THE BULLETS OH LORD THE BULLETS

I’ve spent the better part of two hours now tweaking the bullet patterns for Forksplosion. After completing my day’s work, I can safely say one thing:

Firing pattern 4 is stupidly overpowered. Seriously, it’s five streams of never ending bullets, one of which is armor-piercing, erupting from your guns. No innuendo here folks.

I’m not too concerned, though. This game is about fun primarily, not difficulty. Who cares if you’re cutting down high-class enemies as if they were made of butter? As long as you’re having fun, does it really matter? The answer is no.

…Besides, the bosses will be plenty hard anyways.

On an unrelated note, I managed to implement parallax backgrounds today (Read: GOT BACKGROUNDS TO WORK WOOO). The next video diary should be a lot more appealing to look at. The days of the ominous gray screen are gone. Boo hoo.

That’s all for now, see ya next time (presuming you live the night) (Worthington’s note: stop doing that!)

Klassic, your mighty leader. (Worthington’s note: That too!)

No voice acting for you!

I’m the voice acting nazi!

But yeah, sorry for getting your hopes up, but there are a few reasons we can’t do it:

1) JESUS CHRIST HUGE FILESIZE BAAAAWWWWHOOOOOOAR!

2) The mic, it is crappy

3) The time, we have none

4) We suck (at voice acting that is)

Sorry gaise. If it’s any consolation, Tangleworm has started on character designs and they look pretty awersome.

Forksplosion Dev Diary: Of Scripts, Cutscenes, and Voice Acting

Hello everyone, Worthington here; time for a dev. diary on voice acting.

I began my day with a healthy and nutritious breakfast consisting of a croissant, a tub of fruit yoghurt, and a banana (eaten in that order). I then biked to my school to wait for Tangleworm and waited for him for around 20 minutes. He got there and we biked off happily to Cariboo’s house for voice acting. We got there, listened to My Twisted Dark Fantasy and YTV Big Party Fun Mix 4 before doing a hilarious runthrough of the script (which unfortunately we did not record). Then we did a bunch of takes, which were all unsuccessful. We repositioned Cariboo’s laptop (which we were using to record) next to his Desktop so we could see the screen larger. I hastily rewrote portions of the script and there were many lulzy outtakes we saved (they’ll probably be in the OST) and eventually after 12 (and a half) takes we finished the introduction. We managed to get the dialogue for 2 more cutscenes done before Tangleworm had to leave for parkour which shows that in 2 hours, we can’t record 8 minutes of dialogue. We have two more cutscenes to do (which will probably lead to many more lulzy outtakes, for your listening pleasure).

Oh, yes, there’s going to be an OST we’re going to release (now up to 8 tracks because Tangleworm is a machine).

And the cutscenes, they’re going to be static frames with a backdrop, portraits, and textboxes (kind of like the Metal Gear Ac!d cutscenes or Peace Walker cutscenes).

After Tangleworm left, Cariboo and I recorded ourselves watching Justin Bieber music videos. We cried like little girls.

Until next time.

Busy day, so it seems

Actually not really, I’m just here updating with trivial stuff not important enough to make it into the video.

*sniff*

First things first; we have a new logo. Seeing as we have our own member responsible for art now, and we’re all slave drivers, Tangleworm made us a new logo. The old one was made by me back in the days when our only games were Hue and Assembly Line, Silhouette was still being made, and Tangleworm wasn’t part of the team *chuckle*, oh how long ago that seems.

We also have another version of this for avatar purposes. Get used to seeing this in splash screens for our games (and please wait while we update the internet with our new logo). As you can see our signature Gear Shuriken (yes, that’s what it is) is still intact, but the text is much updated, and we have a cool looking abbreviation in the centre that messes with your mind. YAY!

Second things second; continuing with our new trend of adding sound into our game (so we can torture Klassic with filesizes) and trying to find something for Cariboo to do, Forksplosion will feature VOICE ACTING! Yes, voice acting (voice talents will be provided by Cariboo, Tangleworm, and yours truly). As a result of this I have had to revise the script enormously; there are two new characters, it’s overall longer, there’s more characterization and depth to the actual story itself (instead of being just one long drawn out reference), and the references are slightly less heavy-handed (well apparently, now they’re “heavy handed in a good way”). So yeah, that. Oh, and cutscenes, we’re going to have those too (God, how does Tangleworm not hate us?).

Cya round loving fans.

Forksplosion VIDEOOO DIARYYYYY!

Hey everyone. You guys (and girls, if those exist on the internet) ready for a dev diary?

Well, you’re in luck! The great gods from above have decreed that I give you video evidence that we are still working on this game, so here it is:

Note: you may want to watch this on Youtube itself, for the highest quality.

It’s still very rough around the edges, but a definite game is taking shape! Are you excited? Yes, yes you are.

Worthington’s note: Klassic didn’t mention this, but the music you here in the video is a 2 track sampler of a SEVEN TRACK OST composed for us by none other than our very own Tangleworm! Yeah, dude’s a machine. Fun Fact: He composed 5 out of the 7 songs while working on Bun-Dun, so despite the huge ass workload he churned out top notch songs so that we pretty much have a shippable OST before we even had a finished engine. Brilliant.

Back to the grind (already!?)

Hey everyone, Klassic here with a quick status update.

We truly finished working on Bun-Dun on Sunday night (bugs to fix, etcetera etcetera) and after a day of sitting around bored out of my mind, I’ve decided to head back to Forksplosion (remember that? yeah? yeah? no?). We had plans to start working on the game again, but I think most of my team -cough everyone cough- had expected a week of rest of something.

