12 February 2016, 19:49 | #1 |
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New Game WIP: Maxwell Mouse - development blog
Hello everyone.
You may (or perhaps, may not) remember the demo of Maxwell Mouse we released last year. It's been very stop/start, but the full version is in progress, although there's a long way to go. To help people's interest, and to give me an incentive to get a move on, I've started up a blog to track development, and you can find that here: http://remaindersoftware.wordpress.com/ I'll try and update it as often as I can, maybe two or three times a month, depending on how things go and how much time I have. Hopefully people will enjoy it, and I'll post things on this thread too (and feel free to ask questions, offer ideas, and so on too!). Thanks |
12 February 2016, 20:12 | #2 |
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Thanks It was great game. Bit too short, but with great sense of humor. So it works well as a demo. Hope to see full version one day
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12 February 2016, 20:29 | #3 |
Banned
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Nice work Graham; I did check out the demo and was pretty cool
...that reminds me; still need to try out "Downfall" |
12 February 2016, 20:54 | #4 |
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Good stuff! I must get around to trying the maxwell demo!
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12 February 2016, 22:49 | #5 |
Jackie Chan
Join Date: Mar 2012
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Physical release? It's all the rage these days. I'll buy.
Bookmarked the blog. |
13 February 2016, 10:46 | #6 |
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Thanks guys for the nice comments. I'm quite pleased that this blog has got a lot of attention already.
I have been thinking about a physical release for a while but it looks like Tanks Furry got there first and is going to give me an awful lot to live up to I was glad people liked the humour in the demo version... I want to keep the same 'tone' in the full game for the most part. The engine will be improved slightly, in that some of the NPCs will hopefully be animated rather than merely exist as static objects, collision detection will be fine-tuned and more efficient speed-wise and we've got a prettier, bigger status-panel (which has decreased the size of the playing area by 16 pixels, but actually makes things a bit easier for me when it comes to drawing the maps). There will be four levels, and although level one actually has fewer screens than the demo, it's a lot tighter design-wise and will have plenty packed in, because it's been designed from the outset as a 'proper' level map, as opposed to the demo which was meant to be just a test but ended up growing into something you could properly play. I envisage levels two to four will be a little bigger but not too much as to make it manageable to develop I'm off to do a little more work this morning and hopefully in the next seven or eight days I'll have the second entry in the blog up. Thanks all! |
13 February 2016, 18:24 | #7 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
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Good read. Some if any problems you encounter would be good to hear about too. Also a sneak preview/video of your game/tile editor would be cool too.
Do you have parallax scrolling in the game and how is this implemented in the editor? |
13 February 2016, 19:49 | #8 |
Puttymoon inhabitant
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I apologise myself very much as I am one of the main reasons game is not completed yet. My two children just make me busy and I cannot do a graphics job that game depends on as my Dpaint time is more than random. I would do some unimportant graphics that doesn't affect the game itself (between - level pictures, intro screens etc.), but I am not reliable enough for a tileset.
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13 February 2016, 20:09 | #9 |
AMOS Extensions Developer
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No problem Predseda, the family always comes first
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14 February 2016, 11:28 | #10 | ||
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Quote:
I also intend to do some 'behind the scenes' type stuff with the software I use to help create this game. That's possibly a couple of articles down the line but it is something I very much want to do. Parallax? No, in fact there's no scrolling whatsoever. It is produced very much as an old-fashioned platform/arcade adventure sort of thing - hopefully that is the sort of feel and atmosphere it will give out but with some humour and fun along the way. Quote:
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14 February 2016, 13:58 | #11 |
Zone Friend
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Nice work as always
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15 February 2016, 21:06 | #12 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
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i did fluke on providing music for the demo (was uberoptimistic in my skills) but if you need some more music lmk, now am well warmed up
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16 February 2016, 00:51 | #13 |
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Thank you, I will definitely bear it in mind! I will be after MED/OctaMED rather than standard mod files though
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16 February 2016, 20:03 | #14 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
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need to find a med compatibile tracker then...
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21 February 2016, 18:08 | #16 |
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Good to see progress
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22 February 2016, 01:58 | #17 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 985
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Good read.
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01 March 2016, 00:41 | #18 |
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New article now up, this time taking a look at some of the tools used in development in a suitably half-arsed manner (I suspect).
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01 March 2016, 08:32 | #19 |
Puttymoon inhabitant
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Damn, I still can't work out how to attach the logo to Remainder Software link in lemonamiga
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02 March 2016, 08:27 | #20 |
Moderator
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Well if you can work it out, it would be really cool to have it linked to on Lemon! That should generate a bit more interest.
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