Friday, March 28, 2014

More delays

Well, my brother hasn't finished the graphics yet, and I'm not sure when he might, so I think I'll have to come up with something else. My own pixel art has been getting better, but it's really not up for this kind of game. Recently though, I've been reading up on how to import vector graphics into Flash games without using the Flash IDE, so maybe I can go that route.


Another thought I had was that I could put some of my bigger ideas off, waiting for Grapnel 3, and do something slightly simpler and less graphically demanding. I'm not sure if that'd work out well or not though. I don't want to just release a copy of Grapnel 1.

(Rereading my old posts, my pixel art seems to always be getting better, but just not fast enough. I also just noticed that I've been "working" on this for over 2 years now. Ugh.)


Read on...

Monday, April 15, 2013

A long delayed update

Well, after that long of a delay, I'm not sure if anyone is still reading this, but I wanted to post an update anyway. My brother is going to do the graphics for the game. That makes things much easier on me, not just because it's less work I have to do, but also because having someone else working on the project will keep me motivated. Still, it'll likely take a while as there's a lot of art to do.


Also, I've forgotten my plans for the swamp area. Mainly, I can't remember what the main hazard was supposed to be. I vaguely remember something about crocodiles, but there was supposed to be something in the air too. And I still haven't figured out what the fifth zone is supposed to be. (Hmm... maybe it could be Code or Abstract or something like that, but that's a major deviation from the other zones.)


Read on...

Sunday, September 23, 2012

Graphics

Just a quick post to say I haven't abandoned this. I've been practicing my pixel art some, and I'm getting better, but I'm still a ways away from being able to make good enough, consistent enough graphics for Grapnel 2.

I've also got to figure out what to do about sound at some point. Grapnel 1 has a couple of sound effects, but no music. I'd like to include at least a little background music in Grapnel 2.


Read on...

Sunday, August 5, 2012

Zones

Let's see. So far, my (and my wife's) ideas for zones are:

  • Circus
  • Temple
  • Swamp
  • Underwater
I think there was one more, but I can't remember it right now. I need to figure out that last zone, and then the big problem is graphics. My pixel art is getting a bit better, but I'm going to need quite a bit of it for this game. I wouldn't mind including hats (or something) but that'd need even more art.


Read on...

Friday, July 20, 2012

Details

Well, I think I've finally decided what to do with the physics. Grapnel 1's physics works just fine, so I think I'll leave that alone and focus on other things to differentiate the two games.

My idea right now is to have different areas, with different hazards and different scoring systems. So in the Circus area, there might be flaming hoops to jump through. That'll also give the player a use for all those coins. (That, and maybe hats. Everyone seems to like hats.)

Of course, I need to make an interesting list of areas. So far, I've got the Circus and the Jungle Temple... but that's about it. (I'll need at least 5. Feel free to comment if you have any ideas.) Then I'll also need graphics for all that...


Read on...

Tuesday, June 5, 2012

Still here

Just stopping by to say that I'm still around. No comments, so I don't know if anyone else is. :)

Anyway, I want to work on Grapnel 2 some, but I can't think of anything that would make it significantly different, gameplay-wise, from Grapnel 1. I do want to add some upgrades so there's something to do with all the coins you collect. I also want to add different areas, but that's mostly just different graphics. Any areas you'd want to see?

The physics is going nowhere. I can't think of anything else to try. I'll probably just end up going back to the Grapnel 1 model.


Read on...

Thursday, May 3, 2012

In case anyone's wondering, I haven't given up on Grapnel 2. It's approaching finals week and I've got a lot of grading to do. Right after that I have some family business to attend to. But then it'll be summer and I'll have a lot more time to work on this.

In the mean time, I'm trying to figure out what to do with the game. I don't really like how the new physics are working. I might just use the same physics as Grapnel 1 but leave the extra bits in just for the graphics. It seems like a bit of a waste though.


Read on...