Tuesday, December 15, 2015

New Animation (Used TimeLines)

You might remember  This Animation I did last year for Tilly's Rose Garden, everything is in frames and done in movie maker. Well I've made another one only I made it in game maker with timelines, now there's no extra video to upload with the game! I'm rather happy how it turned out. Here's the animation in a video. I had to re add sounds in movie maker because I can't' record off my sound card.





 



Enjoy!


~ God Bless ~


~ Firefly

Tilly is 2 - Speed Paint

It's been 2 years this month since I started to make games, and my first official project is Tilly's Rose Garden. So I just wanted to say that Tilly is now 2!




Thank you for the fun, the official game will be  coming out hopefully sometime next year, I'm still learning things but when I get it this will be a quite fun game!

I am thinking about making a journey post, but that will be another day.


~ God Bless ~


~ Firefly

Animation Tips:

In this blog post I'm going to write about some tips for animation. Please note however, that I am still a novice myself but these things seem to work for me. Well lets get started!


Note: I think I should note before I go anywhere with this that I am talking about small one object animations done in a graphic program like GIMP or Photoshop (among others) that might end up as a .gif or a sprite; Though you could apply this on a bigger scale with individual elements in a scene I am not referring to scenes as if you were going to make a movie. I have never made a scene (yet!) so I will not talk on things I do not know enough or anything about.





Sketching Out Your Idea:



The first thing I'd say before you animate anything is, you need an idea of what you want and what it will look like (generally). This comes from sketching out your idea frame by frame, preferably ( at least how I do it) side by side on one piece of paper, sorta like a story board...I do this and make notes about what I want in sketch book for reference. This helps me know what I'm aiming towards, will you use all the frames? Maybe not. Will you need more frames? Maybe so, but at least you could point yourself in the right direction.

 

Animate Separately (When Possible):



If at all possible, animate your animated bits separately from the full object (picture). For example, for all my sprites I used to make the player object in Tilly's Rose Garden Spring I drew the eyes separate from the face and made a layer from visible for the frame. I did this because animating the eyes prevented small little errors in her face (twitching animation from trying to draw on top of a finished drawing, wiggling animation, inconsistent image). In the game itself I put Tilly as a background image and just made a sprite for her eyes and it made her look alive within the main menu. This is just one example there are other things as well you can animate separate like the mouth or tears just to name two. A lot of the time this might not be possible but if you have only on area moving the the basic object never does, try only animating the part that moves after your base image is complete, for me this works better since I don't draw every frame, I draw one frame then edit it to what I want after.







Observe/ Find Out What You Are Animating Looks Like For Real:



Copyright To Disney
Some things are easy to know what they look like out of memory (like an eye blink) others are harder like a walk cycle or a ball bounce. Granted the latter two you can find tutorials on but some things you just need to find out on your own. A personal example would be my caterpillar/worm animation, I was given advice by my mother who studies bugs and insects and all that stuff on what that “cycle” would look like, she even drew it for me. Now true most people don't have a bug lover around but the point is that you get the information wherever you can. You want to animate a bird flying? Watch them see what they do, make sure you don't mix species (unless it's on purpose to make a mutant for a character design) look at stills, find tutorials whatever helps you get a better comprehension of your subject.

Some things you just have to draw and figure out on your own, a good example of this is Lumiere the candle stick from beauty and the beast, they made a candle stick dance like Gene Kelly, that's not a simple feat to do! But the point is they have to figure it out, they couldn't watch a candle stick dance.



Make A Draft Before Doing Final Animation:



Before you start thinking I just said that in the first tip, what I'm saying here is not the same thing as sketching out your animation on paper as a reference. What I'm talking about here is before you finalize your animation as either a “line-art” animation or a full color animation sketch out each frame first and test it out to see if it's smooth or jumps if the size is consistent of your object(s) you are animating. In my own animations I use the preview feature in GIMP it's fast going (though you can adjust the speed slightly) but you can see enough to know whether this animation will be good or not. It doesn't matter how pretty the colors are, if it's not smooth it's not going to look as good, so make sure it's smooth before you color it and in my opinion do not draw one frame at a time in full then go to the next.



