Im out
been real
almost home
KIROKAZE
d e v o n
Keni
RMH
styofa doing anything

PR's Tumblrdome

if i look back, i am lost

⁂
hello vonnie

Andulka
Aqua Utopia|海の底で記憶を紡ぐ

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I'd rather be in outer space 🛸

Product Placement
Sade Olutola
NASA
TVSTRANGERTHINGS

❣ Chile in a Photography ❣
we're not kids anymore.

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@willsmonsters
Im out
been real
Monsters In Motion-Part1
Let’s make a Gameboy Advance game! Part 3... and more!
So here I am! It’s been two days and two weeks since my last post, and boy have I been BUSY! So busy that I had to delay this post even. So what have I been doing all this time? Well, let’s just say I made two games in the last two weeks in addition to working on the stuff for this post. Buckle up because this is going to be a wild ride!
This week, I did a collaboration with @thewakingcloak to take his graphics and world and put them on GBA hardware. He sent me his tileset, his character sprites, and a screenshot of his game and I made it into this:
To do this, I had to do a few things that I haven’t done yet: designable maps and collision detection. To do the former of those things, I used a custom tool to design maps. This is what the tool looks like:
The red boxes indicate that the tile is meant to be collidable, or in other words, is meant to not be something you can walk over. I just strapped an option to export the maps to a format that I could slap into the GBA code into my map editor and I was in business! Or was I?
Turned out that it was a tad bit more fiddly than that. I spent several hours trying to cram both the tileset and the map into the very limited GBA video memory. This is one of the less insane visual errors that I got in the process:
Here’s a more insane one, the ones that I had a lot more of:
I actually had to cannibalize certain tiles, in other words, the ones I wasn’t using, to be able to fit everything into memory. It took a while to figure out which parts of memory to use and how to tell the GBA to use them, but in the end, I got it to work. If I had to do it again, I would use various sorts of compression to not make fitting everything into memory nearly as much of a pain.
Making everything collide was actually pretty easy because The Waking Cloak uses a very simple sort of collision. Other than making it so that the player couldn’t walk off screen, all I had to do was check “can this block that I want to move into be walked onto” before actually taking the step. This illustrates a point that I am learning too well about making games for the GBA: coding the actual game is like normal, it’s getting the graphics to do what you want them to that’s the hard part.
Now here’s something cool! My fiancee has actually been letting me use her GBA flashcart recently. For those who do not know, a flashcart is a game cartridge that lets you run whatever you want off of it. In the case of this one, I could put stuff onto a microSD card and load it up onto an actual GBA! Here is what this demo looks like on real hardware:
Next time I will attempt adding sound to something, which is a lot more difficult than you would think.
Here is the link to the ROM that I made for this post.
But wait! Don’t go yet! We’re just getting started!
ぼくの Bro Boosting Beats
As I said before, I have actually made two games since last post (and I am tired because of it!). This game was made in 48 hours with a team of four (I was the programmer) for Chillennium, a game jam held at Texas A&M each year. Game jams are competitions where people get together and make games in way too little time, often 1-3 days. The theme for this competition was “Transformation”, and if I recall correctly there were almost 400 competitors and 86 games produced.
What is Bro Boosting Beats? A virtual pet rhythm game about raising a neckbeard into a slightly better person of course! We styled it like a Tamagotchi and, well, this is how it came out:
We’re very proud of making such a strange experimental game! If you want to try it, you can download it for free from itch.io here for Mac and Windows.
Alfredo’s Mansion
Oh boy, what have I done?! Well, this I guess. Inspired by the spooky season, my fiancee and I created “Alfredo’s Mansion”, a game about shooting an infinite wave of ghosts. Also, it’s for the GBA and I made it in about 12 hours for a game jam-like competition called a Hackathon :P
You hold down the A button to make your shots bigger and travel further distances. Also, the RNG is quite broken because of an oversight on my part when constructing the random number generating system, but oh well.
It’s a super short arcade-style game, and you can download it here.
Unless I do more collaborations, I may build off of this game in future blogs, because the concept is rather fun and I think that I can manage to make the game sort of decent.
Something over the horizon?
More information to come soon…
I’m so pumped to see my online buddy cram a scene from The Waking Cloak onto an actual GBA. SO COOL.
Consistently blowing me away and inspiring me! Love it !
Behind the scenes-Part 1
Hello there, I’m Will, and i make games under the name Allie Cat Games.
I primarily use RPGmaker to create my games, that includes my horror game CRACKED. In this series, i will show some of the ways i created the unique aspects of my game with this engine.
But for those of you not familiar with RPGmaker, i will be using this first part to introduce you to it, how it works, and to my game, which is itself a computer simulation game, and not an RPG, which the engine was designed to make.
