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!
To all of you looking forward to your 4 day weekend... my 454 day weekend has been pretty nice so far.
Apr 17 2014, 7:40pm by allegrodigital
Just in case you hadn't heard : T.co
Apr 12 2014, 1:32am by allegrodigital
Just realized that as much as everyone rambles about Morgan Freeman being a great narrator, I've never watched anything he's narrated.
Apr 11 2014, 3:36pm by allegrodigital
An unexpected power outage finally brought my Emu-0404 to its death. Got a Scarlet 2i4 as a replacement and am quite pleased with it!
Apr 10 2014, 1:28am by allegrodigital
25 feels like 28! Damn Californian winter! When will it end??
Apr 7 2014, 6:09pm by allegrodigital
The unfortunate state of my current indie development: T.co
Apr 4 2014, 12:20pm by allegrodigital
@DannyLopez_UK but recieved an email about my UK Ancestry application, want to reply; don't know how. Anyone I can email? Feel free to DM me
Apr 1 2014, 3:29pm by allegrodigital
Newfoundland Vital Statistics Office > Prince Edward Island Vital Statistics Office
Apr 1 2014, 12:27pm by allegrodigital
The ninja turtles trailer makes my childhood hurt.
Mar 27 2014, 6:06pm by allegrodigital