Don't Be Afraid To Reuse Frames:



In some cases drawing another frame is pointless since a cycle can be done using only couple drawn frames. The best example I know of at this point and time is an eye blink, you only need to draw 3 frames for it to be believable, you could do more if you want it super smooth but for things like sprites the less frames the better so you don't make your game so big...Anyway back on topic here. For an eye you have frame one which is the opened eye, frame two the eye half closed and frame three it's closed. Not get the second frame, duplicate it and put it after the 3rd now your eye closes and opens.






____


I hope this was useful for somebody.


God Bless,


~ Firefly

Tuesday, November 24, 2015

Tilly's Rose Garden is 2!

It's been 2 years this month since I started to make games, and my first official project is Tilly's Rose Garden. So I just wanted to say that Tilly is now 2!




Thank you for the fun, the official game will be  coming out hopefully sometime next year, I'm still learning things but when I get it this will be a quite fun game!

I am thinking about making a journey post, but that will be another day.


~ God Bless ~


~ Firefly

Health and Lives System [VIDEO]

So I've made the health and lives system...almost entirely, I still have to make the game over screens. But you can see how what I have done works, so far.

I'll show it all in a video. The captions are a bit fast but I want all my videos under 2 minutes...Space control stuff. - - - Enjoy! - - -




Don't forget to +1 and RT.


~ God Bless ~

~ Firefly

New Features - VIDEO

Here's just a quick video showing some of the stuff I've done (a lot is old now...)



Enjoy!


~God Bless ~

~Firefly

Wednesday, November 18, 2015

9 Ways to Make Game Creation Easier

So you wanna make a game? That's great! I don't claim to be a pro at it myself (far from it to be honest!) but I have picked up some things that are very helpful in getting better and staying organized. In this post I will talk about some of these things and hopefully give you an idea of how to at least start a foundation for your game making journey!




(1) Create A Foundational Idea



This might seem obvious but believe me there is a difference between winging everything and having a basic idea of what you want. You might not know what every detail is but at least a basic idea is good to get you started. For example, is it a drag and drop game? Or is it a RPG? FPS or Puzzle....Or maybe a combination of a few types? You need to know the theme. Characters, graphic style and ins and outs of every feature are really honestly afterthoughts.

Know your foundation then work on top of it, if you don't know what the foundation is, you'll keep changing it and have to remake things multiple times.


This does not mean however that you have to cage yourself, sometimes a foundational change is needed, the point of a foundation in a game creation process is to help you get started and be focused.




Object Folders

(2) ALWAYS Stay Organized



I know for a lot of people this is a dreaded thought but trust me it's worth the effort.
Sprite Folders
If you are making a game with sprites, keep them all in folders and organized in a way you can remember. How I organize it by points, enemies, power-ups, beautification (eye candy objects/images/sprites). Also if your game creation program has a folder capability USE IT! It's so much easier trying to create levels when you can find all your elements to your level easily.


Another way to stay organized in level creation is making any invisible objects (if your game creation program allows it) have a sprite with 2 frames, 1 with a label to say what the object is so you can see as you're creating the level, and one that you can set the object to use which is invisible (no image just a transparent frame) so you don't see it in game. This helps you know if you added music, the scoreboard and/or anything else you might have added.


Folders For Images, Projects Files, Sounds Etc..

(3) Make a List of Your Variables With a Note of What They're For.


Listing Off Variables
If you start learning programming in a game you will end up with commands and variables, once you start to really learn you will end up with a lot of names that you create for different things, even if you have a good memory you might still forget some of what these variables and commands do, so it might be a good idea to make a list what they do. I don't mean the entire code just a simple note of what it's for, you'll remember the rest. I'm just starting this habit. I'm making a script file with notes in it so I know what everything is but you could do it in any number of ways whether it be a notepad++ document, a word document or a list in a notebook I think this is a good idea.



(4) Lists Are Your Friends


If you know a lot of what needs to be done in your game, make a list of it and mark off what you get done, this helps when you are really stressed out. Write every little thing you want to do, so if you do 10 small things that might seem meaningless overall you can make it off and your list gets smaller. This has helped me so much in game creation.



(5) Draw Out Things In Your Game and Work Out Problems On Paper.



