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This is a step-by-step walkthrough for Vital Spark. Exploration and puzzle solving make up 80% of Vital Spark, so I recommend not using this walkthrough unless you're firmly stuck. If you'd like to solve the game on your own, then now would be a good time to stop reading. (Read More) Tags: Vital SparkYou may have noticed that one of my first games, "K.I.S.A", has been listed on the home page as a legacy version. There's a reason for that. For that past couple of months, I've been working with artist Elena Quast to create a rebooted version of K.I.S.A. The first alpha of the game (largely a tech demo) has been released, and can be found here. (Read More) Tags: KISA, DevNotesA week ago Teddies Against The Dark moved out of its months-long beta and into the final version. Short of squashing any ugly game-crippling bugs that might crop up, I'm finished making any modifications to it. But wait, you ask in a voice filled awe and wonder, what new and exciting changes can I look forward to? Well, curious reader, I'm glad you asked! (Read More) Tags: TATD, DevNotesUm...cough. Hello. I realize that it has been an embarrassing amount of time since the last time that I've posted, but instead of actually exhibiting any shame at this I'm just going to plow full speed ahead. There's no theme for this post, which is why it has 'Random' in the title, so I'm just going throw whatever information I have at you and see what sticks. Website Design: I don't think that this needs mentioning, but Mutant Dream has molted once again. The old HTML was shed in a corner somewhere, and the new professional-looking and vastly superior skin underneath was revealed. Really, that's exactly what happened - it was a painless process with no sweat, blood, or tears from a web designer (me) required. (Read More) Tags: K.I.S.A, Castles, In which I espouse my hatred for online programmingOkay, big news first, then slightly-less-big news after the jump. Big News: My plan for Castles is to develop it openly and transparently. Towards that end, it now has a Facebook app and a live server. I will be uploading new versions of the game every time I reach a fairly stable point in development. It's a win-win situation: You get to play Castles and help determine its future shape, and I get valuable feedback. I'm so excited I think I'm going to use an interjection and an exclamation mark. Ready? Here we go, hold on to something... Booyah! (Read More) Tags: Castles, DevNotesI finally feel as if I can take Castles out in public. It is no longer a squalling infant, spitting up errors and leaving a full cache of crap HTTP headers for me to empty. No, it is now a toddler that gurgles adorably and actually does things I can tell people about and not have them make crinkled faces at me. Speaking of which, look at these pictures that Castles made. I'll be hanging them on the fridge later. (Read More) Tags: Castles, DevNotesThe development environment for Castles is absurd. Absurd I tell you! It started out as one simple local server. Then it was two servers. Now it has grown into a multi-tendril monster beyond mortal control. Here's the situation: Castles is a Facebook game being created in Game Maker Studio and supported by a Google App Engine platform, so it already had the makings of a Frankenstein's monster from the start. This makes it difficult to test, because all three need to operate in tandem in order for Castles. I could go through the process of compiling the GM code, integrating it into the Google App Engine, and then logging into Facebook every time I wanted to run a test. I could also beat my head against a wall until I drew blood, but it doesn't mean that it's a good idea. (Read More) Tags: Castles, DevNotesHmm. It seems that all of my previous blog posts went down with the ship, loyally yet foolishly following the old system into the dark abyss of oblivion. With that being the case, it seems like a good time to provide a short update about the status of current projects. (Read More) Tags: Projects, KISA, Super Showdown
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