After working on it for the past couple of weeks, the game is finally out on Gamejolt. Make sure you are logged in to have access to the game’s leaderboard and trophies. The game is best played on either Firefox or Google Chrome.
With the release of I.R.I.S – DefOp version 1.0.3 on iOS, I was deciding on what to do next. The choice was either to work on a new game or create a web version of I.R.I.S. I chose the later because I wanted to take a break from programming and just focus on the design aspect.
Wait … making a game without programming you say? Is that even possible?
Short answer is yes. Back in 2013, I purchased a game making tool called Construct2. It allows you to create 2D games without any programming experience at all. What you do need is logic thinking; ‘what goes where’, ‘what happens if x is triggered’ and so on. I will talk more about Construct2 in my next blog post.
When it comes to making the HTML5 version, I didn’t want it to be just a straight up port of the mobile version. Having access to keyboard and mouse controls brings a whole new world to the table. No longer are you restricted to just touch controls. Having said that, I still want to keep the core gameplay of I.R.I.S intact while changing things up a little … whichhhhhh brings me to the idea of putting … turrets.
You see, in the mobile version of I.R.I.S, your main defensive weapons are the two beam gates located on each corner of the screen. Holding the L / R touch buttons will activate the beam, killing anything that collides with it. From here, you can probably see the limitations of this design concept. Yeap, all enemies will have to move past a certain area in order for the player to destroy them. I did manage to get creative with some of the enemies (the annoying Orange ship) but at the end, an object needs to move from point A to B, with B here being the secret lab.
With the addition of turrets, the game is no longer restricted to the original design concept. I can now create enemies that attacks from a distance away and their movement paths are much more open ended. I can even throw in boss battles now.
At the time of this post, the game is about 50% complete. I will post up an early build over at GameJolt soon so do hit that ‘Follow’ button to get notified. Oh, and if you haven’t register as a member at GameJolt, do sign up. It’s a cool place where you get to play both freeware and commercial games using either your browser or in downloadable format. See you there!
Edit: The game is available now.
Recently, I was bitten by the nostalgic retro bug and decided to pick up the 8BITDO SFC30 Gamepad, a wireless Super Famicom controller that works with iOS, Android, Windows & Mac OS. Below is my bitesize review of the product.
From the packaging itself, you can probably guess that this is going to be a well made product. The SFC30 Gamepad sits nicely between by 2 protective foams. Below it is a box containing the instruction booklet (in both English and Mandarin), a flat USB cable and a 30th Anniversary keychain. Color me impressed.
It has been over 20 years since I held an actual Super Famicom or Super Nintendo gamepad (yes, I’m pretty old) so I can’t really make a direct comparison between the SFC30 and the original. Holding the SFC30 Gamepad in my hands, it felt really good and sturdy with none of those cheap plastic feeling. Buttons have that nice ‘clicky’ sound and doesn’t feel mushy. The D-Pad however feels a tad too stiff for me. Not a deal breaker but would be nice if it was softer.
You have a choice between Bluetooth and wires USB connectivity. At the point of this writing, I’ve only tried connecting it to my PC via Bluetooth and it was up and running within minutes. As far as I can tell, there wasn’t any noticeable lag. Playing Contra 3 on the SNES (via emulation) felt really good, granted I died a lot. Geez I totally forgot how hard that game was.
I don’t have an exact measurement but the gamepad is still running since its first charge, clocking about 10 hours of gameplay in total. Considering how light the SFC30 was, I wasn’t expecting much from the battery life but this is a nice surprise. I heard it’s possible to get 20 hours of play time out of a single charge. Wow!
When I first ordered the SFC30 Gamepad, my expectations weren’t much. When it comes to 3rd party retro gaming products, more than often the build quality doesn’t live up to the original. This product however, went beyond my expectations and blew it out the window. If you looking to get into retro gaming, look no further. I would assume the same build quality applies to all other 8BITDO products. Hmm … wonder when will I get bitten by the retro Sega bug?
If you are looking to buy the SFC30 or any other gaming related products, check out the links below. Each time you buy from them, you will be helping out the site, in return I will be able to bring in more product reviews in the future.
I picked up the SFC30 from Play-Asia, a popular online game store located in Hong Kong.
Retro Receiver (SNES / Super Famicom)
This is a nifty product that allows you to connect and play on your SNES or Super Famicom system wirelessly using PS4, PS3, Wii Remote, Wii U Pro and all 8bitdo controllers.
I’m happy announced that #ProjectBeamGate , now known as I.R.I.S – DefOp is now available on the App Store. It took me a lot longer than expected (considering my last post was back in May 2016) but a lot of extra time was spend tweaking the game and fixing bugs. Tons … of them. There were even some that only appeared after it was launched.
The game is free to download so do give it a try and let me know what you think. If you like it, please leave a rating on the stores. It will really help me out. Also, if you have any comments or suggestions, please leave a comment below or hit me up on twitter @dylestorm.
Oh and here’s the game trailer. Enjoy!
It doesn’t take much to see that I’ve been neglecting my blog for quite some time, with the last post made back in April (and not game development related to boot). Unlike social media sites like Twitter or Facebook where you can easily popped in a quick thought or screenshot without spending too much time, making a blog post does take a bit more effort.
