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Thursday 22nd of may 2014
Today I worked on the grub banger ending screen, again.
Hey are you interested in phone app type games?
and let me guess you also are a fan of German culture and you can understand the German language?
why not check out
www.fettspielen.de
(they gave me a review)
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Tuesday 20th of may 2014
I worked on grub banger again today. I made new music for some of the levels, made bug fixes,
Cleaned up the in between screens, started work on a complex end screen.
I made a new game, which is a dating simulator where you choose different conversation choices.
Unfortunately I don't think I can release it for a while because it's based on people I know, and
I’m worried they might be offended by it, not that it's so offensive.
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Wednesday 14th of may 2014
worked on grub banger again today, I coded the "super power up"
I don't know why I’d been putting it off, well actually I thought it would be difficult to do, but
it wasn't so hard. I fixed a bug in stage 2, not really a bug, but there was an unnecessary object
using alot of memory. I’m trying to work out the narrative in grub banger, there’s 2/3 new levels
on the cards but I can't decide which one makes the narrative work best. I also animated the
dancing character between stages, Properly. Before it was just a crappy placeholder animation.
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Tuesday 13th of may 2014
today I worked on grub banger, I composed some music for the levels,
I need more songs though, and some songs need more work.
added a custom font for the flowers collected score. Made the score crop properly if you get over
100 flowers.
Added some minor improvements, gave the wasp a minor transition from flying to being captured,
added some vines/roots around the text screens. I changed the ad code in monkey egg so gambling
ads don't show up.
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Saturday 10th of may 2014
I worked on grub banger, I’m polishing it. I drew some nicer buttons on the tile screen,
changed the font on stage 4, made some game play alterations, fixed some minor bugs.
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Friday 9th of may 2014
added some background graphics to grub banger stage four, started cleaning up the bird animation.
really not much creative work done today.
wasted most of the day researching promotion for mobile apps and writing emails. Incase you
hadn't worked it out I’m trying to get on the phone app bandwagon. I'd
rather be working on Sunfish 2 right now but I really need to start getting some money.
Conditions are pretty dire here. Right now im freezing, the room im renting has holes in the
walls (which contain asbesdos) so it's rather poorly insulated. Also my computer is set up on the
floor on a milk crate.
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Thursday 8th of may 2014
I redrew the title screen of grub banger, Im quite happy with it now.
I made a number of small improvements to grub banger stage 2.
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Wednesday 7th of may 2014
spent most of the day sending emails to review sites trying to get reviews for "Monkey Egg"
animated a death "Effect" for grub banger stage 2.
tried to port color scope onto android, unfortunately it is beyond my abilities at this time.
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Tuesday 6st of may 2014
I uploaded a video of game play footage of monkey egg onto youtube.
I uploaded "monkey egg" onto the google play store, a few days ago.
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Friday 1st of may 2014
today i fixed up the parallax and added the vector movement for the caterpillar game. the movement
still needs some tweaking but I’m not feeling up to doing it atm, i couldn't sleep last night.
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Thursday 1st of may 2014
animated and coded the 10th enemy for the caterpillar game. Added some code for all the enemies.
coded carrot, watermelon, eggplant, and onion powerups.
added some extra code to the grim reaper. started work fixing the parallax on stage 2. Drew some
new clouds for the parallax sky.
made a start on a level in revenge of the sunfish 2 that I have had planned for a long time.
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Wednesday 30th of April 2014
it's been the longest time since I last entered in the work diary.
I don't know why I stopped, I think it was because I got carried away in designing projects.
also none of them were sunfish 2 related. Sometimes I just need to work on new projects.
In the last month I created a new game about a monkey, which is a phone game. I’ve tested it and
it works on android phones however I won't be releasing it for a while because there is a
technical issue i have yet to resolve, actually not related to the game itself but to the google
app store actually. I also started a new game about a caterpillar, which I have been working on
today.
I also created "colorscope" which I just released on my website.
Tomorrow I’m hoping to complete the caterpillar game and release it. Then I’m going to resume work
on "Skiggy zone" and periodically work on ROTSF2 thats the plan.
All I need to do with the caterpillar game is : finish one final enemy, code different power up
gfx, code super mode, redraw the flying leaf stage, clean the parallax on level two, change the
movement on stage to to vector movement, clean up the end screen, add variation to the game
stages. I also uploaded a new music video to youtube today called "splinters" however I may re-upload it because the quality is very low and doesn’t do justice to the video I made.
