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Monday, September 1, 2014

Unicorn Training: Sprites Imported, Animations Ready!


     It's finally done! All the enemies and bosses have fully animated in-game forms! I just have to code them one-by-one and my game will be in near-beta completeness. Once I've finished the enemies I'll just need a few menu interface sprites before being left to balance and polish up the game. Getting these enemy sprites done once and for all is a huge relief because it took so much longer than I was expecting. Still, the game is roughly on schedule and should be in final playtesting by late September for an early October release.

The organization is pretty messy. I'll sort this stuff better next game.
Folders are your friends.

Sunday, August 31, 2014

Starting A Game Developers Club At School


     When I first came to PCT I expected there to be other Gaming & Simulation students to learn from. I thought there would be wise upperclassmen to show me the way and rival classmates pushing me to my limits or even collaborating with me. I wanted to know where to start, what options are feasible, and I really wanted to see what other people’s pet projects looked like. Sadly, few other students seemed to be taking the major as seriously as I did. The ones that do wish we could all meet together and develop our skills. If someone doesn't act, it’ll never get done. So I'm starting an official school club.

Saturday, August 30, 2014

Status Report #53 (Sprite Outlines & Homework Galore)


     Sprites are all done and just need to be animated! This is the fun part of sprite making where I can see them in action. I also have to worry about mixing and matching certain sprite pieces for the more complex looking baddies. I'm also gearing up toward running a game development club at school.

This week in game dev can be found below!

Friday, August 29, 2014

iOS Games Disappearing (For Real This Time)

Last chance to get my iOS games like Fish Feaster!
     I thought I already went through this a long while back but noticed something was off when I still had Fish Feaster Free downloads throughout the next few weeks after my expiration date. Now I remember the extension I got during a time last year when Apple's Development Portal had issues and blocked lots of developers out. To make up for it, Apple added some time to people's dev licenses. Apple requires $100 a year to keep your games on the app store and publish new ones. If people already downloaded them, they won't disappear, but there won't be any patches coming.

    That extra time helped me get my first game to a few more people so I'm grateful for that. Now it's time to watch them go again. I still have my apps on my iPod and I have the dev files on a hard drive so they won't really be gone forever. I'm just thinking now is a good time to get ready to pull my stuff down and prepare for a new age of quality control. My old works will always exist in the Games Page but as new releases come I'd like to start marking off the practice games. I want to be known for the RPGs to come, not the amateur arcade stuff. Once the app icons at the top of my blog fill up I'll be putting only my most popular games there. Apps that get taken down will just redirect to the Games Page.