Post by BlazeHedgehod on Oct 15, 2006 12:20:01 GMT -5
Get ready for a long post.
It's Halloween again. Every year I like to do something for Halloween. Chronologically:
Halloween 2002: Halloweenies
This was the first year I did it, and the first year I didn't go trick-or-treating or to a party. I was fairly bummed. So, two hours before midnight, I slapped this together. Sometime later, I went back to it and revamped it so it wasn't a total ripoff of Jamie Bailey's Sausage Roll Islands.
Halloween 2003: The original, four-level release of Super Mario: Blue Twilight. Featured two bosses. Didn't really seem to garner that much attention, and there were levels I had wanted to do that I couldn't due to time constraints.
Halloween 2004: What was supposed to be the release of Super Mario: Blue Twilight DX. The "DX" release quickly snowballed from "add the two levels that didn't make it in to the original version" to contain three times the content of the original game. Needless to say, it wasn't ready for several reasons; the two largest being my (extremely successful) Halloween Webcast, and a power outage that struck litterally moments after the webcast concluded.
Halloween 2005: Early August finally saw the release of MarioWeen DX. Whew. By then, the terrible little engine was two years old and hadn't seen a single update since it was originally (and hastily) crafted - it was really starting to show it's age. But, nobody seemed to care, including G4 who put me on TV. The whole thing snowballed from there. As of today, MarioWeen has garnered over 300,000 downloads, taking up 7 terrabytes of bandwidth. It has been in more magazines than I can remember, and still rests comfortably upon the list of the top five most downloaded full-length games on GamersHell. This year also saw release of The House, a "haunted house simulator", just a few days after Halloween.
Halloween 2006? I had three concepts planned.
Concept 1, was entitled "Operation Z". You can see it in my sig. Operation Z would be a top-down shooter. You play as the sole survivor of a military unit called in to deal with a zombie out break; but your helicopter crashes as you are on evac. You awaken in a city full of zombies, and worst of all, you yourself are infected. This would induce hallucinations and all sorts of fun stuff. It was canned on account it would take too long hand-crafting all the necessary graphics for the levels.
Concept 2 was untitled. This year, the Penny-Arcade forums staged an RP where forumers pretended to be part of a victorian era village called Wangshire. The "game" portion of it came from the fact that three villagers were chosen to be "vampires". These vampires, every night, could kill one human being. It was the villager's task to find the three vampires and stake them; every night, the village (including vampires) would vote on who to stake next. Thus, every night, until all three vampires were staked, two people would die (one staked, one eaten by the vampires). Making things interesting: There was also a "seer" and a "thrall". Every night, the "Seer" would have a vision of a suspected Vampire. The "thrall" is a human who is allied with a vampire. My task? I wanted to make "Wangshire Vampire RP: The Home Game". Canceled on account it would take way too much experimentation; I was thinking a combination of Pheonix Wright, a traditional Final Fantasy RPG, and the boardgame Clue.
So what was the third? A generic, action-game style Castlevania game. That's the one I'm currently going with. If you want to play around with an engine test:
blazefire.mooglecavern.com/castlevania2.exe
If you can't tell by the graphics effects, this is in MMF2. I plan on four levels. Bosses might be kind of tough to pull off in time, though...
Controls:
The engine test defaults to gamepad mode, so switch to keyboard (CTRL + Y) if you need to.
Button 1: Jump
Button 2: Whip
Double Tap a Direction: Run
Down - Up+Jump: Uppercut
Down + Jump: Ground slide
Down + Jump (mid-air): Downward Kick
Up + Whip: Use an item (if you have one)
Double Jump (height of jump): Backflip
Failing that, a MMF2 update of The House might be in order.
It's Halloween again. Every year I like to do something for Halloween. Chronologically:
Halloween 2002: Halloweenies
This was the first year I did it, and the first year I didn't go trick-or-treating or to a party. I was fairly bummed. So, two hours before midnight, I slapped this together. Sometime later, I went back to it and revamped it so it wasn't a total ripoff of Jamie Bailey's Sausage Roll Islands.
Halloween 2003: The original, four-level release of Super Mario: Blue Twilight. Featured two bosses. Didn't really seem to garner that much attention, and there were levels I had wanted to do that I couldn't due to time constraints.
Halloween 2004: What was supposed to be the release of Super Mario: Blue Twilight DX. The "DX" release quickly snowballed from "add the two levels that didn't make it in to the original version" to contain three times the content of the original game. Needless to say, it wasn't ready for several reasons; the two largest being my (extremely successful) Halloween Webcast, and a power outage that struck litterally moments after the webcast concluded.
Halloween 2005: Early August finally saw the release of MarioWeen DX. Whew. By then, the terrible little engine was two years old and hadn't seen a single update since it was originally (and hastily) crafted - it was really starting to show it's age. But, nobody seemed to care, including G4 who put me on TV. The whole thing snowballed from there. As of today, MarioWeen has garnered over 300,000 downloads, taking up 7 terrabytes of bandwidth. It has been in more magazines than I can remember, and still rests comfortably upon the list of the top five most downloaded full-length games on GamersHell. This year also saw release of The House, a "haunted house simulator", just a few days after Halloween.
Halloween 2006? I had three concepts planned.
Concept 1, was entitled "Operation Z". You can see it in my sig. Operation Z would be a top-down shooter. You play as the sole survivor of a military unit called in to deal with a zombie out break; but your helicopter crashes as you are on evac. You awaken in a city full of zombies, and worst of all, you yourself are infected. This would induce hallucinations and all sorts of fun stuff. It was canned on account it would take too long hand-crafting all the necessary graphics for the levels.
Concept 2 was untitled. This year, the Penny-Arcade forums staged an RP where forumers pretended to be part of a victorian era village called Wangshire. The "game" portion of it came from the fact that three villagers were chosen to be "vampires". These vampires, every night, could kill one human being. It was the villager's task to find the three vampires and stake them; every night, the village (including vampires) would vote on who to stake next. Thus, every night, until all three vampires were staked, two people would die (one staked, one eaten by the vampires). Making things interesting: There was also a "seer" and a "thrall". Every night, the "Seer" would have a vision of a suspected Vampire. The "thrall" is a human who is allied with a vampire. My task? I wanted to make "Wangshire Vampire RP: The Home Game". Canceled on account it would take way too much experimentation; I was thinking a combination of Pheonix Wright, a traditional Final Fantasy RPG, and the boardgame Clue.
So what was the third? A generic, action-game style Castlevania game. That's the one I'm currently going with. If you want to play around with an engine test:
blazefire.mooglecavern.com/castlevania2.exe
If you can't tell by the graphics effects, this is in MMF2. I plan on four levels. Bosses might be kind of tough to pull off in time, though...
Controls:
The engine test defaults to gamepad mode, so switch to keyboard (CTRL + Y) if you need to.
Button 1: Jump
Button 2: Whip
Double Tap a Direction: Run
Down - Up+Jump: Uppercut
Down + Jump: Ground slide
Down + Jump (mid-air): Downward Kick
Up + Whip: Use an item (if you have one)
Double Jump (height of jump): Backflip
Failing that, a MMF2 update of The House might be in order.