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Messages - Alphasim

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1
Off-Topic Discussion / Re: SPOOKTOBER THREAD
« on: October 24, 2017, 08:30:21 AM »
Quote
Does anyone remember their favourite Halloween candy?

Not really (it's been a while) but I do fondly remember getting together with my friend and little sister after trick-or-treat, dumping our pillow cases full of candy on a big table, and negotiating for what we each wanted. My street would be overrun with kids back then, but then we all got older and the herds thinned. I've had years while passing out the candy where I'd turn out the light and go back in with an hour to go because there was nobody to be seen.

These past few years though, the generation that I used to share the streets with for trick-or-treat now have kids of their own, and the masses are back and I risk running out of candy. I can't have that, though, so once I'm down to just a bag or two (always save the best for last!) the light goes off, the door gets locked, and the candy-fueled gaming binge begins!  :bigsmile:

2
Off-Topic Discussion / Anyone Extra Life?
« on: October 28, 2016, 02:00:15 AM »
It's been well over a year (almost two, actually) since I last posted here. I keep getting busy and forgetting to stop by! I wonder if anyone I know is still here...? Anyway, I'm just nosy if anyone else is participating in Extra Life this year. This will be my team's fourth year, and like most participants our annual 24 hour marathon live stream this year will be on November 5th.

While the goal is always to raise money for children's hospitals, I really also enjoy both the experience of the marathon as well as the logistical and technical challenge of arranging and executing the live stream.

Does anyone else participate in Extra Life, and if so, do you have any stories to share?

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Game Development / Re: Latest Game - Chicken Boom
« on: January 28, 2015, 09:13:14 AM »
Chicken Boom is out and about on Google Play at last!

You can find it here.

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Game Development / Re: Latest Game - Chicken Boom
« on: January 25, 2015, 06:59:51 AM »
This is an old, decrepit thread but rather than start a new one I'm going to tack a post on the end of here since it's relevant to the subject. My friend and I have been working on Chicken Boom on and off since it went up originally last February, and in December we put up a site just for our Flash games that I posted about here. Chicken Boom is by far our most played game on the AAGH Game Center.

Since it was originally made, we really wanted to do a Chicken Boom for mobile devices. It seemed like it would be a natural fit, but it wasn't until this month that we got it to a point where that can happen, and in fact it will happen. On this coming Wednesday, January 28th, we're launching Chicken Boom for Android. We would love to do an iOS version but we lack a Mac to build it on. To prepare for the launch I made a new page just to promote Chicken Boom.

http://games.e-aagh.net/chicken-boom

Chicken Boom for Android is going to have some improved graphics over what is now Chicken Boom Classic (the web version), high score leaderboards and achievements to unlock, plus we have plans for regular updates that will bring new twists and features to the game. We have modest expectations for how Chicken Boom will do, but we're looking forward to getting that ball rolling.

The hardest part, aside from waiting until Wednesday, is the testing - my friend and I, plus a few testers, are playing the heck out of the game to see how it holds up and so far it's been solid and stable. I will relate to you a funny story from testing, because I like you guys so much.  :beer:

About a week ago we had a major issue. The game's performance was being halved about every 500 points and for the life of us we couldn't find the issue. It didn't happen during testing on our PC, and it didn't happen on the dev phone we had, but it happened every single time on our normal phones. Every 500 points the FPS would halve and lag would kick up. After a full night of bug testing and a scare that the game was going to need a major overhaul of some sort, I nailed it down to our Google Play Games integration causing it.

I was just about the reluctantly pull that support when I took one last look at the code and saw the issue: I have loops running during the game that check for achievements being unlocked. They were picking them up accurately, and one that we were testing at the time reliably happened around every 500 points. The issue (anyone see it yet?) was that while they were catching the achievement's event occurring and submitting the unlock, there was no checks on the loop, so once it fired it would continue to fire once a frame until you quit. After an epic facepalm, I added checks so they would only run once and voila, the problem was solved.