Points System Created On Paper For Blox
I don't just mean using algebra to figure out the (x, y) axis of where a certain instance needs to spawn I mean everything! I've created point systems, worked out what entire sections of what a game has to do and it was all on paper. I feel freer in a sketch book, but you might prefer note book paper or even MS paint. However your thinking process is turned on use that to help yourself work things out. And don't be afraid to draw pictures, doodles, symbols, everything you do will contribute to a better made more thought out game. I use childrens' markers, a sketch book and a pencil to do some of my most critical thinking and it makes for a great result (even with my noob knowledge in programming).




(6) Don't Be Afraid To Use Google and/or Ask People You Know Have More Knowledge Than You.



I've been blessed with having a good friend who also mentors me when I need it in game creation. I know some people might not be as fortunate to have a person to be one on one with, but you can still Google, find forums and read the game creation program FAQ. It's okay to not know and it's even better to go out and find out. Some things I learned to did just by digging in Google long enough.


 Not everything you want to know is there but read things anyway, some of the features I learned was from me looking up something totally unrelated to my problem because my actual problem was never addressed online anywhere. Also if you do find somebody to help you, take their advice and don't cringe too hard when they tare up your game and put it back together the right way.




(7) Save Back-Ups of Your Project Files





Whenever you start a project it's good to back up everything, and as you go along save a new project file so you can never totally loose everything in case for whatever reason that file becomes corrupt. This is actually a second hand tip, my mentor always says to do this, and he's always right so...do what he says!





(8) Don't Stress Over the Game Name



When I was creating Blox I was stressing over what to name it because I had no clue, and really it took a little bit of the fun away cause I was so upset I never named the game. Don't do that! Work out your game, enjoy creating and once you have it's “personalty” worked out then worry about naming it. I didn't name Blox until it was almost entirely complete. Keep this in mind as you create your game, and until you publish your game in some way the name isn't set in stone, you can always change it later.


Do keep in mind if you gain a following people might not like you changing it after calling it the same things for a few months, sometimes the real intrigue is in the game name not really what it does. Not to contradict what I just said about don't worry about the name, but it's just something to keep in mind.



(9) Have fun

Remember, you are learning (Even if you are advanced you are always ever learning), if you aren't in a company you don't have any reason to be so serious you loose the joy of creating and exploring. It's creating a game, and after all we all know that games are really for the child in us all...Even if some games wouldn't ever be called child's play. Enjoy your games, make them so fun that you want to play them yourself, trust me it'll help, you're going to be your main beta tester and you don't want to be sick of your own game!




So to refresh and sum up, have a foundation, stay organized which could include keeping a log of what your variables do, draw things out to work out problems, never be afraid to ask for help and seek information you need, back up your stuff and most of all...HAVE FUN!






I hope this has been helpful for somebody.




~ God Bless ~




~ Firefly

Wednesday, November 4, 2015

New Stuff For Tilly's Rose Garden!!

Alright ladies and gents I'm getting back in to my game creation stuff!  Tilly's Rose Garden Spring will be worked on more often now!

I've actually started up already, I've updated some stuff and I'm adding things.

1. I've changed the tulip point images/sprites and added another color

2. I've created a points system - I'll make a "how I created" my point system later. I will say that I did the same thing as my blox point system as in I used my sketch book..But yeah whole process will be written up later.

Here's an excerpt though:

//point system rules:

    // Each point group goes up by a consecutive number-group.
                             //(ex: rose go by 10's)
....... 


//Point Worth Consecutives:

    // Roses: 10's
    // Tulips: 1's
    // Lillies: 3's
    // Daffodils: 15's
    // Hearts : 5's (starting at 50)  [Bonus winged heart not included consecutively] 

3. I'm working on writing up my "rules" for how things work in the framework of the game. It won't be relevant to anybody but me, but I might make a PDF for people to read to help them get an idea on making a framework/foundation for their games.


4. New points, power-ups, and enemies:

Mushroom bonus point, winged heart bonus point, (tulip image redone) new yellow tulip point, and a new daffodil point. - New Point Drainer and a new Point Transformer.

I will also be adding health drainers, and a mega drainer which will drain health as well as points, also a (hopefully animated) snail that each time you're touched by him you slow down...more ideas as well but you can't get everything in one sitting! You Must Wait! Yes I am mean today.


Lastly for now is I'm adding a health system...It's sketchy still but it's coming along.



