@QS.. as you re so lovely and put in the graft as an honourable sheep I have forwarded you a little something. I hope it amuses in a kind of casual non gaming sort of amused in a human and sheepy way with a certain respect and it aint finished but it's kinda fun excuse sort of way.
JumpBoxGames said: im working on a bubble popping game at the moment waiting for another to be approved
EDIT: I also have plans for another 3-4 games but i prefer to finish one before i start the next otherwise i get lost of where im up to or what im doing haha
I'm working on a happy top-down shooter adventure game about shooting evil teddy bears (being serious) for the WIndows OS. I'm also working on a game called Survival of the Tiltest for the iPhone, a game about surviving a swarm of bouncing balls. Another, larger project for the iPad is called Tomato Potato, a platform puzzle physics game where you blow up fruits and vegetables to get rid of red blocks.
I also have 2 hardcore platform games for the Windows OS I started on but they're both on hold, Orbman and Savestate.
quantumsheep said: I'm finding that whatever I'm working on is the opposite in some way to what I worked on previously...
Kraken - shooter then Gravitrixx - puzzle game - no shooting - 100 levels then Air Supply - 1 level then .Matrixx - all based on movement then New shooter - no player controls for movement!
I think doing the same thing over and over can end up being a bit dull. And my first thought after spending 3 months on Gravitrixx, and putting in 100 levels, was 'I'm not doing that again!'
QS
Very true! I guess I hadn't really thought about it. Although my last major 3 games have had me building levels and rebuilding levels for porting, I think I'm going to take the endless/randomized approach for a bit.
And I don't understand how some of you guys work on so many projects! I'll work on 1, and over the course of that I'll write down notes and ideas for others, but don't dare start prototyping until the previous is finished.
Eastbound said: And I don't understand how some of you guys work on so many projects! I'll work on 1, and over the course of that I'll write down notes and ideas for others, but don't dare start prototyping until the previous is finished.
I think that because it's so quick and easy to get something running with GS, invevitably, I try certain things out if my mind wanders from the current project.
It's all saved, of course, and brought back when needed. Worked on a little here and there. It's when you finally decide to finish something as your 'next project' that the others fall by the way-side till you're done!
Additionally, progress depends (for me) on whether I can get any artwork for the games I'm making. If I can't, I have to move on to something else till I can!
The next game from me I started over two years ago. The one after that I started about 4 months ago - and the one after *that* has been going for nearly two years now.
I got tired of making little bits of things and being disappointed by the lack of sales/downloads, so decided to jump in headfirst with making something I'm passionate about! This project is something I can properly get into, add tons of little special bits and polish to death. It's not very far along at the moment, but I've recently recruited a mate to help with colouring in the artwork, hopefully I will make the planned Q4 release.
Name: The Green Knight
Genre: Platformer (action/adventure)
Release Date: Q4 2011
Price: Free (HTML5 browser), $1.99/£1.49 iOS
Dev blog: www.mattyrobinson.net
Video:
About:
Join Sir Gawain on his quest to find and defeat the legendary Green Knight.
The Green Knight is a lovingly crafted platformer in the mould of Super Meat Boy that features hand-drawn artwork, an original soundtrack and a large world map with a variety of locales, tons of bosses and gameplay changing items!
Note: the game is inspired by the traditional tale of Sir Gawain and The Green Knight, in-game areas are based on real world locations near to and where the legend supposedly took place.
mattyr64 said: I got tired of making little bits of things and being disappointed by the lack of sales/downloads, so decided to jump in headfirst with making something I'm passionate about! This project is something I can properly get into, add tons of little special bits and polish to death. It's not very far along at the moment, but I've recently recruited a mate to help with colouring in the artwork, hopefully I will make the planned Q4 release.
I do love that tale, personally, and it's nice to see you working on something that sparks your own interest.
I feel people can just *tell* if you're into something lots - and that's just infectious I think!
The whole opposite thing is true for me too. First I did Sketch Ball which has like 75 levels. Now I made Dust Those Bunnies! which is black and white and only a couple of play styles. Then I made Break For It! which is bright and colorful. Then I'm making a geometry style game (got burnt out on graphics) Not to say that it won't be beautiful.
Comments
Can we keep him, mum? Please! Can we??
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Kipper
Cheers-
I also have 2 hardcore platform games for the Windows OS I started on but they're both on hold, Orbman and Savestate.
And I don't understand how some of you guys work on so many projects! I'll work on 1, and over the course of that I'll write down notes and ideas for others, but don't dare start prototyping until the previous is finished.
It's all saved, of course, and brought back when needed. Worked on a little here and there. It's when you finally decide to finish something as your 'next project' that the others fall by the way-side till you're done!
Additionally, progress depends (for me) on whether I can get any artwork for the games I'm making. If I can't, I have to move on to something else till I can!
The next game from me I started over two years ago. The one after that I started about 4 months ago - and the one after *that* has been going for nearly two years now.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Here are some screenshots of the iPhone version:
http://www.facebook.com/photo.php?fbid=136898413064330&set=a.136898309731007.35781.113824015371770&type=1&theater
http://www.facebook.com/photo.php?fbid=136898513064320&set=a.136898309731007.35781.113824015371770&type=1&theater
http://www.facebook.com/photo.php?fbid=136898653064306&set=a.136898309731007.35781.113824015371770&type=1&theater
Name: The Green Knight
Genre: Platformer (action/adventure)
Release Date: Q4 2011
Price: Free (HTML5 browser), $1.99/£1.49 iOS
Dev blog: www.mattyrobinson.net
Video:
About:
Join Sir Gawain on his quest to find and defeat the legendary Green Knight.
The Green Knight is a lovingly crafted platformer in the mould of Super Meat Boy that features hand-drawn artwork, an original soundtrack and a large world map with a variety of locales, tons of bosses and gameplay changing items!
Note: the game is inspired by the traditional tale of Sir Gawain and The Green Knight, in-game areas are based on real world locations near to and where the legend supposedly took place.
- Cheers
I feel people can just *tell* if you're into something lots - and that's just infectious I think!
Good luck with it!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io