Long story short: Don't overlook simple solutions, and remember to keep track of what's running when and where in your game.

Anyway, like I said Chicken Boom comes to Android devices on Wednesday, and I'm looking forward to seeing what, if anything, comes of it.

5
Game Development / Re: The new AAGH Game Center
« on: December 09, 2014, 11:15:29 PM »
Sorry I haven't been around more, but this is a large part of what I've been up to. My friend and I have been working on our main project (secret atm) since April.

BTW, does anyone here use or visit IndieDB? Not long after setting up AAGH Game Center and redoing up our main "AAGH Games" portfolio page (located here) the little counter on our page jumped from 4,500 or so out of 9,592 to 34 out of 9,592. I'm not sure what that number actually tracks and/or represents, but that's quite a change in just a few hours.

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Game Development / The new AAGH Game Center
« on: December 09, 2014, 01:40:19 PM »
Heya folks. My friend and I have been making flash games for a few months now (including for the last two Ludum Dare game jams), and I finally have a nice place for them on my site, All Around Gaming Hub. It is called the AAGH Game Center, and if you're interested you can check it out. It currently just holds our handful of simple flash games that we have made (while working on our main game).

Right now you can play:
  • Chicken Boom, a simple shooting gallery game
  • Melody's Long Ladder Home, a resource-based platformer that we made for Ludum Dare 30
  • Icy the No-Man's Trivial Travails, a trivia board game that we made for Ludum Dare 31 (which just ended and is currently in its judgement phase)

You can visit the AAGH Game Center here.

7
Existing Games / Re: Minecraft.
« on: June 18, 2014, 09:16:33 PM »
Grats on the dragon, folks.  :beer: We did the dragon on MaMinecraft recently after countless delays. I wrote up a recap of it on AAGH and you can read it here if you're interested.

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Existing Games / Re: Minecraft.
« on: June 14, 2014, 04:02:28 PM »
For fun, here's short photographic tour of MaMinecraft these days.

Click here to see the album.

We haven't updated to 1.7.9 because of our plugins. We're a Bukkit server and until I'm comfortable and confident that everything we use has been updated and works properly, we're sticking with 1.7.2. I've tested 1.7.9 locally but it broke allot of stuff so we're staying with 1.7.2 for now. The Minecraft launcher makes it easy to swap versions, if you still want to stop by.

9
Existing Games / Re: Minecraft.
« on: June 10, 2014, 07:27:21 AM »
Nice to see some interest in Minecraft still around here. Craaig runs a GTM server? He stopped by MaMinecraft (my server) some ages ago, but I don't know that we ever much crossed paths there.

Speaking of MaMinecraft, it's slow going there these days. We only have about half a dozen people who stop by with any regularity and most of them are staff. I've tried putting ads out but in a month of having them up we only got about eight visitors, and every last one of them turned out to a troublemaker, so we pulled the ads. :p Griefers, "can i be op plz?" spammers, a supposed "Planet Minequaf" server reviewer (that incident was actually kinda funny)... we got all kinds of bad apples from those ads. One of the more memorable to me was the guy who played the newbie card way too hard, asking what everything was and how everything worked, all while trying to enter commands to op himself and give himself stacks of diamond blocks, among other things. I remember watching the console thinking, "seriously, dude?"

Anyway, enough rambling from me. Just thought I'd check in since I haven't been around in ages.

10
Game Development / Re: Latest Game - Chicken Boom
« on: March 30, 2014, 02:51:55 PM »
There is a mute option, both on the menu (options button) and on the pause screen. Access the pause screen by pressing space bar. That is the most common comment we've gotten - request for a mute option - so we should probably explain the pause button or options screen better.

11
Game Development / Latest Game - Chicken Boom
« on: March 25, 2014, 03:58:30 AM »
My pal and I have put together our second game, entitled Chicken Boom. It's a simple endless shooting gallery game with five guns, lightning storms, and non-stop falling chickens. It's the greatest thing ev...