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Thursday 20th of march 2014
worked on the second building on level 15 of skiggy zone.
started a third building.
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Wednesday 19th of march 2014
worked on a random story generator for rotsf2.
worked on level 15 of skiggy zone, designing buildings.
drew some images for a high resolution character generator.
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Tuesday 18th of march 2014
worked on the basic level structure of level 15 of skiggy zone, added the first building.\
created grass patches and a sewer lid.
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Sunday 16th march 2014
I was at a demonstration today so it took up most of the day.
I finished character screen 15.
Made a start on level 15.
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Saturday 15th march
worked on character screen 15 a little bit. made a sofa and a potted palm and a window.
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Friday 14th march
worked on character screen 15, designing the character.
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Thursday 13th march
I re-designed level 2 of skiggy zone, it really needed it and it had been on my to-do list for a
while. I added a door to level 11, on level 2, coded in and out, also coded going out of
character screen 2, i'd put this off for a while. I also create a house on level 11, that leads
to character screen 13, i think.
made a start on character screen 15.
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Wednesday 12th march
created a statue for level 14 of skiggy zone.
created a new level for sunfish 2 based on a dream i had.
Coded the doors leading in and out of level 14 of skiggy zone.
did heaps of map work on level 14 of skiggy zone.
the levels practically complete but missing a slight puzzle that I had planned.
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Tuesday 11th march
I worked on the trees and landscape for the Furpney section of revenge of the sunfish 2.
I drew a cloud.
added a breaking vase to level 14 of skiggy zone.
added a breaking tile with sound effect to level 14 of skiggy zone.
added a ladder to level 14 of skiggy zone
worked on the map design of level 14 of skiggy zone.
fixed a small bug on level 14 of skiggy zone
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Monday 10th march
I drew a tree for the Furpney section of revenge of the sunfish 2.
I gave the statue of anubis a collar on level 14 of skiggy zone.
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Friday 7th march
animated the "coma toes" video clip, uploaded it onto the internet.
editing it took quite a few hours, longer than usual, but the clip is more complicated than
usual. also the quality decreased massively when uploaded onto you-tube, I like the full quality
clip better. added a drain pipe and wet tiles to level 14 of skiggy zone.
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Thursday 6th march
drew some detailed trees for a level in the Furpney section of revenge of the sunfish 2.
drew about 20 images for the "coma toes" video clip.
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Wednesday 5th march
created 15 new levels for revenge of the sunfish 2. this is the Furpney section.
im quite pleased with it.
added some crocodiles to level 14 of skiggy zone.
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Tuesday 4 march
I animated the scarab enemy and gave it some ai.
i added additional code for the mummies.
worked on the map design of level 14 of skiggy zone.
coded a strafe button.
created a flaming torch for the walls.
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Monday 3 march
today I uploaded 151 images of mine onto redbubble for use as t-shirts, this took many hours.
Yes you can now buy my designs as t-shirts.
started work on a 3d scarab enemy.
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Sunday 2nd march 2014
I finished animating the mummy character, I added all the animation frames and materials used for
the mummy character into
skiggy zone (more work than it sounds). I created a coffin model. I animated a koala bear
character for revenge of the sunfish 2. I translated one of the songs out of the 1000 songs, to
use different instruments.
the song is called "coma toes" Im planning on doing a clip for it.
I started coding the mummy character.
finished coding the mummy character.
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Saturday 1st of march 2014
created a coffin for level 14 of skiggy zone.
did various animations of a mummy character for level 14 of skiggy zone.
did some sound effects.
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Friday 28th of Febuary 2014
created a jar for level 14 of skiggy zone.
animated a fish for revenge of the sunfish 2.
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Thursday 27th of Febuary 2014
created an animation of a cat lizard for revenge of the sunfish 2.
wrote a song called jam along, i wrote a song because i wanted to practice for a gig i will be
playing possibly next Saturday in Thornbury.
worked on level 14 of skiggy zone.
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Wednesday 26th of Febuary 2014
worked on level 14.
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Tuesday 25th of Febuary 2014
Finished character screen 14.
made a start on level 14.
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Monday 24th of Febuary 2014
made a start on character screen 14.
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Sunday 23th of Febuary 2014
I created a water ripple.
