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Post by Blyka on May 5, 2016 10:50:30 GMT -5
Sorry for the long silence; hasn't been much going on at the site for many months now so not much to say in here. However, in celebration of TLT's 4 year anniversary (the site's launch day, anyway) we finally managed to release Demo Version 0.2!
Release notes and such are covered in a devblog post, which you can jump to from the above image. Hope you enjoy the new demo!
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Post by Blyka on Apr 8, 2016 11:30:25 GMT -5
Does anyone know how close to completion that TLT fan game is? I see updates, but it's hard to get a feel for how complete the game is. I'll just be up front and say "completion" is still very, very far away. Various aspects of the project are at differing stages of completion, so while things like the game's soundtrack are doing great, the engine is still at basics. But the important thing is we're still working, at least every Tuesday (reported on Twitter) and sometimes more if we find the time. Persistence always has been our greatest creative attribute. And hey, if the infamous Mega Man X Corrupted fangame is still in development since... gosh, it's so old I can't even track down its start date--at least 2008, but I think it goes back a lot farther. If it's still in development after all this time then there's hope for TLT yet.
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Post by Blyka on Dec 26, 2015 22:05:28 GMT -5
Awesome turnout this year, everyone! Biggest since 2011 in fact, and there are some great pieces in here. Thanks to Mikéy for his hosting efforts. I was definitely surprised to discover my "How the Master Stole Christmas" landed in the unfulfilled when I clearly remembered Dragge's work on that. I feel like I unfairly got bonus art or something, so extra thanks to those who got assigned that one. I've skipped commenting individually in previous years due to lack of time but always feel bad, so here goes a quick comment for everyone (in main post order): HF - Interesting environment on the digging piece, and even more interesting to think that Bluecher was a body builder in his youth. XD Dashe - Beautiful job with the color pencils on TronxVolnutt. Seriously. So pleasing to look at, and even far surpasses the pro color pencil examples that taunted me as a kid. Love it! Also, coming from a fan game dev's background I always find mock box art amusing, so good job on that one. Tron Bonne Art - Fun stuff on the snowball battle, and cute renditions of Roll and Trigger--especially their faces. And even if it was a stretch of the prompt the chestnuts has a cool atmosphere to be sure. Handlebar-Orion X. - Always fun to see more original things like the comic format of the Misfit Reaverbots. I guess Trigger ran so fast after taking the refractor he left his face behind, which is amusing to imagine in a cartoony fashion. Dragge - I'd guess the text was the main focus of both these, but I must admit the punchlines are pretty much lost on me. Nice splice of the refactor with the figures though. MegaTuga - I quite like the Legends have it...; clever concept and neat vibe with the orange brickwork (somehow evokes a bit of NES nostalgia or something). Thanks for your take on the Master stealing Christmas. Neat to see that cityscape show up in fan art. Santa Melty - Oh cool, another mlt gif! Loved your Reaverbots Enjoying Christmas from 2012 (in fact it inspired me to do a gif myself this year, but alas, I couldn't think of one for my prompts--maybe next year). This one is also quite amusing. And I so recognized your style in Tron/Juno on the Christmas Eve previews. 'Twas written all over Juno's face, you might say. Wonderful piece, and had me laughing out loud at the full thing. Between this and your past Juno works I'm convinced you should be creating a humorous comic starring him. ravenf6 - I'll continue the echo after mlt: also unsure what the object is, but generally nice piece with a good expression. Avegodro - Aw, sorry you got stuck with me twice in a row like that (especially when the premium prompt shouldn't have been a thing). Much thanks for fulfilling them both, and for making this year's prompt Christmasy. Blues - Big props for medium originality, definitely. And very clear and well done images at that, even if faceless Tron/Juno did creep me out a bit at first. XD And finally, thanks for the kind comments on my own works! I hesitated on the concept for It's Impossible!! as I feared it wouldn't turn out. Still feel it could have been better in more capable hands, but I learned two important things from this piece: for one, free hand mouse drawing is rather difficult. No auto-straight lining and no Photoshop tricks or tools (beyond duplicating Servbot heads and the text tool), just lots of Ctrl+Zs. For two, perspective drawing is even more difficult. Still, I hope the play on the MML2 Servbot letter and MoTB's mini-game managed to raise a few smiles or giggles at least. It's Impossible: I have so many questions. What are those purple sausages made of? Did they tailor that hat specifically for him? Who stuffed the dead body into the oven? Because that never works, trust me. Heh, your guess is as good as mine on these; it's all very open to interpretation. My initial concept for "It's Impossible!!" revolved entirely around #42's inability to cope with the Servbot lunch rush, but as it came together I found numerous places that theme fit into--the purple sausages, for instance (or are they green beans, or... something, else). And I'm guessing #42 stuffed the dead body into the oven (if it is in fact a dead body (in truth that looked a lot less like blood on the laptop monitor from whence it came...)). I was surprisingly pleased myself with how Grill's chestnuts turned out considering my distaste/inability for pixel art. It's rough but I think it fulfilled my intention well enough. While I'm sorry to trample hopes of it being a playable title I'm very glad it was convincing enough to raise the hopes in the first place. Naturally it crossed my mind to make the first Secret Santa game entry, but needless to say that would have absolutely exploded the time spent. Which definitely wasn't what I needed this month. And in closing, great job everyone, and hope you all had a Merry Christmas. And have a Happy New Year.
