Showing posts with label Flash. Show all posts
Showing posts with label Flash. Show all posts

Mar 12, 2014

[anuStar] devlog ~05: Goey? and news

Another weekly report is coming~
Last week, Hipon still tweaking the game balance, level design etc. Some things are getting better now. The mechanic become more solid and the dynamics are getting greater. The spawner system comes so satisfying too. But we still discussing for the balancing. Quite hard to finish dat one! Phewww~


But anyway, we're going to make it chaos and lot of humor! You'll find some unique motions from Goey. Like this one ;)


Again, Reijubv must make another sprites for Goey, and Laz still fixing some particle. Clea must compose draft for sfx + bgm stage, and Hipon should implement sprite and next-map-transition. SO much things to do!

Hope everything will done perfectly soon! And see you next week!




Nov 5, 2013

Late Weekly Report for Loooong Weekend *again*

Heyaaa!! Vichelyna's here on weekly report *again* *doh*
Anyway, on Oct 31 2013, Stellar Null was on JCC, Senayan giving some speech *ahem* for Jakarta Game Show 2013. Clea and I were talking about game trend :D *we will upload the slides soon* *after approval* heheee..

(Left to right) - Moderator - Vichelyna - Clea - Anton from TouchTen
Jakarta Game Show 2013 @JCC Senayan, 31Oct'13


But anyway, how's Koutack doin'? We are working hard on Koutack for iPhone 5 resolution support, and new look on menu. We added more menu transitions so it'll be cooooooollllll~ After all, stellarNull reached around 30% better performance for iOS ;)

We really did some good jobs for this week! How bout having some beer to celebrate it? *beer*

Feb 22, 2013

Koutack released!



Play the Game!


Finally, Koutack is released! It's my first #1GAM (One game a month) game and surprisingly, it turned out good :D

When I started to work on game design, I wanted to make a game that has "minimum design and maximum gameplay". It took me several days to find some inspiration, I got inspiration mostly from traditional game, I didn't remember how exactly the gameplay is, but the goal is to get rid of balls or something until there's only one ball on the stage. After doing some calculation, prototyping and stuff, I'm satisfied with the final result.


Clea also did really good job in Audio, I thought clea would make a bit cheerful music but it turned out really different, but I like it so far, it gives unique feel to the game :D

More screenshots:



Anyway, I'm planning to write a post-mortem of this game, if everything goes smooth it would be here soon!

Hope you enjoy the game!

~hipon

Jan 1, 2013

Late Lino released! and testimonies~

Howdy folks, this is our first post in 2013, happy new year! Had quite fun in 2012? We did. And this is another game for you, from us.



As mentioned before in previously, Late Lino was actually game for Ludum Dare #22 entry, 1 year ago (2011). We made some minor changes and actually publish the game for new year gift. Good luck for you, have fun, and let us have even better new year :)


Dec 14, 2012

End of year news, anyone?

Long time no blog folks. We're not dead or anything, haha.

I've been too busy lately (it's Laz) for even maintaining the Facebook Page. This is already almost end of year... I never forget our projects like Grand Steam, Linoveus Cube tho. But seems like time is running out for us to wrap Late Lino first for christmas and new year.

So most likely we won't launch Grand Steam or Linoveus Cube project this year yet. (I miss Grand Steam!)

Nov 4, 2012

Late Lino

The start

Lino
It's been long time since we started to develop this game and actually finish it. So why now bother to share? Last year we weren't this active updating blog, so we didn't bother to post anything about any progress we made, nor gamedev logs/ diary, though we have posted some teasers to our Facebook page & twitter.

We noticed that we need to share a lot of things since we want more people to know what are we doing  right now, what games will come out, even what do we think about life, jokes, etc. Above all, this way we can learn more to communicate with our potential players/ fanbase. As a small indie game developer team, without publisher/ sponsor we ought to promote and publish the game ourselves, so this is one way to gain exposure, as much as we can.

Alright, back to topic, this game, Late Lino, was started as an entry for Ludum Dare #22, 16th of December 2011. Thinking back, we were keeping an eye on the themes since theme voting, so we had a bit preparation of what theme will be out in the next day. We had little speedy game designing exercise a day before it.