Okay so there's some updates! I'll be updating you more though not as often like I used to, I have no internet so I have to go out to get it. I'll be slow posting but I'll be working!



~ God Bless ~


~ Firefly

Friday, September 11, 2015

Character Design - Bunny Character

During this Hiatus I have come up with a bunny character! I'm not sure what I'm gonna do with it but at least I have it for maybe a new game, or a story...not sure. These images were taken with a cellphone camera so they're gonna be kinda LQ.

So I haven't named her yet, I don't know what to name her to be honest...it might come eventually.

This is the first drawing, it's ink and watercolor along with some soft pastels.
I like this style personally.




These 2 drawings(on one page) are drawn with Prismacolor pens, then base-colored with Sharpies and Bic Markers (which are alcohol based) and shaded with colored pencils blended with a colorless blender pencil.




I hope you enjoy her!


~ God Bless ~

~ Firefly

Wednesday, August 19, 2015

Why am I away?

Hi! It's been a while. I know I was on a constant roll and suddenly stopped. Well I have my reasons, I'd say more but for now I want it to remain personal.What I can say is that I've been having to relocate and that gives me less access to a computer than I used to have, and I prefer a steady work flow so I just stop on projects when I go through dry spells. I also start a job in a few days so I'm going to be more busy than normal. I'm not gone, just not as active. I will be back soon with more ideas, more games, and more fun for everyone! I hope anyone who actually follows my games at all can have the patience to wait a bit, I'll soon have a place to steadily work, and even with the job I'll have the time to work on games as well. I'm looking at this as finally the pieces will come in to place.

To compensate for my inactivity here, I have been doing artwork that doesn't require a computer. I'll post those on my main blog feel free to check those out as well!


Oh, and also, I might make some wallpapers and/or coloring pages based off of my games so people can have something to work with. That'll be more likely to happen in the near future than actual game updates.


Blessings to all and I hope your lives are going well if not I pray God helps any and all of you.

God bless!

~ Firefly

Wednesday, August 5, 2015

Some Tilly's Rose Garden "Concept Art"

Hi! - Right now I can't really work as much on anything as I could before. I have limited time to be able to use the computer and internet so you'll be a little delayed. I'm not sure for how long though, so this might be brief. To hold you off though, I have some Tilly's Rose Garden concept arts. I hope you enjoy them!

I drew them all on sketch paper, and colored with Crayola kids markers. I inked with random pens.



   I will still work on my games and stuff it'll just be at a slower pace and probably some cramming when I have the time to work. So...Yep!


Enjoy!

___

~ God Bless~

~ Firefly

Wednesday, July 29, 2015

Video Update of Tilly's Rose Garden - Spring!

Yes, I finally have a video to show for the walls of text I have written over the past month or so.
But before that let me talk a little bit more about some updates!


1. Game Tiles:


Tiles in GameMaker 8.1
For those who don't know, tiles in game maker are like little beautifying objects you put in backgrounds, they don't bog the game down as much and make it look nice. So far I've made thirty 16x16 tiles for paths and stuff, I might make more, might not. This is more of a beautifying move than a needed move, but I might put them to some relevant use as well. I've also made a few tiles for the pond to have a tile background, as well as a shadow.

In the game, you might see some "Easter-Eggs" in a few of the tiles.

Here's and example of me using the tiles together:





Making tiles was a pain too, I made in one file in GIMP and transferred to a larger canvas size in GIMP to make a graph so I could make a solid image for game maker to cut in to tiles.


Making Tiles in GIMP

2. Rakes and Keys:


Yes this mess is finally fixed!!! - At least until I have to make the persistence thing to work.
This took me hours over a period of litterally days if not weeks to fix. BUT FINALLY!!! I got it.
Thank you God. I had to end up rewriting the entire code and remaking the settings in all the objects involved. But I must say, this is a much easier to understand code than the old one. I used that online whiteboard to help me out. I put all my variables and codes in there so I could move them around easier...though I forgot some of the time.



VIDEO:


This video is quick peeks, you won't see anything play-through-esque just quick peeks....Gotta save some interest for the release don't I? - Enjoy!






Thank you for reading, I hope you stay and enjoy the rest of the ride!





~ God Bless ~

~ Firefly




Wednesday, July 22, 2015

Tilly's Rose Garden - Updates!