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Post by Blyka on Dec 17, 2015 21:47:38 GMT -5
Seems like I'm always a last minute submission so I really wanted to get this done ASAP this year. Unfortunately inspiration has been most evasive for both my assignments, though I'm pleased to report that I finished one of them today. Unfortunately it was the premium one that snagged inspiration first, so it isn't a thing until the main one is done. Been pretty quiet in this thread; hope everyone else is progressing well on this and enjoying the season.
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Post by Blyka on Dec 7, 2015 11:00:39 GMT -5
Sign me up for the premium as well, though I fear the outcome of calling upon my piddly visual art reserves twice in one year.
As for my request, hm... I've made Christmas a guaranteed theme every year to keep with the season, but I've got nothing in mind this time so I'll just leave that up to the artist. Let's shake it up with: It was you all along!
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Post by Blyka on Dec 29, 2014 13:44:35 GMT -5
LokenWell, to be honest not much has progressed in any area in the past couple years. We're still pretty open about new accomplishments on Twitter and the Dev Blog, so for the most part what there is is what there is. Conceptually though, we've had most of the game pretty well covered since 2012, including but not limited to: -Plot outline/synopsis and how the game plays out -Comprehensive list of all enemies and bosses -How the world and ruins are laid out (conceptually; not detailed in-game maps or anything) -Buildings of importance; where they are, what their function is, etc. -Special weapons are pretty detailed; what there is, what makes them, how their upgrades and stats work, etc. -Other things like items (key, usable, side quest, so on), equipment, zenny, the pause screen, NPCs of importance, easter eggs, etc. And tons of other stuff. Seeing as these documents are pretty old, things are naturally subject to change as the project gets going again (and fluidity is a law of game development), but we definitely had a clear vision of what we want out of the game and will hopefully be able to see it through that way for the most part. LumigadoSeems like that comparison gets made a fair bit, but to be honest fAB and I only have the vaguest notion of what Professor Layton is, so any similarities are purely coincidental. Guess we can't help that a purple coat and top hat will strike familiarity with Layton-savvy folks though as they're an uncommon combination... so far as I'm aware, anyway.
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Post by Blyka on Dec 27, 2014 12:15:39 GMT -5
Handlebar-Orion X.Apologies for the vague description; I'm really a dork about Christmas at heart, so I tend to throw out prompts that allow creative freedom while capturing the spirit of Christmas in some way. It is indeed cozy, as Dashe said, and quite Christmasy, so many thanks! DasheMerry Christmas! Glad you're digging the bleakness in Matilda's expression. XD Naturally I considered other more humorous/potentially obvious emotions she might be going through for such an event (vengefully plotting against Joe and his new wife, ecstatic and hitting the single's scene, etc.), but this one best matched my desired medium this year (tools were just scissors and tweezers). Besides, it is pretty sad if you think about it. Anyway, awesome turn out this year--congratulations to everyone for finishing on time! Definitely some unique pieces this year what with ASCII art, text adventures, videos and so on. Another successful Secret Santa... hard to believe my first one was five years ago now. And thanks to Mikéy for his management duties this year (and Dashe for the snazzy banner image). Hope everyone had a merry Christmas, and here's to a happy New Year!
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Post by Blyka on Dec 18, 2014 13:16:49 GMT -5
Finished mine last night and just sent it off to Mikéy--meaning I finally succeeded in not rushing to finish and submit on the due date! I believe confetti is in order. Possibly fireworks as well. The prompt and premium requirement combination really rubbed my lacking artistic ability in my face and left me drowning for ideas, but it managed to turn out interesting, I think. Best of luck to everyone with their assignments, and merry Christmas!