Nope. Hear that guys? Back to work. Muahahaha.

But seriously, I couldn’t stand sitting around. Now that we’ve actually finished a game, I’m hooked on the process. Don’t ask me why, don’t ask me how, but I am perfectly happy spending 8 or more hours typing lines of code. What’s wrong with me?

Anyways, I may or may not write a dev. diary on Forksplosion this week, depending on whether or not I have anything worthwhile to say. Today, I optimized bullet paths and made them a lot more flexible (They were a bit stiff before, now they’re satisfactory ((could be better)) ). Holy crap, did I just put brackets inside brackets? I think I did.

Because this is a different kind of game from (than? grammar!!) Bun-Dun, we’ll probably post up a demo of the engine/early stages sooner or later. Right now, the basic engine is basically done. The brute of the work lies in creating the levels and… -shudders-… bosses (Worthington’s Note: Don’t forget those damn cutscenes Tangleworm and I have to do). God damn you, bullet patterns. You’ll be the death of me yet. Why, you ask? Because of this:

global.ebuldirec=point_direction(x,y,obj_player.x,obj_player.y)

global.ebulspd=1.5

instance_create(x,y,obj_enemybullet1)

global.ebuldirec=point_direction(x,y,obj_player.x,obj_player.y)

global.ebulspd=2

instance_create(x,y,obj_enemybullet1)

global.ebuldirec=point_direction(x,y,obj_player.x,obj_player.y)

global.ebulspd=2.5

instance_create(x,y,obj_enemybullet1)

global.ebuldirec=choose(265,270,275)

global.ebulspd=choose(1.5,2,2.5)

instance_create(x,y,obj_enemybullet1)

global.ebuldirec=choose(250,290)

global.ebulspd=choose(1.5,2,2.5)

instance_create(x,y,obj_enemybullet1)

global.ebuldirec=choose(245,295)

global.ebulspd=choose(1.5,2,2.5)

instance_create(x,y,obj_enemybullet1)

…And that’s for one enemy. It’s a lot less confusing than it looks, trust me. If you’re the type of dirty, no good scum bag that likes to steal code, I’d be honoured to be your victim. Sufficiently confused yet?

Until whenever,

Klassic.

Bun-Dun FAQ

Oh hai gaise, Worthington here. Despite this being one of our less convoluted games (actually, it’s the most convoluted of our released games, but our unreleased planned ones, whooa boy) we got a lot of questions about Bun-Dun (or moar like Bun-DONE, mirite?) so without further adieu, here’s the Bun-Dun FAQ (I swear, i did not mean for that to rhyme).

Q: How is this game related to Invention?

A: Well, you create the universe. Creation is pretty much synonymous with invention…so…yeah. (This is for the benefit of the judges, mostly)

Q: Why can’t I close with the X (close) button?

A: It’s an issue for saving; we’re not just doing it to be dicks. We’re genuinely sorry and will fix it in our later games.

Q: How did you come up with the name?

A: I answered this in a dev diary, I think. The answer is from random gibberish my sister said when she was younger.

Q: I don’t get the story?

A: It’s a framed narrative; some old dude is telling a kid about a mechanical kirby that creates the universe.

Q: Is he crazy?

A: No more than any other preacher (so yes, very.)

Q: How many stages are there in story mode?

A: Seven.

Q: How many endings are there in creation mode?

A: Seven.

Q: Why does this game have so many seven’s?

A: It was intentional. It’s a creation story, right? If you read Genesis (The book of, that is, in the bible) God creates the world in seven days, and the number seven is mentioned several other times in the Book of Genesis.

Q: Wait, so how is there energy in the first stage, if there’s no universe?

A: Because Bun-Dun is kind of the Big Bang in the first stage; he attracts the energy, forms it and bursts out as the universe.

Q: Why doesn’t he create himself first?

A: There’s no universe yet, what would he create himself out of? All there was was energy, a big bang, and that’s what Bun-Dun was. In the second stage he fully creates himself as an entity, rather than just a force.

Q: Were you trying to appeal to children with this game?

A: No; we were, however, trying to capture a childlike innocent vibe (like Katamari or LocoRoco).

Q: What the hell is that falling purple goop?

A: Acid Rain.

Q: In stage 6, when you make animals, how come birds are there before you’ve even created animals?

A: Maybe Bun-Dun created the birds first; who are you to question his infinite wisdom? But in all seriousness, it was a gameplay decision.

Q: Okay, if Bun-Dun just created them, why are they trying to kill him?

A: They’re not, they’re just flying in your general direction.

Q: So i’m killing them?

A: Yes, you’re a horrible person. That’s why you lose points…

Q: …

A: Sorry buddy.

Q: Why are the people and animals weird looking?

A: They’re mechanical. Like Bun-Dun. That’s the point.

Q: What’s the religion called?

A: It’s never explicitly stated whether this actually happened. It could just be a fairy tale told to a child.

Q: Okay, but if it did, what’s the religion called?

A: Scientology. Next?

Q: If Bun-Dun is God, who’s Jesus?

A: Jeff Bridges. Next?

Q: Why can’t I build things?

A: I don’t know where it said we were going to build things, this isn’t Civ, gaise. It just said you were going to create the universe.  In short, it’s not a construction game.

Q: Why is the file size so big?

A: Well, it’s not THAT big. However, the reason it is is because the music files are big and we didn’t know how to compress them yet. Again, this was not intentional and we are (well, have) going to fix the issue in later games.

That concludes what will probably be the first of many FAQs.

Post script: Klassic apparently has no life (none of us do now that Bun-Dun is complete) so he made a video walkthrough.