Thursday, October 23, 2008

"Update your player."

Sadly, It seems your flash player is not up to date.

That is often caused by not updating your player software on regular basis, but can also be the result of not updating it at all, or updating it and later uninstalling the new version and reinstalling the old one.

It is a good idea to update your software - whether it's Flash Player or any other program you use or game you play - to stay up to date with the latest technology and bug fixes. Newer software gives you more features, the ability to shoot fireballs, better performance, and overall better functionality then older versions.

Updating your software also allows you to stay tuned to everything new. In the never-resting world of the Internet, you need updated software to utilize the latest developments in information technology. When using new software you will never find yourself with a file you can't open or a program you can't run. Regularly updating your software allows you to experience the full potential of the Internet and your computer, giving you an endless world of unlimited possibilities.

So why won't you take a moment, just one moment, to visit Macromedia.com and get Shockwave Flash Player 2.0?


Originally, I intended to have just "update your flash player" as the message the player sees if his flash player is too old for Touch The Stars. But then I thought - people always complain my games have too little text, isn't it time I do something about it?

[You may ask yourself what is Touch The Stars. I will allow you to ask yourself that.]

Friday, September 26, 2008

Microcosmos is getting tedious.

What I need here is a purpose. I need to see the end coming.
In Areas I had it simple - half a day's work and a new area or powerup is finished. With microcosmos I can work on a single formation for a week, only to realize it's basic concept is flawed.
So here's what I'm gonna do. I'm gonna stop tweaking the game engine, and start working on the actual game. By mid November I'll have 15 more formations, and then I'll start working on the interface. Shouldn't take more then a month, given that I currently have no idea how the interface is going and even if I had, I'd probably end up making something completely different. Then two weeks for the story and story implementation, and it's 2009. One week for final tweaking, and then, say, two months for beta-testing, refining, beta testing again, etc. now we're in February. One more week for some final fixes, Two more weeks for stuff I can't predict, and the game should be ready at March 2009.

March 09. Yeah.

Friday, July 4, 2008

End

Imagine being alone at the end of the universe. Vast nothing all around you, everywhere. No more stars, no more planets, no more light, no more matter. Your existence means nothing, everything there is is still dead. You're less then a tiny grain of dust, hardly a squeak, compared to the size of the universe. It's dead, and it will stay dead.
Unless you can "restart" it. Pull everything there is into a tiny spot and re-create the big bang. You will die doing that, but the universe will be reborn.
The problem is, you're not actually alone. Lacking any other purpose to exist, knowing nothing else matters, being just like you want to recreate the bang themselves. But you can't let them. It's not about a search of glory - no one will know what happened here. It's about not dying in vein. Everyone will die if the bang is recreated, but only the creator will die knowing his death meant something.

No idea when I'm going to create this game, but one day I will.

Monday, June 23, 2008

Natural selection

[regarding the previous post]
So I haven't finished it in three hours. instead I've revamped the player-awareness model of the enemy brains, added a much-needed pause feature, some debug-mode options, and more detailed level-settings. But no cover formation.
Now, however, I came up with some new ideas for the ol' fella, ideas which make it actually interesting to code and play. It's nice to see how not-so-good ideas are naturally kept away from the game since I can't get myself to code them.

Friday, June 20, 2008

Microcosmos - Cover Formation

ok, so coding this part isn't particularly fun, interesting, or challenging. In fact, in a perfect world I would have had midget-slaves to do it for me. But this is [hold on to something] not a perfect world, and I've been postponing this for 2 weeks. So now I'm gonna get to work, damn it, finish it in three hours, and get back here to write about how I failed.

Saturday, June 14, 2008

Introduction? no no no,

you got it all wrong. I don't do introductions.

...

Creating games is all about making your dreams come true.

I was sitting in my room, finishing the movement and attack functionality of the player in Areas. I wrote the last line of code needed to make it work, and compiled the project. Now, at that point I had no idea what style I'm going to give the game. Everything was black&white simply because I decided to leave the artwork for later. But after toying with it for a while, I had a clear vision of how I want the game to be. The first sight of the bullets leaving the player's weapon, flying silently on the field, and then shrinking and banishing in an instant was simply majestic. It was awe-inspirng. It was something I could only dream of. 5 monthes later, the dream came true. Areas is just what I had in mind at that time, it's the realization of a fantasy. Thats why I love making games. And I belive every game-maker can relate to that.