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Post by Blyka on Dec 15, 2014 11:57:24 GMT -5
Bit late as usual, but thanks for sticking with us Zaiy--and anyone else still watching. Here's hoping for a better TLT year in 2015. Didn't really have anything new to report, but I talked about TLT in a general YouTube update I did if anyone's interested: youtu.be/uxeH9f7Izgo?t=2m15s
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Post by Blyka on Dec 13, 2014 12:10:59 GMT -5
Not sure if anyone here's noticed, but for the past eight months or so the leaderboard submission functionality in MML3 Servbot Roundup has been broken. fAB gave a small effort to discover why a few months back but to no avail, determining it must be something on the game's end for me to look into. I did a glorious job of procrastinating on this, partly because there was no reason for it to stop working and thus I wouldn't even know where to begin debugging. Anyway, finally got around to it the other day and determined that, for unknown reasons, the Unity Web Player was the problem and the original code still submits fine from a standalone version of the game. Taken into account with the game-crippling performance issues commonly encountered on the Web Player, the Web Player's imminent obsoletion, and the fact that it's an old game far removed from the "play and share in your browser!" hype stage, fAB and I decided to remove the browser-playable version and re-release it as a downloadable title for both Windows and Mac. This move comes with several update perks in addition to the more reliable performance, including 20% larger Servbot collision boxes, other minor improvements and a new Level 4 where you must collect all 40 Servbots, which is really a blast. The leaderboards have also been reset (don't worry--your former glory and/or fail has been archived), so with the competition cleared now's the time to reclaim your throne or rise to the top anew! I know it's an old and small game, but I was surprised just how fun it could still be. Hope you guys enjoy the new version!
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Post by Blyka on Dec 8, 2014 12:29:51 GMT -5
It's no surprise that I'm low on time and artistic inspiration, but that's never only stopped me once before so count me in. It's holiday tradition, after all. Request: Christmas Evesince I'm having such good luck finding mythical creatures today. Try to keep the streak going. Done and done.
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Post by Blyka on Oct 15, 2014 12:29:19 GMT -5
And Tuttle's redesign is finished! Blog Post Model ViewerJust thought I'd mention it here for those who (understandably) haven't been checking the dev blog much lately. Let us know how you like it!
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Post by Blyka on Sept 23, 2014 18:17:47 GMT -5
Heh, I finally made it to Level 5 and beat the game. Good going with the changes and the whole "making things easier" deal. It definitely makes everything a lot more approachable and enjoyable in the long run. I mean, really, now that the timer's not an issue, we can actually explore! Awesome! Glad you enjoyed the changes! I was a bit worried the removal of both the instant-death collisions and timer might make the game too easy with no real sense of pressure, but yeah, accessibility is the key word here. Fun is far more important than challenge these days, and anything as touchy as Bon Ball v1 is just asking to be rage deleted. And thanks for your comment and score submissions; I was right in figuring no one would care about an update by this point, so all the more appreciated. Just something I wanted to do for my own satisfaction before the door shuts on GM game updates.
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Post by Blyka on Sept 4, 2014 12:40:13 GMT -5
So, after witnessing unexpected lag on a player's computer sometime ago, I set out to improve Bon Ball's performance and ended up overhauling the foundation of the game enough to warrant a jump to v2. The primary change is bombs now simply damage you upon collision instead of sending you back to start; your Life gauge now behaves as energy instead of retries. Likewise, the timer is simply used as a bonus for completing the level quickly and no longer kills you upon running out. It's still game over if you run out of energy so you have to be careful, but I think this behavior makes the game much more fun, accessible, and less apt to cause rage quitting. Other improvements include: -Wall collisions are now perfectly smooth -Bon can now roll backwards -Better performance -Various other tweaks; bombs now stand out better in Level 4 & 5, 960x720 window size support, etc. As before you can download it from the Sky Pirate Arcade or Blyka's Door. Enjoy!
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Post by Blyka on Mar 1, 2014 15:42:37 GMT -5
Thanks for the comments, guys! Glad you're still watching. So far this year our lives are even busier than last year (not sure how that's possible...) but despite that we really want to step up the TLT effort and bring the project back to its "former glory" so to speak, so we're trying our best to keep the pace. Got some news of exciting changes coming up soon, so look forward to that.
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