dinsdag 5 februari 2013

And finally...

THE RELEASE

after a little bit of tweaking, here it is, the release. It's a little bit late because i forgot to make this post XD

Download

P.S. if you wan't to link back to this game don't link directly to the download, link back to this page. It is not allowed to link directly to the download or host the setup file somewhere else!

donderdag 24 januari 2013



Humans out there,

DID  YOU KNOW THAT 97% OF THE WORLD ISN'T EXPLODING RIGHT NOW!? THAT'S BULLSHIT! PLAY KABOMB!*

Ahum. Fresh start.

Hello! Aart here, presenting you the newest updates on KABOMB.
As you obviously noticed, we have a slogan and a name for the game now. It took us a while but here it is.

The game itself is almost finished. We are currently fixing as much bugs as we can, after which we will publish the game on monday January the 28th. Lets see what we have!

The level editor is fully working!


Place the players, walls, and even TNT, where you want. save the level, and play it. It's easy.
There is an option to generate a random level, which I think is pretty cool. It is also possible to create a random level when selecting at level selection, if you want a quick play.



You see what this is? That's a fully functional menu! All menu's are working now, and there some useful things you can customize here. Want different controls? I mean really different controls? We added support for Xbox controllers, so do wathever you like. By the way, you can see the games' logo in the back.

But the game itself? Yes, good question! It looks awesome if you ask me. Zombie, Pirate, Alien, and Ninja sprites, combined with snow, sand and grass maps, it look great, and it's all drawn by Jaimy and Bas.
The HUD is working too. Keep track of your upgrades, and make sure you explode the other players in time, or you will be drowned in...


..Lava! We are still busy with the vulcano in the middle, but the hot stuff is working!**
I think it combines very well with the lighting I made.

So, that's how the game looks right now. As I said, we will be busy fixing as much bugs as we can before we public the game. We already thouight there was some stuff we could improve about this game, but today we got feedback from people outside our developers group. There was a bèta testing day near us, and Ricardo, Bas, Aron, and I went there to show our game. Here other developers played our game and told us what they thought could be done better. Manuel Kerssemakers from Abbey Games was there, and provided some really useful feedback. Thanks Manuel!

An example what could be done better, was that the menus are not intuitive enough. Some menus needed explanation by our team members to be used, and this is not what we want. People also wanted the effects to be more obvious, so I will be working on that. There was alot more ofcourse, but I will not be talking about too many details. Everything will be good by monday!

It was fun talking about KABOMB, but I have to start working again. Hopfully we hear what you think of the game next week!

Aart

*Diclaimer: Not yet, wait until monday!
**Not at all intentional

donderdag 10 januari 2013

Not the end of the world, but the end of the chrismas break

Greetings to all of you out there. I hope you all had a nice christmas and new year and you all had some time to rest. However, unfortunately, the holidays don't last forever so it's back to work. This time it's up to me to share some more of this sinus, apple and orangey goodness.

Although we were busy celebrating the holidays, some work was done. Jaimy made good progress on the level editor:





You can drag the blocks from the right hand side of the screen to the grid to create your own levels. and these levels can be saved to a file so you can play them anytime you want. However, the editor is long from done. Several restrictions are missing, deleting blocks is not possible, and the control of the editor isn't very intuitive yet. but all these things will be fixed in the upcoming week and I'm sure Jaimy's work is going to result in a great editor.

Aart has primarily been working on the graphical effects, heat haze in particular. The effect is now working but still needs some tweaking. I wanted to show you guys how it looks but unfortunately it's impossible to see on a screenshot and I'm too lazy to post a video.

Speaking of video's, I created a little intro for our game yesterday. It's precisely 5 seconds long and took me about 4 hours to make (including watching tutorials).


Marciano has been working on the special abilities the races will have, they should be almost finished but unfortunately the code is not available to me yet. that means that I can't show you how they look or work.

Bas has continued his creative tour and has created several more sprites. Sand and palm trees for a beach-like look, snow and ice for the opposite and a volcano for a very special type of level. Furthermore, he made sprites for crates and TNT boxes, boxes that will eventually be able to explode but they will have to be implemented first.
Bas has also made (and I'm quoting him) "another crappy piece of music"
Donwload it here

Ricardo, is as always, busy inmproving the AI. He has fixed several bugs, including ones causing fatal errors (like the infamous nullReferenceException), making Aart a happy person because the crashes anoyed the crap out of him. 

I myself have been busy working on a HUD (heads-up display). When you play the game you can now see how many lives you have and what powerups you have collected. 



This HUD also contains a timer displaying the time left before the game ends. Traditionally in the final stage of the game the level will start to fill up from the outer side, becoming smaller very quickly. Stand in its way and you die.

That's it for this time.

Next time you will probably be seeing  an almost finished game, and maybe even a trailer.

Greetz

Aron