Tilly's Rose Garden has had a little work done on it, though I'm still in procrastination mode for some things and I have a lot of bugs! - Tilly's Rose Garden has some new "friends", animated enemies! I'll post the gifs of these friends so you can see what they look like up close and personal, but in the game you loose a lot of detail since they're like 1/6th the size.



1. Enemy Caterpillar:


Yes, this is for real! My mother helped me a lot with this actually, she drew me a "walk cycle" on how they look (she's in to bugs and plants and stuff) and that helped me in animating this little dude. Though he's a caterpillar I'll call him what my mentor does "Wormy". So meet Wormy!

I picked red because that would mean bad /enemy or whatever you wanna call it. I added green and brown spikes so it could be one of those freaky caterpillars.


2. Enemy Mole:


So this is my cartoon mole (I looked up those things to see what they look like...yeah, very funny God), he's going to be kinda like the scarecrow that stays in one place only  but he'll pop out of his hole. I gave him a red tuft of hair since, well, he's kinda boring without it and I wanted something that represented "he's bad". Red seems to be the anti-hero in this game. lol





3: Beautifying Pond:


I made a little animated pond with fisheys! They're kinda hard to see but if you look close you'll see little fish swimming about in there.


4. More Butterflies! - 5.Keys and Blocks


I made some more butterflies so there would be a more colorful addition since they'll be flying at random. I also made 2 more keys and blocks, this time I used gardening hoes (yes that it a tool to those who have never gardened lol). These are kinda buggy at the moment and I have no clue why...




6. Other stuffs:


I've been working on little things but they keep not wanting to work, I'm focused on the more technical side so I can make things faster, easier and more fun for people who might wanna play one of my games. I have crossed some things off of my list I posted a week or so ago but in doing that I have also added stuff. So it's a never ending cycle until everything is done!

Hmmm what else...?..Well, I will be making the background 1 simple image and use tiles to make things look better, this will work out good becauseI'm told tiles don't use up as much memory so it'll look good but not slow down....Not sure what else to say except if nothing else this game is going to be prettier than before!

Once I get the bugs fixed for my current stuff I'll post a video of it.


And speaking of bugs...ever wondered what a programming fail looked like?

Ahhh attack of the bees! D:


_____

I hope you enjoy the update!


~ God Bless ~


~ Firefly

Thursday, July 16, 2015

Some Updates For Tilly's Rose Garden, Spring!

Okay well, I wanted to post something a few days ago but well...I've been very stressed about other things and haven't gotten the proper mojo to get out there and work on more things. But I have worked on some things!




New Sprite (Not Animated)
Frames For Tilly's New Object (sprites)



The main change you'll see is the sprite(s) for the player! She has been totally remade, making this the 3rd change to the player graphics in the nearly 2 year run with the games. Her overall design stays the same but she can now appear to be pointing in all diagonal directions instead of whatever your last sprite happened to be. And she blinks! Yes, I have given my creature lifeeeeeeeeee!!! *evil scientist laugh*....Okay that's weird but okay. lol





the animations up close (gif)



Another change that is still a WIP (work in progress) is I'm making tiles ( a beautifying feature in gamemaker) for the background images so they look better and they don't prohibit the objects or make huge files so it works out well I think!

Here's a simple example of tiles and a few other things (that aren't exactly new but oh well. xD)




Other things have been more "behind the scenes" work, things you don't know is there but it's doing something! I've had a lot of help from my mentor and I'm going to have to put that stuff to use to make this game how I vision it in my head.

Here's a quick little video before I close:





I still have these things to do! (though I have crossed out a few minor things from here)





Soooooo, yep that's all for now. More things to come soon!


~ God Bless ~

~ Firefly



Monday, July 6, 2015

Tilly's Rose Garden - Changes and Developmental Possibilies

As some may know, Tilly's Rose Garden has been my primary project. In fact it's the first project I've ever started! It's been ongoing for almost 2 years now, the longest amount of time I've ever put in to a project. Of course there has been gaps in time do to life such as it is, and other smaller projects. Anyways, the reason for this post isn't to bore you to tears so I'm going to get to the point.

Tilly's Rose Garden, as I have stated in the past has been very repeative, this is going to change!
Though the gameplay in general will be the same there will be some major changes. If the feed-back is good some I'll keep them, if some of them aren't good they might go back the old way or in  a new direction.