I worked on a swamp monster animation.
i finished a swamp monster for level, level 13.
level 13 is now more or less finished, it needs doors and a few vines and higher walls around the
edges of the map but i will add those later.
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Saturday 22th of Febuary 2014
created bridges.
worked on level design for level 13.
created some butterflies for level 13.
animated a water splash. coded a water splash when the player falls in water.
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Friday 21th of Febuary 2014
today i worked on the level design for level, 13.
i added ladders, sloshing though water, and ripples on semi submerged roots.
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Thursday 20th of Febuary 2014
today I worked on level 13 of skiggy zone.
the level has a landscape with layers now (which I’m quite pleased with)
there is also a basic terrain. did i mention each level in skiggy zone has a different
environment. it's lacking map design and needs some more objects.
i will create some more objects now.
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Wednesday 19th of Febuary 2014
I finished character screen 12, actually it was more or less finished yesterday.
made a start on level 13 of skiggy zone.
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Tuesday 18th of Febuary 2014
I worked on character screen 12 again today.
I composed a new song for use in the game "Skiggy Zone"
I created a new music video and uploaded it to the u tube, it's called "combustible starfish"
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Monday 17th of Febuary 2014
I added some code to the crawler enemy so that it reverses when it collides with walls.
I started work on character screen 12.
I composed 2 songs for use in the game "Skiggy Zone"
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Sunday 16th of Febuary 2014
I did some animation for a blue smoking character in sunfish 2.
I worked on level 12 of skiggy zone, creating a new enemy, and map design.
I have a problem with collision detection on a certain object that I’m trying to work out.
now i think that I’ve fixed the collision problems with climbing the ladder on stage 12.
fixed a few bugs.
worked on map design
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Monday 10th of Febuary 2014
I coded and added a door to level 10
I coded and added a door to character screen 10.
I coded and added a door to character screen 11.
Worked on the map of level 8.
Created a new enemy for level 9.
Created a new enemy for level 10, needs a tiny bit more code though.
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Friday 7th of Febuary 2014
I worked on level 11, but didn't get much done.
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Thursday 6th of Febuary 2014
finished character screen 11,
made a start on level 11.
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Wednesday 5th of Febuary 2014
finished most of character screen 11, although it's lacking some furniture and room decoration.
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Tuesday 4th of Febuary 2014
created level gfx
created trees,
created walls,
created new landscape
worked on map design.
Created most of level 10.
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Monday 3rd of Febuary 2014
today I created and finished character screen 10.
tomorrow I plan to create level 10.
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Friday 31th of January 2014
added a small amount of code to the snail enemy.
did map work on level 9.
added a stair case to level 9.
added some ceiling drips on level 9.
coded a door connecting level 8 to level 9.
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Thursday 30th of January 2014
I worked on level 9 of "skiggy zone"
created most of the map for level 9.
created a snail enemy for this level.
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Wednesday 29th of January 2014
I updated the site with a new page called "artwork"
it contains images from my videos and bandcamp track covers.
to be honest I’m a bit disillusioned with both band camp and you tube. I did the videos and songs
as an experiment, but I guess it failed, since It didn't generate much interest. im going to put
all my time and energy into my own site and my own games again now.
also sorry about sunfish 2 taking so long. Yes I’m working on a new game now "skiggy zone",
and this might dishearten some people, but I have to make this game at this time, once it's
finished (in a few months) I will return to Sunfish. Development hasn't stopped on Sunfish 2,
I’m planning things out carefully on paper and in my mind.
My games are expressive personal and different
and It takes time for me to develop them.
I finished character screen 9 of "skiggy zone".
started drawing a door leading to character screen 9.
coded the door leading to character screen 9.
Started work on level 9 of "skiggy zone".
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Tuesday 28th of January 2014
I worked on character screen 9 of "skiggy zone",
I had a tough day because it was around 40 degrees again.
I felt very depressed due to the heat.
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Monday 27th of January 2014
I did some work on a ground artwork for revenge of the sunfish 2.
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Friday 24th of January 2014
started work on character screen 9.
drew 2 doors.
coded a door leading back to level 7.
coded a door leading to character screen 8.
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Thursday 23th of January 2014
gave the maggot enemy an animated death sprite and coded it's death, added a sound effect.
not sure about the color of the maggot blood (purple)
drew a door.
coded a door leading to level 8.
