Showing posts with label Game Development. Show all posts
Showing posts with label Game Development. 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!




Feb 26, 2014

[anuStar] devlog ~04: Finding Harmony

Last week was quite tough, it's not because we worked really hard, if we look at the current build it may look quite stagnant compared to last week *at least, gameplay wise*. Actually, it's tough because I was tweaking the game balance, level design, etc and it seems I will keep tweaking this until it feels right.



Like I said before, this game overall style takes a lot of inspirations from one of Treasure's games, Gunstar Heroes. However, after I implemented the spawning system, it turns out to be very different, which is good! But, since the feel now differs from Gunstar Heroes, I can't use some techniques from Gunstar Heroes, I need to develop my own, in other words, I need to work harder XD.


I guess that's all for today, I don't really have much to reveal right now, even though the game might be different compared to first time I potrayed in my head, my goal still be the same, the gameplay will be chaotic, boss-heavy, and very retro :D

thumbs up from Goey

see you next time!


~hipon

Oct 6, 2013

I Just Wanna Say "HELLO" ! *and some weekly report*



Attention please~
Hello! Vichelyna's here. I'm the newest member of Stellar-0 ;) *cheers*
What am I doing here? Emm.. Just playing around and reporting some of their work~ HAHAHAA*poke their asses*


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 31, 2012

Death will: clea leshlick

Hello folks, today I'm going to talk about my death will. It's things that I want to be done to my body/corpse and my 'heritage', after I die. I might do a revision/update sometime in the future, assuming that I still live, of course. But before that happens, this will here is good enough. So let's get started...

Jul 26, 2012

Why gamedev? -my story-

Hello guys, Laz is here \o . Not a Grand Steam log, sorry haha.


Prologue

I've been thinking to share my old gamedev stuff since that's too good to be wasted or just gone without even being noticed by ppl....*writes blog*....... i was wanted to post a post mortem of an old game project but ended up writing long story of mine before i decided to dive gamedev industry, lol so okay.. *changes the blog title* 


I will share my own story--how i become a professional game developer. (my pro meaning = make games as living, just in case ppl refer it as 'veteran').

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

Jun 6, 2012

Grand Steam ~log03

So it turned to be me again who is blogging here haha. Thanks for coming here to read, and i am Laz (and later this Grand Steam log is edited by hipon). I tweeted about making sneakpeek video of Grand Steam but ended up to another failure because of some serious mess, so uh... next time, okay? =_=;;

Recent development progress:
- Skill cooldown system implemented
- Battle result implemented
- New character designs, some sprites
- New enemy designs
Grand Steam newest screenshot, name is dummy btw

Let's continue on where we left off last time, about gameplay flow was it?
(See list of Grand Steam's logs here !)

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.

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