BlasterMax

BlasterMax
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Saturday, 16 February 2019

Asteroid Mining Company

I'm thinking of releasing a demo/prototype version of Asteroid Mining Company, which was a game that I was working on last year that I never completed. The game is a little bit like asteroids and you control a mining drone that has to collect ore from blasted asteroids while avoiding attack from alien intruders. The game was never fully completed, and I've since lost the source code (because I'm an idiot and forget to back stuff up sometimes) but it is somewhat playable in that it has one level that gets progressively harder each time you complete it. So I was thinking of releasing it in an "as is" state as a demo next weekend.

Asteroid Mining Company

Saturday, 2 February 2019

Some game news.

A short update to let everyone know what's going on here at ACOB. BlasterMax released last week and I added a small update to it to bring it to v1.1. This update fixes a couple of small bugs, the biggest one being the "press START" text wasn't showing on the title screen, so nothing major.

UFO gameplay
I've been planning some stuff to do with UFO, but I've not really sat down to work on it just yet. The game is pretty much still in the same state as it was when I stopped working on it in December. I do still fully intend to get back to it, but with things at home being the way they are at the moment it will probably be a couple of months before I'm properly back up and running.


Saturday, 26 January 2019

BlasterMax is released!


My latest game BlasterMax is available for download on itch.io. The game is a 2d retro-styled arcade shooter loosely based on games like Galaxian and Galaga. Blastoids have destroyed your planet and you are the only survivor. Now you must destroy the alien menace and save the galaxy!

You can download the game for Windows from the widget below. I;m aiming to have an HTML5 version for non-Windows users to play in their browser, but the code needs some changes before I do that to fix a few small bugs that sneak in when I use the HTML5 exporter, so it'll be a little while off.


A quick update:

Things have been a bit quiet around here recently because I'm still busy caring for my mother who is recovering from a breast cancer operation. Further to this, she may need to go for chemo or radio therapy as a follow up to make sure that the cancer has been completely removed. This means that games development is on the back burner for the foreseeable future, so updates will be a bit slow. I'm still tinkering with "UFO" and I've started some early work on "Pumpkin Patch", but my time for gamedev is limited due to the current situation, and what free time I do have is being spent on winding down after a busy day. This is also the reason why I've not been doing any live streams.

Things should hopefully be back to normal soon. 

Saturday, 12 January 2019

A very short update!

Things have been a bit quiet on the blog these past two weeks, so I thought I'd better make a post and update everyone as to what's going on.

I've put games development on hold for a while because I'm currently caring for my mother who is recovering from a breast cancer operation. I'm hoping to get back to working on the games soon, but it may be a few weeks before I'm back.

BlasterMax is still sitting waiting for release, but I want to do a final bug test and quality check on it first. I'm still aiming to have it released very soon, but we're probably looking at February at the earliest.

The next game after BlasterMax will be UFO. After this I'm going to start working on a platform adventure game called Pumpkin Patch.

That's it for now. I'll post something else when I have a bit more progress to report.

Saturday, 22 December 2018

UFO progress report - Games development update 22/12/2018


Only a short dev diary update today as preparations for Christmas are taking up a lot of my time. It's only a text update again this week, and I'll do get back to video updates in the new year.

As you can see from the image above, the game is taking shape quite nicely. I've been struggling a little bit with getting the AI movement to work independently of the scroll, because I couldn't figure out how to get this working with GMS2's built in cameras and views system, so I took the route of making the player object essentially stationary in the main view and having everything thing else's movement controlled by a velocity variable that's controlled by the players keyboard inputs.

I'm currently working on adding some more enemies to the game, but work is a bit slow at the moment, but I should be able to jump back into it properly once Christmas is out of the way.

There probably won't be any live stream until new year.

And finally! If you want to join the ACOB online community, you can do so by accepthing this invite to the Discord server. https://discord.gg/PezNWgf

That's it for now! Sorry it's a bit rushed, and I'll see you all in 2019.