Sep 29, 2012

Linoveus Cube ~part III

hmm now to think about it
he looked like Yuan Shao from DW7
Linoveus Cube has been developed for 1 month. SIGH... We missed 1 week deadline so hard guh. See previous devlogs/report here.

Sep 2, 2012

LudumDare#24: Linoveus Cube ~part II

Continuation of Game development process

screenshot taken at 26th Aug, the second day
See previous part here!

Laz: Okay actually we should have noted what we have done in separate 3 days, because they (clea and hipon) already forgotten what was going on =_= Why the hell i am the only one who remembered the development process?

Grand Steam leaks! (a sneakpeek video)


What is leaking ?!



In case you haven't noticed, we have uploaded a sneak peek video of Grand Steam during the combat playtest!

Check this out folks! ^^




Sorry for the lags (i are an amateur screen recorder ;^;)

Please Don't forget to subscribe our Youtube channel so you can stay updated with our new videos!

Aug 29, 2012

LudumDare#24: Linoveus Cube ~part I


Opening

Hey everyone, we’re here again to report something. You know LudumDare right? You will know it anyway after you visited the link so i'll save my time on that.

LudumDare #24 was held on 24~28th of August 2012 (Compo mode ended in 27th, Jam/team mode is 28 which is yesterday). Yeah we were SUPPOSED to submit our game as Jammer and we FAILED, gracefully. So rather than sharing success story (as we were getting asked to) we prefer on making this, our fail story.

Aug 23, 2012

Grand Steam log ~04

Howdy everyone, counted from January 2012, Grand Steam project has reached 8 month development time, been long time but we ain't stop progressing, and here we are, Lazcht, clea leshlick and hipon, informing you folks, on "What's up Grand Steam?"


Click here to browse previous Grand Steam logs!




Jul 16, 2012

Distributed!

Hi there folks! Lately we have been distributing our flash games to varous portal such as TigDB and GameJolt, even deviantArt, when we have time maybe we should list those over here so everyone will know. We also plan to send game packages to some portal so they'll put the games on their sites.

If one of you folks own a website, game reviewer site or free game portals and want our games to be added/ reviewed, we're more than glad to allow it. We have already prepared game packages/ press kits to download for reviewers' convenience. (As you can see we just added "Media kits" tab above).

Also, if any of you wondered how the games will make profit for us, it's the ingame advertising, sponsorships (if possible), and non-exclusive licensing/ sitelocking offers (feel free contact us for more info). In any case, we desperately need so much exposure for our games, aside for financial matter, we need feedbacks from as many player as possible to make us even better game developer! 


So you folks, if you care, like, love our games, please do tell your friends about us and our games, it means to us big time! XD

That's all i want to cover today, thanks for reading, have a nice day and cya around! Grand Steam dev log is coming out next i guess, heheh.


~Laz out

May 18, 2012

[Tutorial] Game Flash Menggunakan FlashDevelop & Flash IDE

Part 1 - Perkenalan & Setup

Halo, reijubv di sini akan mencoba memberikan tutorial bagaimana caranya membuat sebuah game berbasis Flash, dengan menggunakan FlashDevelop sebagai software utama untuk melakukan coding dan Adobe Flash sebagai visual IDE untuk membuat dan menaruh aset-aset yang akan digunakan nanti, sekaligus sebagai compilernya.

Saat artikel ini ditulis, software yang digunakan adalah FlashDevelop versi 4.0.1 RTM dan Adobe Flash Professional CS5.5 apabila anda tidak memiliki versi yang sama, tetap bisa mengikuti tutorial ini tapi mungkin harus ada sedikit perubahan yang dilakukan.

Selama proses tutorial ini, versi ActionScript yang digunakan adalah versi ActionScript 3, dan untuk mengikuti tutorial ini setidaknya anda sudah mengerti dasar-dasar ActionScript 3 karena saya tidak akan menjelaskan secara detil setiap bagian code yang nantinya akan diberikan.


May 1, 2012

Grand Steam ~log02

Hey folks, guess what? Second log for Grand Steam project is here! At the first log we said that beta version will be there a month ago, and yeah it failed due to our PIXLE re-launching business, and some other things, our apologize for that.

