Friday, 15 October 2010

Nyaaaah! 15th Anniversary is coming SOON!

Friday 15th October 2010

Things have gone pretty quiet with my blog, but I have been busy with this project and another Psytronik project. After sucessfully finishing off the main game, attack waves, etc. I imported the work file into the SEUCK Redux source, added a bit of programming, played around with the player's parameters and wrote some tunes to insert into the source. The colour schemes worked a treat. Especially after I set up the level parameters to change the colour scheme and behavior of the game, itself.

All I will need to do now is put in the power ups, and then a new front end + high score table. Then the job is done!

November should hopefully be the release date of this.

Sunday, 3 October 2010

Taking a short cut

3rd October 2010
I have been working on level 3 and also the final stage of Nyaaaah! 15th anniversary. This time, level 3's the castle underground. After Snodge successfully escaped the water stage. He finds himself in a deadly underground of the evil biblet ruler's castle. Poor Snodge has to fight his way through the hardest part of the castle. Where wall climbing biblets and lava biblets roam and make things hard for poor snodge. Then he has to face the death saw challenge.

When I was designing the level's graphics scheme, it was very tricky to work on at first. It actually took me over an hour to have the correct pixels for each block for this level. Plus level 3 is sort of inspired from Imaginator. The idea of this stage was that Snodge has to persue up and down ladders and platforms to fight the evil biblets, etc before meeting his next challenge - The death saw challenge. Well, this was probably one of the most easiest boss stages I came up with for such a hard stage. Snodge has to face a giant circular saw, in which he's to avoid contact with. After this stage has finished, Snodge goes to the final stage, where he has to meet the evil biblet ruler. Sadly I have only 2 valid objects left for this stage, so I decided to reuse level 1's boss and add a crown and different behaviour to it. That solved my problem.

Now that I have (I think) finished the main game, itself. I can import the work into the SEUCK redux source engine and test the game in action with infinite lives ... Stay tuned!!!

Saturday, 2 October 2010

I'm forever blowing bubbles!

2nd October 2010

Yet another productive day with Sideways SEUCK. This time it's level 2 of Nyaaaah! 15th Anniversary edition. I know that Saturday last week I worked on the background graphics for level 2, but I wasn't really all that happy with those. So today I decided to spend some time making some much nicer graphics for level 2. Since I didn't want to use the same colours scheme as the first level - as the second level would look ugly with this scheme. I altered the multicolour colours to make the underwater graphics look nice. I used black, blue, light blue and purple - to make it look as if every thing's under water. I wanted to add some pipework to the levels, but I didn't want the game to look like Mario, so I pixelled my pipes, made some spikes then put things in place.
Well, it seems that all this hard work with level 2's graphics paid off and the level looks quite nice.

Now that the stage was designed. It was time for me to set up the attack waves. Before I did, I wanted to make some new enemies for this stage. I don't want to have biblets all of the time in this stage. So I created some fish, water snails and even a mean green boss fish, which the player has to defeat. Then I inserted the wodge load of enemies for this stage I also altered player 2's settings for testing the level. It seems to me that level 2 was just too chaotic. I had to alter the enemy firing rate, as it looked too silly and was way too difficult to play for this level. Much easier, although this stage is still quite hard to play. Maybe I shall work on level 3's graphics (the cave) tomorrow after work. CIAO for now!