Fafhrd on 17/1/2015 at 21:54
So as of yesterday Rocket Blocks is in closed Beta instead of closed Alpha, so if you have an Android device and hadn't joined the Alpha test for whatever reason, you can feel free to join the Beta test (
https://plus.google.com/communities/114519532848436565195) here. If you HAVE joined the Alpha, I think you'll have to opt-in to the Beta testing in the link in the most recent post in the G+ community.
A couple of my more recent DevLogs below:
[video=youtube;K11z99GdHkM]https://www.youtube.com/watch?v=K11z99GdHkM&list=PLE5tU80MR3_0zjJP_u9k-4IwxB12CfU3n&index=7[/video]
All I've got left is some more clean-up of the UI, some Google Play back-end stuff, and a couple of bugs that need fixing and then I'm (hopefully) going to kick it out to Production by the end of the month, so if for some reason you haven't wanted to join the testing it'll be free to play then.
henke on 21/1/2015 at 06:57
Good stuff, Faf. I look forward to playing the final release. :)
In my quest to stick to my new year's resolution of spending more time with Unity, I've decided that what I need is some structure. So I downloaded a (
http://sourceforge.net/projects/mactimeclock/) punch clock app, and I'm making sure that 1 hour of every evening of the workweek is spent making something, or learning how to make something. Last week I did Unity tutorials, this week I'm making a stilt walking game.
henke on 30/1/2015 at 19:03
A week ago I figured the first release of Stick Fella was just a few days away, but while I have been working on it every day since, the to-do list has kept growing as I've gone along. The past week I've added support for all (or at least most) gamepads, overhauled the graphics style, improved the physics and fixed bugs that showed up as a result of that improvement, added soundeffects and a Victory screen, added keyboard controls which were so crappy I'm considering outright taking them back out, improved the camera and GUI. Still to do: add invert option for controls, make a few more levels, add timer and Bronze/Silver/Gold scoring, and perhaps add an unlockable character to incentivise player improvement.
Renzatic on 31/1/2015 at 04:51
Aw, man. It's an Android app. I can't play it. :(
Props for the soundtrack, though. It vagely reminds me of playing Tetris on my old Atari ST.
demagogue on 31/1/2015 at 12:16
I got it. The rocket animation is a funny and satisfying mechanic. Could be more slick around the edges, but anyway it's a full game that does what it says on the tin and you saw it to release, so congratulations for that.
I've been really frightened off making progress on my own Unity project. Working with a set engine like Dromed or TDM is one thing, but venturing out into open waters with Unity is scary!
Fafhrd on 1/2/2015 at 08:39
"Does what it says on the tin" is my life motto.
Also, if anybody wants to review it on the store, that would be awesome.
Fafhrd on 14/2/2015 at 01:07
Started a project in GameMaker, Codename: Thing 2, which I'll be posting about on (
whiskyneatgames.tumblr.com) tumblr on hopefully a fairly regular basis.
For now, my Week 1 progress (I started late Wednesday night, so not a full week, but whatevs):
[video=youtube;BaY_xCZ6TDQ]https://www.youtube.com/watch?v=BaY_xCZ6TDQ[/video]
henke on 14/2/2015 at 15:07
Pretty badass, Faf! Is that made in the 2D part of Unity, or are you making it in 3D but just with 2D sprites? Also, did you need the Unity Android Pro license for your last game, or can you get away with publishing stuff without it?
I'm still working on Stilt Fella, 4 evenings a week. This week I made scenery for my levels and composed a soundtrack! The big things still to do are a proper menu, a few more levels, and some general polish. Will be releasing on itch.io when the time is right.