Not much to report today. Started a bit on the Insanity level for Angry Girlfriend. Play it here. Flying kick works a bit better now. It's now also possible to be grabbed by an enemy, and you can use the LEFT/RIGHT keys to wriggle free.

Started spriting the main character a bit for a laugh-

Last but not least here's a look at the Insanity 3 first screen (very rough)

Sunken World has not gotten any bids yet, Gah!!


YouTube member(s?) Zeroellet - have done a short parody based on 'Insanity 2'

Buckle in for this one-

Goooood work guys, love it! Felt quite thrilling to see somebody enjoyed (or despised?) the game enough to bother doodling out an animation for it with voice acting. The Evil Dude here is mighty impressed. 

Having just also reread 'The Silence of The Lambs', you could say I am most certainly feeling inspired to scrub back in with Edgar Friendly once more and get the next Insanity installation out pronto- if only my broke ass could afford it. The chunk of moneyless time it would take to code, *sigh*- barely paying the rent as it is. Still, Insanity 3 is a steady ongoing weekend project- no changes there! I actually was working on the manual weapon reload system last Sunday, so panic not- Insanity 3 is slowly but surely on the way. In fact, you'll probably be getting a peek at some demo work here on the other side of Halloween. And of course, there's the secret Insanity level for Angry Girlfriend *doh* did I just say that? :-)
While we're on the subject- another piece of fan affection has come to my attention recently.  


Not sure whether it'd be a good idea to endorse this wikia due to the inauthentic liberties some of the contributors have taken ie. the inclusion of unheard of characters (Kitty Friendly? Adoptables? Hmmmm...) 

But what the hell, it's still quite a body of work and a good start, and I wholeheartedly appreciate the love some people out there have for the game. Don't hesistate to contribute if you're a fan. It is truly the fans support and encouragement alone that gives me that motivation to make those games at the end of the day. 


Preview of 'Angry Girlfriend' 2nd Level. 
Just under 2 weeks worth of coding so far. 161kb. Enjoy!

WASD- MOVE. J- PUNCH ATTACK. K- KICK ATTACK  A lot of work put in those 14 days and I'm quite chuffed with the results so far- this is looking like it might, might be a cracking game. Shit, I probably say the same thing about every game I code at around this point of development, but either way- I'm optimistic.

Flying kick mechanic is absolutely grotesque right now but I'm a little too tired to fix it tonight. As before there's no 'precision' col.detection to speak of  as of yet, and you can still run past all the enemies straight to the boss- you're invincible in other words. Or I should say bosses in this case- keep running right and you'll eventually run into the construction site's true owners- the mob; and they've sent out hitmen 'Suntan Micky D' and 'Bronx Billy "Beagle" Russo' out to stomp on the guy that's messing with their turf. Micky D is a pro-boxer, so he'll be trying to dodge your blows. Beagle is a pussy and will hide behind the car door shooting at you until you blast it off -oh but I haven't put in the actual bullets yet- lucky you.

I can't wait to put in wacky dialogue for these guys and Padge the Insult Bum. It's going to be cracking good. The whole game is aiming to be one fat 'over-the-top' comedy and I'm even thinking of having the main character just running around in briefs/pants!

Feel free to pass along any ideas you have.  

Day 5: 

OKAY, so here's an update to the new mini-game I've entitled 'Angry Girlfriend'-- Basically the story is about a guy who get's so sick of being nagged to death about being a broke loser that he goes on a 4 level the rampage. 

My wife asked me-
 'Is that anything to do with me?' 

No dear, of course not.  I'm elated that you feel you exist on this Earth to give me a hard time.

 Anyway, I thought with this game I'd explore my comical side for a change. 

This is a first level demo- needs maybe some variety in the enemy types or a couple of hazards, no dialogue yet, but even so it's good enough for a start- and even features 'PADGE THE INSULT BUM' as the end of level baddie; an extremely rude homeless guy who loves to incite passers-by with revolting and vicious comments. His special moves include throwing sardines & cats from the trashbag at you, whistling for his mutt, and a spinning rotten gut fart attack when you've reduced his health to below %50, and he's just dying for you to beat him lovable. 

Feeling pretty good about this game already, which is an auspicious sign. Geez, maybe action games are the way to go after all, should've followed my gut.

OK, so first some news: 'Sunken World' is complete and on the market for sponsorship as we speak. Early reviewers have given it a 7/10, not the best score in world (thought it was worth an 8 at least). Still, I'm happy with it- the game runs smooth, and utilizes a lightning-fast linked-list particle system that was quite an achievement to code. It's fun to play IMO, so who knows how the general public will react. 

I did have one major issue though prior to releasing though due to a mysterious  game lag glitch, that kept appearing after uploading it to a server and viewing it online. We found out that it only occured in certain versions of Google Chrome. I spent days thinking it was a bug and trying to isolate the issue- only to discover that it was a known complication with the actual Pepper-based Flash Player that's inherent to the Chrome browser alone. In other words it wasn't a coding bug at all. Sucks. But ah, at least it's good to know. The dude here always stays positive. Anyway, hopefully Sunken World won't be another turkey like 'Chronicle' which was, err, a chronical failure, making $0.06 a day for me as we speak on MochiAds (woohoo!). Yes, nobody is going to retire on that. Also, this game marks the last time I code a shooter. I'm done with blasting games. Daft as it sounds, I'm actually not a big shmup fan myself- I just was curious about coding one or two for the shits & giggles of it. Now that I've gotten that out of my system I'm going to focus more on making games in the genre I worship and adore, more specifically the BEAT-EM UP genre!

Yep. And with that being said, let's talk about the next project I have in the pipeline. 


Or more precisely, a remake. Or even more precisely, a remake with alternate sprites and a tweaked fighting engine to the 1988 Irem arcade hit. I can't just clone the game entirely or it'll never sell- but a tribute with a couple of extra attack moves, yeah what the hell. Fans of the original will enjoy it, and I'll get the smug satisfaction of knowing I did a remake of a fav game of mine as a kid.

As you can see, the new strategy I'm adopting here is to do more 5-minute lunch break style games until I start making the cash to get onto bigger things. Games that are fun for a few minutes. 
No more 5-8 month development times with these things, I'm done with that. I'm also feeling that the market is moving away from online games and more into mobile. Sponsors know that the big bucks are from throwing their lot in with the guys that are doing iOS games with microtransactions, and diverting too much of my time into games that might not be worth anything in a year or so is a bad idea. 

But don't worry, I'll finish Insanity 3 for ya, if nothing else. I'm working on it from time to time. Slow and steady on that one. 

As for work on Vigilante, it's been 3 days in. Here, have a chalkman preview. No real sprites in there yet. 

This time I'm going to allow you guys to see the work-in-progress (WIP) on a regular basis. Feel free to leave feedback. I'm certainly not against the idea of implementing some new concepts, and you come up with something fun enough. If I do you'll get your name on the credits.