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!
@8bitcartridge unfortunately there's no greenlight process for known devs
Dec 5 2013, 3:21pm by allegrodigital
@AllegroDigital I realize, if Steam was willing to approve this horror, then we should be able to get anything up there
Dec 5 2013, 3:20pm by 8bitcartridge
@AllegroDigital Gross. If this putrid mess wasn't part of a well known series, I'm sure it would have faded into obscurity by now.
Dec 5 2013, 3:18pm by 8bitcartridge
New Blog Post: Mohrbacher: The Gathering - T.co
Dec 3 2013, 1:29am by sprixelsoft
T.co Banished by Shining Rock Software looks wickedmania!
Dec 2 2013, 9:51pm by 8bitcartridge
It's a little weird that this point was never stressed to me in art school. T.co
Nov 30 2013, 1:04am by allegrodigital
Nov 29 2013, 11:16am by allegrodigital
Didn't see anything on Amazon I wanted to buy. Then I see that people in the wild are killing each other for tv's. Maybe I should get one.
Nov 29 2013, 11:05am by allegrodigital
New Blog Post: Nice Home Gaming Set-Up - T.co
Nov 28 2013, 2:03am by sprixelsoft