Sunday, 5 February 2012

Gunman Clive



Unless I change my mind very soon this will be the official title of my new game. Still not really sure about the name but it's the best I've got. I had a few rather lame alternatives and then I got the idea to keep the GMC abbreviation somehow, and the first thing that popped into my head was Gunman Clive and somehow it stuck (and yes I know that's technically just GC, not GMC, but whatever).

Monday, 30 January 2012

Bionic cowboy



I ran out of ideas for bosses a bit and resorted to stealing some ideas from old games, and this idea came pretty natural for some reason. It was pretty fun to make this boss though. Although I'm fairly familiar with coding characters with bionic arms it was pretty fun to make the animations for such a character, having been in charge of implementing someone elses swing-animations in the past. And while his moveset is pretty much stolen from bionic commando it was interesting trying to make a boss pattern out of it. I kind of want to make him playable though...

Gameboy shading



I was a bit bored and didn't feel like starting coding menues today so I played around a bit with my post effects just for fun. Just had to tweak some colours and change a texture to get this effect. I tried rendering it in lower resolution as well to get it more pixelperfect but it just looked worse

Sunday, 22 January 2012

Pompadour



Another short video of GMC. This is the first boss in the game. He has a pretty simple behaviour but can still be quite hard to defeat.

Thursday, 5 January 2012

Horsies



Short video of an enemy I've just finnished working on.
Gameplay wise it's extremely basic but the art and animation took two days to make. I messed up the proportions a bit and had to do my best to salvage it after the animations were already halfways done. I think it turned out decent in the end.

GMC gameplay video

Made a quick fraps video of GMC, showing the beginning of Level 1 and the basic gameplay and showing of the artstyle



Development is going pretty well right now, though I'm getting tired of doing leveldesign. I might upload some more videos, showing some more interesting gameplay in the near future

Sunday, 20 November 2011

Finally getting started on GMC



So I've tried applying the rendering technique to GMC. Maybe I'm just crazy but I really like the style and I think I'm finally on track to get started on the game properly. I'm changing the plan a bit and I'm going to give the western theme a bit more focus han I previously intended, and have bandits as enemies instead of robots (though maybe some robots will pop up as well). Having more human enemies will probably change the gameplay a bit as well, but I'll still try have it as MegaMan-like as possible with lots of small simple enemies.

Also got it running on Android now. The post effect that's blurring the colours on the character might be a bit too demanding, and I'm not sure how much it really adds. I like it though. I get 30 fps on my Xperia PLAY, so it's probably ridiculously slow on weaker phones. Then again that phone will be about a year old by the time the game is finnished so maybe it's OK. I'm thinking of making it possible to turn of the post effects; but I have to see how much extra work that will be. I'll have to have two sets of shaders for everything in that case, as everything would work a bit different without the post effect.

Btw, what you see in the screenshot is some really old content that I've tweaked a bit. When I first started working on GMC ages ago, before releasing the Wii Homebrew version with the GreenHillZone-like environment, I tried making a train level but could never get it look remotely decent and gave up. I thought it fit the theme quite well and I don't really need much textures with this style so I tried reviving it.