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!
Make that 2 more hours of -day-... apparently there's significantly less day -light-
Mar 8 2014, 1:09pm by allegrodigital
Huh... there's about 2 hours more of daylight per day in Glasgow during the summer compared to San Francisco
Mar 8 2014, 1:08pm by allegrodigital
It's probably a little weird that I've been listening to T.co for about two days now... but I don't care.
Mar 5 2014, 8:09pm by allegrodigital
Is it normal to have frequent flyer points with ~5 different companies? Air Miles Aeroplan Quantas Virgin Alaska Airlines
Mar 3 2014, 6:46pm by allegrodigital
T.co has to be about the most amazing thing I've ever read.
Feb 26 2014, 2:10am by allegrodigital
Still one of my favourite game music tracks: T.co
Feb 25 2014, 7:27pm by allegrodigital
Haven't used my Elder Scrolls Online beta key, and now I've been sent a second one. If anyone's interested in giving it a shot, let me know.
Feb 25 2014, 12:29pm by allegrodigital
Feb 24 2014, 11:38pm by allegrodigital
Best looking Humble Bundle in a while : T.co
Feb 18 2014, 3:59pm by allegrodigital