Main Changes:

I will label each change with a status.

1. No longer resetting points when you die. - ( Feature In Development)


In the past if you hit an enemy that restarts the level all the points come-back. That was okay, but it's not really "cheat"proof". Now when you die you will not be able to pick-up all the points again. Bonuses, enemies, and point-drainers will be excluded from this. They will be able to stay even after the room restarts. 


2. Diagonal and Animated Sprites - (A Possibility)


Current Sprite
In the next version of Tilly's Rose Garden (Seasons: Spring) there might be animated sprites for Tilly and there might be new additional sprites for moving diagonally. - I'm probably going to do this but I'm not totally sure yet.


3. Lives/Game-Over System - (Possible Development)


I'm seriously considering making this a reality. In the past you can go on forever until you finish the game. That's "fine" but I think it would be a more fun game if you were actually competing against something instead of having no real challenge. I don't know how many lives, what they'd take the form of or anything else. I do know that it would be the same basic thing as in Blox. The lives being gone and then you get a game-over menu.

4. Technical changes - (More coding, cleaner development style)


This will be the stuff that nobody "sees" but will make a world of difference. I'm right now learning how to code things and that will make the game work smoother. This though, will slow me down because I'm learning brand new things with this. I'm getting it though, slowly but I'm getting it!


_______

This should give you an idea of where this is heading, at least for now!
I hope to do weekly or bi-weekly posts for updates, like I had with Blox but we'll see what happens!



~ God Bless ~


~ Firefly



Thank you for the sucess of -Blox, Demo- !

I worked hard on this project, and I'm really pleased to say that it was a well worth effort!

After Approx 2.5 months of hard work, countless hours of work, graphic designing, writing, planning and everything else that goes with it, my release was a rousing success!

After my one week campaign I gained almost 450 views and 10 [+1] between two posts!



Other Realivant Posts:

A Few General Approaches - Things I'm Going To Be Changing With my Game-Development!
Blox [Demo] has been released, so what's next? - Where I'm Going From Here.
{Game Demo} Blox - Release - Download and Information
 Promo Vid for Blox  - Video Trailer

Tuesday, June 30, 2015

A Few General Approaches

Hi! Well, it's a busy week so far for me. I'd like to take the time to talk about how some things are going to be changing overall with my games, or why I have the current ones in place.

1. Manuals - [Change]


TRG - Demo H2P Menu
In the past I've made how to play menus for my games which have every little detail in them. This is most true with Tilly's Rose Garden games. But with the creation of the Blox demo I've come to terms that making manuals are much more ideal for the players. They'd rather look at an organized PDF than click around in complicated menus to find out something. Plus you can go right to what you

TRG - Points Sub Menu
want with the PDF instead of getting out of the game to look for a proper menu.

Blox Demo Manual
My Manuals will have all the things that are needed to make your game experience more pleasant, like points, what the enemies do and gameplay for the player themselves. Along with technical things like programs I used to create the game and proper credits for music and such. I was proud of the manual I created for Blox and it just feels that this would be a better option for the players.

Of course how to play the game will have a menu still for how to move the player and the basic object of the game, but there will be a button for the manual to open in your browser and you'll be provided the PDF file as well. - Possibly in Tilly's Rose Garden's case I'll do both, I'm not totally sure but that sounds like a good compromise.


2. No Re-releasing old games. - [Current Status]


As of now I'm not going to "debug" old games, they are what they are.
My reason for that is that each game marks my progress as a game creator, and the bugs show how I was at that point of my learned capability. - I might in the future but right now I can say for sure that I am not. - I know for sure demos are not going to be debugged. The simple reason why they get full discrimination is because they are in fact demos, they're not supposed to be as perfect as a completed game. I of course polish the best I know how but overall there will not be the same perfection that a full game will have, new knowledge and better work flow will change everything.



3. Not staying in a box for how games are played - [Change]


This is more or less applied to Tilly's Rose Garden, since this has had the most attention overall from me. The simple fact is, every version has been pretty similar in nature. The version I'm working on right now will not be this way, there will be at the very least some foundational differences. The general gameplay will be the same, but there will be some very different approaches.