... yeah, it's actually pretty bland. We were learning to make flash games and this was the result. We did like it enough to put it on AAGH, and we also plopped in on Kongregate for the heck of it (to a whole whopping a 2.1 (out of 5) star rating). I'm sharing it here for fun and to follow up on what I've been up to since our last game, Party Ball was completed last year.

You can play Chicken Boom on AAGH here.

Here's a couple of pics of it in action.




12
Game Development / Re: Game I'm Working On: Party Ball - Released!
« on: November 06, 2013, 11:42:37 AM »
Just wanted to wrap up Party Ball: After it's first weekend on sale Party Ball sold a whole 2 copies. lol That's actually about where I expected it to be. Thanks for everyone's input and support here during development! :beer:

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Game Development / Re: Game I'm Working On: Party Ball
« on: October 24, 2013, 01:31:17 AM »
Well, Party Ball is done. Floata and I got everything accomplished that we wanted to in time for our proposed early November release date and we've signed up with a couple of small sites/shops to sell it. :claping Now, to see if anyone buys it when it comes out. lol If not, hey - learning experience! :laughing

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Existing Games / Re: Planetside 2
« on: October 04, 2013, 06:08:08 AM »
I'm American, with some mild speech impediments lol. Thanks for checking it out.

15
Existing Games / Re: Planetside 2
« on: October 03, 2013, 02:25:18 AM »
Rather than make a new topic to share this, I'm going to post it in here (where it can likely be summarily re-buried). My pal Floata and I made a Plantside 2 vid that mostly involved me getting gunned down allot with him along for color(ful) commentary. We enjoyed it and though it starts slow (and my speech impediments get the way of being able to understand me numerous times) I think it's a fun watch. My favorite exchange takes place at about the 8:08 mark.

Me: "I (meaning my class) am not designed to attack at long distances."
*gets gunned down up close*
Floata, after a pause: "Or short distances."

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Game Development / Re: Game I'm Working On: Party Ball
« on: October 02, 2013, 12:15:58 AM »
We are hoping to sell it, but the price point it currently up for contention. What do you folks think?

EDIT: An update on our progress - we have a screenshot button on the high score screen to save and share your high scores to share with others. We're going to ask that people send us their high score screens so we can compile a sort of global high score page on the site.

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Game Development / Re: Game I'm Working On: Party Ball
« on: October 01, 2013, 05:26:05 AM »
Same basic pic as last time, featuring our new, less cartoony art.



Similarly the beach has been redone.



You can't much tell in this screenshot but the fire has been greatly improved and looks very nice flickering on the screen.



The next world is a little hotter then a simple forest fire.



Lastly, Floata (Party Ball's co-designer) has composed a new soundtrack for the game, the sound effects have been updated and the new high score system works great.

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Game Development / Re: Game I'm Working On: Party Ball
« on: September 14, 2013, 06:03:26 AM »
We've improved the UI and finally gone to a more proper aspect ratio. There's also now a working score counter.


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Game Development / Re: Game I'm Working On: Party Ball
« on: September 09, 2013, 03:46:18 AM »
What are you building it in? HTML5? Flash? or is it an app?


also, its good to see you again buddy!

Heya! Haven't heard from you in ages. I need to be around here more often. lol

We're actually using Game Maker Studio's "Standard" version so we're stuck with Windows PC export. I would like to pick up the next version up plus the HTML5 and/or mobile publishing modules but that's a significant chunk of cash ($99 to upgrade to the pro version, $99 HTML5 module and $199 for either the iOS or Android module). Party Ball just feels like it would be great as a browser or mobile game.

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Game Development / Re: Game I'm Working On: Party Ball
« on: September 09, 2013, 02:25:00 AM »
Thanks! We're working on our third world (a park), we've added a limited number of lives, golden 1-Up cups for extra lives and we've redrawn the forest world's trees to look more organic.




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