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Wednesday 22th of January 2014
worked on level 8 of "skiggy zone"
created, pumpkins, a windmill, brambles, fences and maggots.
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Tuesday 21th of January 2014
Finished character screen 8
started work on level 8 of "skiggy zone"
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Monday 20th of January 2014
I made a new music video called "electronic mail" uploaded it onto youtube.
I also worked on character screen 8, I got quite alot done on it.
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Saturday 18th of January 2014
made a start on character screen number 8.
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Friday 17th of January 2014
today was 44 degrees. I didn't get any work done today.
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Thursday 16th of January 2014
again today was hellishly hot.
I created a crab enemy and added it to level 7 of "skiggy zone"
worked on map design of level 7.
Finished level 7 although it lacks a door.
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Wednesday 15th of January 2014
again I didn't get much done today, it was 44 degrees.
I did create a roman style column for level 7 of "skiggy zone",
and a fish character.
Also a better looking wall, and a boat anchor.
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Tuesday 14th of January 2014
I didn't get much work done today because it was so hot, 42 degrees.
I did create some animated kelp and a few types of coral for level 7 of the game "skiggy zone".
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Monday 13th of January 2014
Finished the latest character screen of the game "skiggy zone"
Added a door leading to the character screen.
started work on level 7.
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Saturday 11th of January 2014
started the next character screen of the game "skiggy zone"
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Friday 10th of January 2014
finished level 6 of "skiggy zone".
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Thursday 9th of January 2014
worked on level 6 of the game "skiggy zone".
designed an enemy.
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Wednesday 8th of January 2014
Added a speech bubble for yesterdays "character screen".
drew a door.
coded the door between level 3 and level 5.
coded the door between level 5 and character screen 5
Started work on level 6.
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Tuesday 7th of January 2014
I uploaded "bark" onto youtube.
I finished the latest "character screen" for the game "skiggy zone".
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Monday 6th of January 2014
I slept poorly last night, I had continuous nightmares for practically the entire night.
Started work at 2:21 Am.
I finished the frog enemy for level 5 of "skiggy zone".
I started work on the next character screen.
I made a new music video called "bark"
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Sunday 5th of January 2014
I didn't get much done today. I was distracted by people and animals around me, I managed my time
poorly. The Friend of mine who was in a psychiatric hospital on new years ever was released
today. They visited me unannounced and recounted their experiences while in hospital. This took
up my time, it also put me in a mood that wasn't conducive to creativity. later in the day I made
a new music/animation video called "bark" but I haven't uploaded it yet.
I created some art for stage five of "skiggy zone" and I worked on a frog enemy.
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Saturday 4th of January 2014
I drew and coded a door that leads to the character screen that I designed yesterday.
I started making the 5th level, designing the map, drawing gfx.
I almost completed the 5th level (desert stage).. it needs a couple of creatures though.
I created another Psychedelic music clip/animation today called "hippo Ennui"
I'll be uploading it onto you tube tomorrow.
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Friday 3rd of January 2014
I finished a new character screen for the game "skiggy zone"
There’s now 5 character screens.
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Thursday 2nd of January 2014
I added a fern
I added a waterfall
I added a puzzle
I added a red flash when the player is attacked,
I changed the enemy ai,
I added a working door between level 3 and level 4.
I completed level 4.
I composed a song called "hippo Ennui"
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Wednesday 1st of January 2014.
I worked on the 4th stage of the game "Skiggy Zone".
I created a mushroom, an exit and an enemy daemon and some plants.
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Tuesday 31 of December
A close friend of mine attempted suicide and I had to take them to the hospital.
I was too stressed out to get any work done today.
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Sunday 29th of December
Today I created the forth "character interaction" screen for the game "Skiggy Zone".
Previously I was calling these cut scenes, Well my vision of how the game works has changed
slightly now. since you can now re-visit levels the cut scenes are no longer intermissions in a
linear game, they are more conversations with game characters (albeit fairly superficial ones)
so their not cut scenes anymore rather, character interaction screens. In case you haven't
noticed I’m alternating between creating game play levels and character interaction screens every
day.
tomorrow I will design game play level 4. and on Tuesday I will be making another character
interaction screen. How many am I going to do? Probably 30 game levels, and I don't know how
many interaction screens. At this rate I guess It will take about a month, but I think it's
worth it. I’m really happy with is game, I think it has a fresh feel to it, and besides which I’ve
always wanted to make a 3d game. I’ve learnt much about 3d game design doing this game, it's been
very exciting for me. hopefully I can make some more 3d games after I finish this one(after I
complete Rotsf2), also they can easily be ported to android.
