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Tuesday, July 14, 2015

Battle Gem Ponies DevLog #29 (Attack Sprites Galore, Looking to the Future)


     I'm all hyped up on my potential future this week. It's up to me to make Yotes Games mean something to a lot of people. I can't wait to do just that. Lots of spriting was done this week. Once I get them all to move properly, I can put out a demo for everyone to try.

     Hopefully DevLog #30 will be the last before a public demo release. Almost done here.

Friday, July 10, 2015

Updated BGP Demo Release Schedule


     With June's delays accounted for, the Spring 2016 release date still seems possible, but the demo releases are thrown out of whack. There is only time for one public demo before BronyCon 2015 and features once intended for the convention will not be available until a number of weeks after.

Below the break you can find a modified version of the BGP demo release schedule.

Tuesday, July 7, 2015

Battle Gem Ponies DevLog #28 (Making Moves, Unicorn Training Launch Week)


     Well then. I certainly thought I could draw these things faster. Turns out I'll be spending over  half of this game's development time on the graphics alone. Unless I get this done I won't be able to hire an artist in the future, so I just need to keep at it. Unicorn Training's release was fun, but the numbers really need to be higher for me to have hope of living off this mad use of my free time.

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Friday, July 3, 2015

BGP Battle Animation


     Battle animations is a feature that has finally been implemented and I'm comfortable with saying I can produce them for 50+ ponies within a reasonable timeframe. The way ponies move in combat plays a major part in the entertainment value of the game. It's also one of the main inspirations for the project. Seeing the battles in action right now gets me pumped every time. I always start the workday with a quick match just to remind myself of what I'm making here.

     There are 5-8 sprites for each animation and most play for about 1 second each. Every pony has the animations listed in the pic above. With this process broken down I should have an even easier time with making an Attack Effects pipeline. Can't have battles with ponies flinging imaginary attacks every which way. My goal of creating a vertical slice to show to people is coming true.