am. I figured out a little trick today. Have you noticed that all my demo's run a little bit faster now, yes? Well, want to know the secret?RAMP UP THE FPS ON YOUR GAMES. BIG TIME. I know, I know, every respected programmer will beg you never to go over 30 fps - because do you know - the poor cheap bastards out there who haven't upgraded their PC since 1999 and can only dream of figures and specifications such as 64mb ram and 1.4 ghz won't...

Thursday, September 28, 2006

Kris is back in the house...

It's been an inexcusable absence, but the dude is on the scene once again.I've been pressed between finishing The Damned and YouTube. It's incredible that in a periodically short amount of time, YouTube now has videos on just about everything. I even discovered one containing out-takes from Vamp, one of my favourite childhood horror movies.Progress with The Damned has been,...

Wednesday, September 6, 2006

Okay. Today, bad movies..

Just a couple of horror flicks that've come out in recent years that are don't deserve the praise.HostelDamn, well this started off pretty good, but the last 30 minutes killed it. And thinking about it, the only reason is was good in the beginning was not because of any horror element, but just enjoying the adventure that the 3 young guys were having getting laid in Slovakia...

Monday, September 4, 2006

Photoshop does the trick...

I'm feeling more optimistic today. Just got 250 quid remitted to me as a wedding present, and I just watched the new "Hills Have Eyes" movie which was hachet-in-your-skull sweet.Hell, let's skip video-games for a minute and let's talk about horror movies. If you're not into them, roll on down the page some. Let me tell you, I am more than qualified to make a zombie-game due my Tarantino-esque obsessiveness for gore flicks. Here's a presentation of a few superb movies for you guys out there with *BitTorrent*...ahem....sorry I meant 'time to see'.Texas...

Don't you just hate it when you spend a great deal of time on some element within a game, only to realise it'll never work?I came to this conclusion the other night after irritatedly trying to piece together a decent animation.After discovering that Flash could embed avi's and compress them into satisfyingly small files, I thought I might try to make some decent CGI for The Damned - some death-scenes for when you get killed by the bosses. However, I got as far as a Snakeman animation with him pulling the main character out of the boat and down...

Saturday, September 2, 2006

New Weapons

BEAT-EM-UP TUTORIALSIt seems like the beat-em up tutorials I wrote on GotoAndPlay() are gaining in their popularity or something because recently I've had quite a few folks out there sending me their own home-grown examples of their own fla files complete with a million bugs and a beg to save their game. I'll likely make a FAQ, because it's always the same problems that...

Tuesday, August 29, 2006

Blogger is behaving today.Here are the other bosses that have been created so far;EVILKA pyscho based on LeatherFace who tries to carve you up with a chainsaw. EvilK is a shite name for a game boss, but leaves no mystery as to which flash coder authored the original game, in the case of E.Baum or another criminal stealing it and claiming property rights. The showdown with...

Tuesday, August 15, 2006

Apologies for a long absence..

No excuses, other than myself being lazy to update I'm afraid. Well, not exactly lazy- in fact pretty busy. Not with chasing hot babes and driving fast cars, worse luck, but with coding.I ran into a coding problem with Nexus and decided to drop the project temporarily. I hit a brick wall and realised I don't have the programming know-how to deal with the ever fiddly tile-engine....

Sunday, July 30, 2006

Tile-Engine Rebirth

It's highly enjoyable remaking old classics of your childhood. but it sure is time-consuming. I'm embaressed to say how long it took to make some of the backgrounds alone. Today I got quite a lot done though.Check out the Nexus link for some new updates.You can press Q to punch, and if you're in the elevator room, you can see the doors open too when you press it. I haven't...

Friday, July 28, 2006

Bollucks. The worst thing that can happen to any programmer happened to me. I know, you're thinking "Your doctor told you you've got 6 months to live". Nope. Worse.My laptop died. I know, shocking news. What makes it even worse is that it was smack-bang after I had just finished coding a sweet little tiling engine that worked exactly in the way I described in the below post. Oh man, it was so perfect. There I was, rubbing my hands in glee and self-congratulation, and was 5 seconds from saving when I knocked a bottle of wine over the soddin'...

Monday, July 10, 2006

Nexus [2]

Didn't have time to fiddle around much with Nexus today. In the morning I noticed that I had forgotten to remove movies that were no longer visible to the player once another background movie swiped over it, so I fixed that. Then later on in the early morning I made a few more screens for the cave level. Trying to make sodium lamps in the walls was a bit of a bugger in Photoshop, but after dabbling with a million filters I finally got a result I was satisfied with.You can check out the additions now - I've updated the link bel...

Sunday, July 9, 2006

Nexus [1]

Working on Nexus kept me off the porn all day, much to my wifes delight. (not that she ever catches me anyway, *chuckle*)TILE-ENGINEOriginally, I had decided I was going to use small 50x60 tiles for everything, but today I was going over it in my head and I thought "Well, hang on EvilKris, that could be a waste of time - since the screen isn't that big in dimensions anyway....

Saturday, July 8, 2006

Nexus

Here now's a new prototype I've been working on. Based on the old C64 game 'NEXUS' (C64 - Oh those were the days...). So far you can roll, jump and run, and punch with Q.The character was made in Poser. Some of you out real, real old time gamers might recognise that the animation seems a little familiar. That's because it was modelled frame-for-frame on Impossible Mission, yet another C64 classic. You've got to love those golden oldies. I've been trying to figure out a way to make the main character less fuzzy when he's animated (looks perfect...

Friday, July 7, 2006

Welcome..Stay a while...Staaaay forever!

Greetings,EvilKris here. English teacher by day, game coder by night. This is my game-programming journal and portfolio of existing projects. So far I have yet to fully complete any of my games but a number of prototypes can be found here for those of you who would like to take a peek.Mostly I go for action/arcade games so anyone who fancies a 3d isometric rpg engine won't...