Super Hematoma is a beat-em-up inspired retro multiplayer fighting game which will have you pitted against your friends (or random jerks from the "internet") in brutal street fights. Whether you decide to go it solo or with a group of friends, your Bruiser will be able to bash, bludgeon, and break your opponents using a variety of weapons or even your bare fists. With a variety of arenas and game play modes to choose from, you'll be knocking knuckles with the best of them for hours on end. This project, which is in early development, hopes to bring classic retro pixels and music into a modern multiplayer brawler setting. We're a small team of two independent developers that are working hard to bring something fresh to the table.
Hey paisanos, Matt's back out of the depths of his nerd cave to give a long overdue update on some game dev stuffs!
So, jumping right in:
A rather modest goal that I had early on was building a default package file format for Super Hematoma to externally contain sprites, level information, game data and the like. I’d build a simple toolset to pre-construct these package files, as well as deserialize resource data back out of them in real time for the game to use. Implementing this “rather modest” goal stretched out across what seemed like an eternity of development time, which can be pinned on a number of reasons (the common “real life happened” cover, caffeine deficiency, the ever-present temptation of having hundreds of little plastic cartridges stuffed full of nostalgia surrounding me at my workstation at all times, the like). Mostly though, it was just bad planning and time underestimation.
Honestly, if making a game (maybe any software? maybe anything?) is something you really want to do, make sure you’ve got your priorities and goals straight from the start; if you’re a tinkerer / crazy nerd, building everything from scratch can be a great temptation, but expect things to proceed slowly. Only do it if you really like doing it (which I do) and have time (oh, uh, about that…). It’s always fun when the todo list grows faster than the completed list. Even when you’re as cool as I am, you can’t defeat common sense.
Anyway, this undertaking coincided with a rather large change in the animation engine to build character sprites out of separate parts, as has been previously explained, and as Steve has so graciously filled pages and pages of our blog with people pieces for. I’d also mentioned the real-time outlining of the characters previously, which has been integrated into the new engine. Data format for descriptions of stages, items, game parameters, etc. will be described in XML files which are currently built into the package files as well.
So, where are we?
needed to become this:
Back to Gradius 2! Stay tuned!
Only 1029 photos to process from the past few weeks. That's actually quite manageable. Too bad I'm also up to 32 unprocessed time lapses.
1hour 12mins ago by allegrodigital
I call this one: My GPS Thinks Rivers Are Roads T.co
4hours 47mins ago by allegrodigital
Managed 2530 miles in 10 days. (They rented me an almost unused car!) T.co
4hours 47mins ago by allegrodigital
Someone really should consider telling the @BBCRadio2 (bbc radio 4) that the country is called The Netherlands... Not Holland
Jul 22 2014, 8:45am by allegrodigital
Cheddar Gorge (testing the phone's blur function) T.co
Jul 22 2014, 8:42am by allegrodigital
Jul 22 2014, 8:40am by allegrodigital
St. Michael's Mount T.co
Jul 20 2014, 12:40pm by allegrodigital
It was all for this. T.co
Jul 20 2014, 12:14pm by allegrodigital
Old Harry Rocks T.co
Jul 19 2014, 4:07pm by allegrodigital