The main change for Tilly's Rose Garden I'll talk about in this post (New post about the new changes coming VERY soon!) is you will not live for all of infinity and be able to pick up infinite points by picking everything up and dying to get more points, that option will be gone. It will be more strict than the other versions of the game. This is a very big step but I think it will up the challenge and make the game more fun than just a you can't lose and will gain if you do lose.


4.  Sequels - [Just Yes!]


I am going to be a person who makes sequels to games. I know right now that I will be making soon a sequel to Fluffertini's Pizza Constructor! It will have the same general gameplay but will have mor
e options, less buggy drag and drop and be faster.


5. New Frame Rate - [Change]


Before Blox every game has been 30fps, but Blox has broken another barrier and is 60fps speed. This is a change that I will keep, because all my games will have smoother gameplay and be more enjoyable to play. This will mean I have to do more math than I previously wanted but hey, math is healthy for the brain anyway!


______________


I hope this has been interesting!

Thank you for reading and please don't forget to +1 on Google and check out my latest game release!



~ God Bless ~


~ Firefly

Monday, June 29, 2015

Blox [Demo] has been released, so what's next?

That's right, for those who don't know about it yet, the Blox Demo has been released! But now that it has been, what's next for me? Well, here's my hope for the new agenda.

As a semi rule, each time I release something I like to move on to something else, not abandoning the previous project but making it so that I learn something new and make the releases have more variety as I go.

So far I have been releasing a lot of non-Tilly's Rose Garden based works, and I'd like to stop that and work on the spring version of it more. My main issue will be that each game (for TRG) is almost identical to the other with the exception of graphics. I want to change this but I'm not sure how. There are a few gameplay foundational ideas I'd like to change but in general it's a small change for the overall gameplay of Tilly's Rose Garden. I don't want to abandon the project as it is what got me started so in a way I owe it to the "franchise" to keep it alive and finish all the mini games and finally
create my ultimate master piece of the full version which would probably be 20-30 levels long. I will work on it more however though it'll be on the more technical side of things, the things you don't "see" but making it more efficient for me to work on.

Artwork from the first game.
Other things that I want to work have been mentioned here , but my main next "project" of focus will probably be (though I'm not saying 100% yet) a sequel to Fluffertini's Pizza Constructor. I really loved the first game but it was buggy and I'd like to release a sequel with new knowledge and helps I have received to make it better. I'd of course make it the same concept but with better features and some new ones! I have the ideas in my head but I have to put them down on paper and write out a plan before getting started. This is one of those instances where I actually have a focus and a desire to reach, unlike Blox
where I was floundering for a bit.

That's my general update of my state of mind, I might start working on these two things right away or wait a bit to let the creativity refill itself, if nothing else I'll most likely work on the technical parts of TRG-Spring.

Thank you for reading and please don't forget to +1 on Google and check out my latest game release!



~ God Bless ~

~ Firefly

Sunday, June 28, 2015

{Game Release} Blox Official Demo

It's finally here, the demo you've all been waiting for! With 5 levels, 60 fps mobility, and colorful 2D graphics. Introducing....



Bugs:

1.  Sometimes the ball gets stuck going in a certain direction and you can't stop it. This can happen going from the bar to the wall or between walls/blocks. If from the wall to the bar is the case just let the ball die or try to manipulate it (it is possible almost every time). If it gets really bad you can reset the ball by pressing “Enter”, this will act as if you died only you don't lose a life but you do lose the 100 points.



Programs and Tools Used:


  • GameMaker 8.0, 8.1 - Putting the game together, minor graphics
  • GIMP - All major graphics, images for the manual
  • Sony Acid (Free Version) - Sounds
  • Goldwave - Volume adjustment, sound editing/mixing, format conversion.
  • Word Pad - To make a check list
  • Opened Office Writer /Opened Office Draw - Making the Manual
  • Calculator - Coordinates, any math needed
  • Sketch Book - Concept work
  • Markers - Concept Work
  • Internet -  References/ Tutorials.
  • Snipper Tool - Graphic help, screen-shots
  • Mp3 Compressor - Compress music size



Special Thanks:
  1. W.Card - Bug Fixes, advice, overall help.
  2. K. McKlutz - Grammar Checking
  3. Eric Skiff - Music


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Comments welcomed!
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I hope you enjoy my game!



~ God Bless ~


~ Firefly