Game development progress

I can't say much about how we have progressed so far, maybe half, or less, or li'l bit more from half, i dunno. We still need to decide which features need to be changed or added, because we gambled much things into this game, whether it will turned good or bad, we won't know until we try.

Apr 11, 2012

Wonderland Cosa Nostra

Wonderland Cosa Nostra
Genre: Scrolling shooter and defense hybrid 
Engine/ Platform: Flash Action Script 3
Release Date: Coming soon!!

Before we go on to the game, you might be wondering about this thing. We all know about "Wonderland" but WHAT is "Cosa Nostra"?

From wikipedia.
The Mafia (also known as Cosa Nostra) is a criminal syndicate that emerged in the mid-nineteenth century in Sicily, Italy. It is a loose association of criminal groups that share a common organizational structure and code of conduct, and whose common enterprise is protection racketeering. Each group, known as a "family", "clan", or "cosca", claims sovereignty over a territory in which it operates its rackets – usually a town or village or a neighbourhood (borgata) of a larger city. Its members call themselves "men of honor", although the public often refers to them as "mafiosi".

Okay now, we can continue! XD

Wonderland Cosa Nostra is...


A wondrous scrolling-shooter and defense hybrid game, served with fresh (yet classic) style and fluid animations. Protect the cute little boss; Raffles, from bad monsters with your LIMITED savings! Money management, decision making, awareness are the key to beat the challenges!



Gameplay:
  • Protect the Raffles while she is traveling in the Wonderland.
  • Destroy anyone or anything who disturbs her.
  • 4 soldier units guards Raffles from 4 directions, each have their own Health.
  • When a bodyguard dies, buy a new one at the shop.
  • If the Raffles dies, the game ends.
Features:
  • Unit Shop.
  • Technology Upgrade.
  • Skill.
  • Achievements.
  • Many types of monsters.
  • 20 levels to beat.
Screenshots, Video and Teasers:




Sneak peek video


Game Trailer by ittou - ElvenTales


Development  Team:
Coder: Afifudin Mahdan, Mahdi Bahsroni Rizal | (ElvenTales)
Graphic Artist: Lazcht, kodoktua
Composer: clea leshlick, ittou (ElvenTales)

Special thanks to:
ghur
kazeki
'da'
hipon


Thanks to:
gamedevid.org

Mar 12, 2012

Grand Steam ~log01

Long time no actual blogging, folks :D

This time im here to share Grand Steam, our newest game project.

What genre now?
hm. tough question.

Arena, hack-slash, danmaku, strategy(?), gambling(?), with "MMORPG-styled" stats distribution and level up system. battle are all about mouse clicking slashing, dodging, plenty of enemy waves, boss battle, with some/ lot of enhancements from learned skills and rented weapons. Wait, what?


And looks like we're aiming for mid to hardcore gamer for this project :/



Here, get some screenshots and mock-up screens to help you digest the informations above ^^


 

(First pic is mock, and some things are placeholders so pardon the ugliness, second pic is screencapture for actual game project demo, third is another mock.)

Prolly you can already guess what's the game theme right now.
Beta version is hopefully will be there this week. Can't wait to see ppl's opinion for this XD

S'up with the crews?
hipon tried to use different method to make life 10x easier by using "connected spreadsheet" for us to input the parameters.
reijubv was actually going to play solo part as Grand Steam's main artist, but i kicked half of his butt to make place for me to do some of the art. you're welcome, what i've been doing is salvaging him from being drowned at art whirlpool. (trollface.jpg)
me, Lazcht, been kicking my own ass to make schedules and milestone, trying to press the crew's procrastination level to the lowest.
Lot of numbers, calculations, formula, database involved in project to make clea suffer. (fuckyea.jpg)

haha, this concludes today's (b)log.
~Laz out!


Jan 20, 2012

Happy new year, PIXLE launched!

Folks, sorry for such late and outdated greetings but, happy new year for all of us. 2012 is said to be the end of world or doomsday eh? I'm guessing it's because of SOPA thingy, LOL. okay im not gonna talk about this here XD anyway!

Here goes the coolest news: PIXLE has been launched!

click here to play!

also see the gameplay video played by me.