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Saturday 28th of December
Today I created level 3 and coded, the door connections between level 3 and level 2.
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Friday 27th of December
Today I worked on the next cut scene for "Skiggy Zone" game.
I finished the cut scene. I started working on the code logic for returning to levels through
doors. finished the code for returning to levels, + coded savepoints. Started designing level 3.
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Thursday 26th of December
Today I designed the second level of "Skiggy Zone". There are now 2 levels and 2 cut scenes.
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Wednesday 25th of December
Today was wasted by Christmas family trivialities.
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Tuesday 24th of December
Today I worked on the cut scene level at the beginning of level 2 for the first person 3d game.
The games actually called "Skiggy Zone" so I'll start calling it that in these notes from now on.
I completed the 2nd cut scene level. Next to complete is level 2.
I figure after about 30 levels the game will be completed. at this rate it will take probably 2
months since I’ve been finishing about a level a day. Since the games engine is now completed
it's also considerably easier, making the models and 2d graphics still takes time though.
I started a basic map for stage 2.
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Monday 23rd of December
today I worked on the new first person 3d game that I’m doing.
I coded some plat forming action.
I added some trees.
I added many objects that make up the map.
I added some bee enemies.
I added the level ending.
I finished the first level of the first person 3d game today.
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Friday 20th of December
I finished coding the game over screen, this also including making all the models for the screen.
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Thursday 19th of December
I finished the story line screen for the new game.
I started coding the game engine, it's a first person 3d game sort of.
I finished coding the game engine.
I started coding the game over screen.
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Wednesday 18th of December
I finished animating the sausage roll creature for the pink one eye level in ROTSF2.
I started a new game, since I wanted to release a new game before Christmas. No one is going to
stop me! :) Even If this ends up not a very good game I am determined to finish it, since it's
been a while sine I released a new game.
After hours of programming I completed the title screen of the new game. I am very pleased with
it. Now I’m working on the storyline screen.
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Tuesday 17th of December
I animated a new character for the pink one eye level, a sort of hot dog bun creature, I also
drew a building that it lives in, this will count as one of the 115 objects.
the building needs more drawing work and the creature needs to be animated from other angles.
I wrote a new song called deep sea candle, I created a film clip for it, and uploaded it onto my
you tube channel.
I finished drawing the house for the hot dog bun creature.
I animated the hot dog bun creature moving facing forward, needs to be colored in though.
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Monday 16thof December.
I animated an orange type character walking up and left and right, this is the same character
I animated on Saturday, previously It was lacking the animation for facing up and left and right.
it's for the pink one eye level with the 115 objects.
I made one of the objects in the pink one eye level turn into a bunny under certain
circumstances.
I added another character to the pink one eye level. A green creature with a long snout.
I animated it exploding and gave it some code. there’s now 3 out of 115 objects.
I tried to create a new level where your a knight and you have to joust living organic cars, I
didn't get far.
I added a red creature to the 115 object level. It lacks code. 4/115
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Saturday 14th of December
I animated 14 frames of a character exploding. I added the character to the level with the pink
one eyed character as the main. There’s now 3 objects out of the 115 that I decided the level with
have. For convenience sake I’m going to say there’s 2 objects since the objects are numbered but
object one is called object 0.
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Friday 13th of december
I finished animating the blue mouse/rat/dog/monkey for the level with the pink one eyed
character. I coded them and also a couple of other things for the same level.
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Thursday 12th of december
I animated a blue mouse/rat/dog/monkey for the level with the pink one eyed character.
You can turn into the blue mouse/rat/dog/monkey under certain circumstances.
I created another you tube video and uploaded it to youtube, it's called ministry of pastry.
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Wednesday 11th of December
I’ve had a cold for the last few days so I haven't gotten much work done.
Today I created a new music Video and song called "fulminate" which I uploaded onto my you tube
channel. I also did a bit of animation on the main character for the new game i was going to make
before Christmas. The characters name is Sue. Im not sure If I should really start a new game at
this point, especially with the expectation that I finish sunfish 2 sometime soon. However If I
get tired of the new game, I might just make what I accomplish on it a new stage in Rotsf 2.
