It’s been a while since my last post. I have an announcement to make: Skyscraper is almost finished and I plan to submit it to upcoming Abbuc SW Contest 2016.
There were two Work-In-Progress videos released near the end of last year. I granted myself quite big pause in the development. Then spent couple hours adding title screen during spring (as far as I remember) and last two days were quite productive since I sat behind my PC and finished gameplay.
Today is the day of releasing my longtime internal tool called Atari MapMaker. This tool was originally created for Ridiculous Reality level design. Recently I was contacted by Adam Wachowski (RR co-author), he requested couple additions to editor so he could use it for his new upcoming project… so I added some stuff inside, fixed numerous bugs and also added several nice features.
Currently I am working on Final version of 3plex was build on September 13th, so game is ready to be released. Most of implemented changes extend visual/audio experience, game design remains same. I am preparing some new stuff that will enrich the game. I am going to update this blogpost couple times with additional texts and screens.
I managed to finish another game recently. This time it is Quarrion, which was previewed on last new years disc 2015. I started coding this game year ago. Final gameplay was done for some time, but I needed to fix some bugs add graphics, music and wrap it all up. Finishing the project is always hard, because it sucks so much time when you focus on small details and try to make them look the best possible way.
I started working on The Bitchy Witchy around year 2007. It is already 8 years ago – pretty unbelievable. It supposed to be point&click adventure like no other on Atari. Basic idea was to create game that will be similar to Gobliiins where you control hero on single screen and after you solve puzzle you will be able to move to next screen.
I introduced this project on AtariAge couple days ago also with screens so you can find some info there. This blogpost is mainly behind the scenes.
Tento post je len v angličtine, nechce sa mi to prekladať…
How to code Atari XL/XE game in 500 minutes? -not just another stupid marketing! This time I have proof… the timelapse video! This year’s Abbuc SW contest is a bit special, because deadline for compo entries was 31st of July instead of 31st of August as usual, but I handled it somehow similarly as before… I started working on my entry day before deadline.
Táák, táto gameska je výsledkom takmer polročnej práce. Niekedy v novembri som sa na popud Jasona Kendalla rozhodol značne rozšíriť hru Xirius Defect o množstvo levelov a nových herných elementov. Read the rest of this entry »