Today, I decided to gather any remaining strength I have from coding and talk about a new game I’m developing for iOS and Android codenamed Project Beam Gates (I haven’t finalize the game name yet). Before we get to the details, I would like to point out that the previous game I was working on (Project Wings) is currently on hold, at least until Project Beam Gate is completed. I didn’t like the way how the game is progressing and to be honest, the overall result would have been mediocre at best. Having said that, I did come out with some new interesting game mechanics for Project Wings. We shall see.
So what is Project Beam Gates? PBG is a game where you have to defend a secret arms lab from enemy invasion, using beam gates that somewhat look like a light saber. Successfully defend the lab for 5 days (stages) and you win.
If you think that this is a really simple game, I would have to say that you are absolutely …. RIGHT! The original plan was to create a single stage and then release it on the Appstore / Google Store within 2 weeks. As development progresses, I came to the decision to spread it out to 5 stages and include a simple background story explaining as to why the secret lab is being invaded. The main protagonist is a young woman called Erika, a character I’ve created during Project Wings development.
At the time of posting, the game is about 80% complete. Gameplay mechanics still needed some tweaks and there are still game graphics to finish. By right Project Beam Gates should be out by end of May. I have taken measures to ensure that I don’t repeat the mistakes I made with Project Wings.
NOTE: This post contains affiliate links which means I earn a small commission at no extra cost to you if you purchase through that link. This helps to keep my blog going. Thanks for your support!
Over the years of owning portable game consoles (from DS / PSP to 3DS / Vita), Hori will always be my first choice when it comes to accessories. While I do admit that their products are a little high on the price side, their quality outweighs it. Just make sure that the Hori products you get are authentic ones. There are a lot of fakes out there.
For my New 3DS (n3DS for short), I went ahead and purchase the Zero Air Pitahari Filter. The difference between this and other Hori screen protectors is that small dirt particles doesn’t cause air bubbles to appear. Having said that, you would probably presume the price would be higher compared to regular protectors due to its ‘tech’. Surprisingly, Zero Air is actually cheaper compared to Hori’s Standard Film screen protector. Go figure.
I really have to give credit to Hori for coming out with ingenious ways to apply screen protectors. Just take a look at the video below and you will see what I mean.
Overall, I’m satisfied with the Zero Air Pitahari Filter. It was easy to apply, there’s no loss in screen quality and there are no ‘rainbow’ effects from all viewing angles. The only negative point I can think of is that, once it’s applied onto your screen, it is pretty much ‘glued’ onto it. I personally had trouble peeling the bottom screen portion off to get rid of dust particles. To avoid this problem, just make sure the screen is dust free before applying the protector.
If you are looking for more Hori accessories, do check out Play-Asia.com. It’s one of the few places I know that sells authentic Hori products. Been buying from them since 2008.
I have to admit. I’ve started tons of blogs in the past but none really lasted long except for NoCommand. Lack of motivation and the process of coming out with the ‘Perfect’ blog post are the two main factors as to why most of them never pulled through. Heck, my last post on this site was over 6 months ago. That goes to show how ‘committed’ I was in keeping things alive.
Then a couple of days ago, I came across a blog post from Dale Rodgers titled “Bloggers, You Don’t Need To Get It Right, You Just Need To Get It Going..”. I will put a link at the end but long story short, reading what Rodgers wrote made me realised that I need to stop thinking too much and just get on putting contents on this site. It doesn’t have to be perfect nor does it have to be 10 pages long. The key point is to be consistent. And that is the first thing I’m going to change, my own attitude.
The next thing I’ve added is webcomics. I will be putting in some effort in making webcomics related to games and indie game developments (base on my own experiences). Yes, I do realise that there are plenty of game related webcomics on the internet but this is more for my own personal gain which is to improve my drawing skills.
Back in May 2015 I made a post about Project Wings and pre-maturely declared that the game will be out by June of the same year. At the time, I was pretty satisfied with what I have done. However as development progresses on, I realised that the game isn’t ‘fun’. It was just a simple endless top-down shooter with enemy planes coming in from the top or from the sides. There was no variation to the enemies movements, no cool boss fights, no interesting enemy projectiles. Stale would be the best word to describe it.
Since then, a lot of has changed on Project Wings. Codes have been optimized, there are more enemy variations, and I have added boss fights. Unfortunately due to time constraints there will only be one stage at the time of release. I will talk about it on a later post.
Well I guess that’s about it for now. As promised, below is the link for the blog post I mentioned earlier. Bloggers who are just starting out, you should definitely give it a read.
It started off as a small issue. My 3 year old Razer Mamba’s (2012 edition) internal battery died. It wouldn’t charge regardless of what I plugged it into. Seeing that the mouse was pretty old and my warranty has long expired, I’ve decided to just continue using it as a wired mouse. It was all nice and good until one fine day the mouse decided to totally break down. So much for that.
I have to admit though, Project Wings (not the final name, I haven’t figure out one for it yet) wasn’t the game I had in mind when I started out my game development. It was actually the result of a chain reaction of me failing to follow through all my previous ideas. Originally, I wanted to create a simple “shoot to defend” game, where the player will tap on screen to destroy objects while making sure the damsel in distress is safe from harm.
From a coding and graphics point of view, it was the perfect game idea to start off with, at least at the time. I didn’t have to create objects that requires a lot of animation and no complex coding to deal with. It was just simply “spawn object from top, make them fall. Player ‘fires’ on object, object get destroyed. If the damsel in distress gets hit by an object, reduce reduce score by X amount”. Sounds easy no?
This site is currently still under work-in-progress. Please check back later!
This site is now live! Blog posts incoming!