The screen i look at when i make a game looks like this, however, when you begin, its a blank slate, here, is a fully developed game. The pictures up in the left hand corner, are your tile set, usually, Grass, water, castles, but for this game, its computer icons, or part of a computer icon and several tiles together will create a larger clickable icon. (all of which i made myself, the engine comes with assets for making RPGgames such as the water, the grass, but we wont worry about them)
You can place EVENTS in the game, and that’s where you put the commands you’d like to call upon. The engine provides commands such as (Display message) (change sprite) (make a certain sprite move to a certain location) (and MANY more). Events can be activated in a number of ways, 1. Being the character walks up to it, and presses enter while facing it, this most commonly used for a playable character to talk to an NPC or interact with an object. 2. The event can be triggered when the Event touches the player (events can be given movement routes, either planned or random, at varying speeds) 3.The Event can activated if the player simply touches it. or 4. The event can be set to parallel and be running all the time. All of these are used in CRACKED but were going to focus on number 4. The event is always running.
In this picture, the white boxes you see, are actually events,and don’t show up in game, as you can see above. The lower left is actually the player, invisible and hidden in the corner. The upper right is actually playing all the sound effects. all of their commands are set to run parallel, so their commands start running the minute the player is on the same screen as it. The top Event in particular, plays a sound effect, waits 280 frames, players another, waits 50 seconds, and plays one final, fully loaded sound. (these sound effects are edit versions of ones provide, with their pitches changed, and volume, another feature of the engine)
These sounds our synced up with the other events, which are the Green squares. Each of those events is present from the beginning, but with a command provided in engine, they all start off at an opacity of 0. Each is set with their own command to wait a number of frames, then turn their opacity to 255 (the max). This is synced up with the command for the sound effects. Making each box appears in an order that makes it look like a growing loading bar. I actually did several tests and versions to make sure the loading time of each box felt right. Each box (tile) is 48x48 pixels. And when next to each other touch, so it doesn’t appear as boxes, but rather, one full, loading bar. The truth is, you’re already in the game, and your avatar can TECHNICALLY move around this screen, but you’d never know it or see it. And nothing is actually loading here. It was simply to add to the atmosphere and giving a loading screen for the “company” Logo.
its also the same event making the sound effects that will eventually transport the players avatar to the next screen where the game really begins!
RPGmaker makes a lot of things easy, but theirs still some assembly required, and if you’re like me, theirs a lot of resources and problems to solve, hopefully you come back to find out more about how the game is made!
you can play it here! and ask questions if you want and i MAY be able to give you an answer, as im trying very hard to avoid spoilers.
https://alliecatgames.itch.io/cracked
THEIR FUDGEN DELICIOUS!
He is Pontis.He is Darkness. He is coming for your gifts.
MY MONSTERS AREN’T DANGEROUS!
soon, you’ll see. You’ll all see. THERE NOT DANGEROUS!
‘red_dawn’
CRACKED-Dev info part 1
Today, i begin to break down some of the work that went into make this horror game.
So, it must be known that this game was attempted to be developed a full year before this successful dev cycle began. I tried to make a computer simulation that was going to be used in a short film. It was swiftly cancelled, but i knew from that point on…it could be possible. A year later, and i began work on another short film, and thought it might be cool to have an interactive experience to go with the short film. The game began development quickly became the focus of the project and the short film once again canned, but this time, because it would spoil the game. I began to craft not just a game, but a larger experience, which led to the game featuring A.R. features, of which i still plan to add more. I brought together several small projects i had for years, things that barely saw the light of day, and disappeared on failed youtubes or blogs. Those small projects always had a small bit of mystery, and so, i filled in the mystery of one, with the answers of another, bringing together YEARS of my work, to create a universe. now know as my CRACKED UNIVERSE, i plan to expand on this world for quite a while, as its the culmination of several dreams. In my following Dev infos, i will give you a look into the world, why its bleak, why i love it, and what inspired it. (im gonna spoil some easter eggs basically) Heres a tease…Noodles are a big deal in the Cracked universe, i look forward to explaining.
The closer to the light you are, The Darker it gets
Search through a computer to find the secrets of its mysterious owner.
CRACKED is a free Horror game now on ITCH.IO. (But donations are greatly appreciated)
Y-X
Maybe im too young to be amazed i lived this long
rich in nostalgia, when i want for the poor house
no one can take it back, but they can take it away
i can take it away
the years weigh me down, gradually, and so i’ve grown use to their pull
but some days i remember what it felt to be light
when i could almost fly
now my feet dig holes with every step
sometimes deeper then intended,
i dig deeper, will i find diamonds, or hell itself.
A space ad i made, with heavy inspiration from Becky Cloonan
In the past i’ve made ads for sci-fi short films i wanted to make. Just thought id show these two in comparison to display where ive gotten as an artist in a couple years
In fairness, part 2 is heavily inspired by Becky Cloonan, but still drawn myself