What's new about us?
A NEW BANNER! (.....:| *um okay..*)
We submitted a game for earlier event of  LudumDare48, then enhanced the game, it's called Late Lino, maybe I'll blog about it sometimes later haha.
We're currently working on 2 flash games, one of them is a collaborative work with Enthrean Guardian (actually some of us are working with them too so XD).

thats it for now, have a nice day! :D
~Lazcht

Nov 30, 2011

Pixle, Timing x Survival experimental game

Hey folks, we have (not really) just finished a game called Pixle. We believe it will be launched soon so stay tuned! Anyway, what's the game about?



General Information
Genre: Timing, Endless, Survival
Engine: Flash Action Script 3
Release Date: TBA
and free to play!

Gameplay

  • keep your Energy up by collecting Green Seeds.
  • avoid Shadow Tunnel.
  • do Combo, more combo means faster speed.
  • go as deep as possible, Distance, Combo, and other aspects will determine your last score.
  • challenge your friends, parents, siblings, enemies or anyone to beat your score!
Screenshots


Teaser video (yes it's super short)

 

Jul 21, 2011

Outsmart!

Outsmart!-all his money are belong to us-
Hi people, this is our first game under the name stellar-0, it's complete and currently looking for sponsor. We got some nice feedback on this game from the local gamedev community. We hope a lot of players will also love and play this game. You can see the details here.

EDIT: Now available to play here!

Title: Outsmart!
Genre: Life Simulation
Release date: 11/9/2011
Screenshots:




Developer's note:
hipon, coder
kodoktua, graphic user interface

Lazcht, character design, pixel art, rough game design

"The game idea came up from a jog. *just the main plot though* and i simply wanted to make a simple dating simulation game, because i enjoyed Princess Maker and Magic Knight Rayearth 2: Making of Magic Knight.

Art wise, actually, this time i wasnt being too picky for the designs, i just wanted to make simple and easy-to-make characters, yet loveable. Originally i wanted the settings to be a bit futuristic feel, (you can see the hologram bracelet), but in the end, it went out to more present time setting.

Second theme is "funny" and maybe even "stupid", you'll see how i designed the NPCs. I had hard time choosing how will Anneite look, because i wanted her to be memorable, but thanks to team, i managed to image the protagonist as i wanted and had soo much randomness fun  in the development process. "
 clea leshlick, game design, music and sound effects
"For this game, I'm going for a bright modern feel, so I used electro drums and several synth for the melodies. The song arrangement is simpler than my usual songs, but I like how the final mix sounds clean and a bit punchy.

I learned a lot of things when experimenting on sound effects creation, it's a nice feeling to put together different notes and sound generator to create one short sound."

Well, that's all for now, we're looking forward to release the game so you guys could enjoy the game as we do!

Godspeed! :)

Apr 1, 2011

Sword of August: Road to Independence




Title : Sword of August: Road to Independence
Genre : Vertical Shooter
Platform : Flash/ActionScript 2
Release date : April 8th, 2011
Game Achievement:

Daily 4th on July 17th, 2011 at Newgrounds


Also available on:

Pilot SWORD Unit as Rico Lyfer and help him regain total independence. Experience 6 different Forms and Special Maneuvers, 6 Upgradeable Cores, and 10 Supportive Cards through the challenging missions! 

Features:

  • 3 Base form + 3 Evolved form
  • 3 Special + 3 Freiheit module
  • 10 consumable supportive CARDs 
  • 5 challenging Missions, each with Mini-boss and Boss unit
  • CARD Shop & Gear mods
  • RPG styled dialogue
  • Stylish and quality Graphics and Audio 
  • Complete and detailed technical tutorials
  • Costume dress-up

Screenshots:



Trailer Video:


Credits:
  • hipon - code, game concept
  • SPV Nite - story, game concept
  • kodoktua - sprite, map, special effect
  • Lazcht - character design, GUI, special effect
  • clea leshlick - music, sound edit, database
  • ghur - music
  • kazeki - trailer
Special Thanks:
  • Vresu - special effect
  • rumahcharlie - sound effect
  • momiji aya - voice act
  • jonas - bugtest

Thanks to:
gamedevid.org