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Monday 9th of December
I drew some gfx for the pink one eyed character procedurally generated maze level, I also did
some code for this level. I created a new psychedelic video clip called disabled Jelly fish which
I posted on you tube, I also posted 4 songs onto my bandcamp page.
Iv'e been considering starting a new game with the intention of finishing it before Christmas,
I’ve written down some ideas and I’m just thinking about it now. Advanced midget simulator didn't
really get a very good response I think maybe an adventure type game might do better. Also I’m
wondering if I should code it straight for android, i don't want to because I don't own an
android and I actually like the pc as a gaming platform, but perhaps id' expand my audience if I
did this.
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Sunday 8th of December
today I drew some gfx for the pink one eyed character procedurally generated maze level.
I animated a new character for this level. I added 2 of the 115 objects needed for this level.
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Friday 6th of December
I coded the map to change the way it looks for the pink one eye random maze level,
I also added some more instances to the code (if statements)
there’s 115 now, none of them do anything yet but I want to code each of them to make things
happen in the level. Why 115? well it's relative to the size of the random map, with 115 it
shouldn't be too sparse, but next time I think I'll make the map smaller.
I animated the pink one eyed character walking and added it to this level.
Here's a screen shot of the levels map on one permutation. blank squares are empty rooms,
also it's possible that multiple instances are on top of each other, but you can't tell since one
would cover up the other, although the program can still read this.
I added the character interaction animation (what happens when you press spacebar)
for the pink one eye character.
I wrote a program that comes up with ideas for characters for this level. seeing as I need about
115 objects I thought I might need some help. How does it come up with ideas? it's a number of
partial sentences that represent different ideas that display randomly, combinations of ideas
that I wouldn't think up on my own should appear since it connects the ideas randomly.
it has 3 parts and each has 16 different ideas so the total number of idea combinations equals
16*16*16 equals4096 unique ideas.
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Thursday 5th of December.
Im trying to develop a new style today, it's been difficult so far, I feel like im on the verge
of a breakthrough but I still can't quite grasp it. I’ve seen it in dreams but it won't
crystallise, I can only get fragments of what I’m after, but not the whole.
I started work a new level, it has a randomly generated map with code I haven't used before.
In it your a pink one eyed character, it ties on to another path in sunfish 2.
I coded the instances for 105 objects for the pink one eye random maze level, they are only
instances though, not actual objects yet.
why 105 objects? well i felt it was necessary so the map/maze wouldn't be sparsely populated.
wandering around, not encountering anything would be boring for the player, I don't know how long
It will take for me to do the actual objects though, probably days, however I think it's worth
it, since this map design makes it interesting for me to play, why? well I’ve set up the
instances in such a way that the game play will be emergent, and different every time, you see the
105 objects have the potential to interact, firstly their instances may overlap, secondly, I
would like to code "if" certain instances interact a third instance will occur. I don't know how
many of those I will code, but say I do about ten, 106*106*10 =112360 this is the total number of
random permutations, so different game play experiences that are possible, well actually that
might not be accurate, but It will be something like that.
I came up with a new map concept, a random but consistent map design, it requires 160 rooms
though.
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Wednesday 4th of December
I worked on the level I made the day before where you are a sleeping lizard, drawing background
gfx.
I created a new room for the section where you are a green rat/bunny character.
I designed a new level late at night where you drip green ketchup into some kind of creatures
mouth, all the while the background is flashing colours.
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Tuesday 3rd of December
today I created a new level for the "sloth lizard" path in sunfish 2, where you have to wake up
in a bunkbed. I didn't finish the level entirely, as there are placeholder gfx that need to be
redrawn and replaced. I also Created a short animated clip for the song "friction tape" using
fractal frost. Uploaded it to you tube under the tittle "colourful video clip"
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Monday 2nd of December
I worked on the level where you are a red faced character (red character with only arms path) and
the background has eyes and scrolls in different directions. I also worked on the level where
your a yellow haired character, after the thalidomide rules path.
I composed a new song called friction tape, uploaded it to my bandcamp page.
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Friday 29th of November.
I did some animation for the character with severed arms on the level were you are the blue faced
character,
worked on the level design for the character with the yellow hair, worked on shading the walking
frames I drew a few days ago.
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Wednesday 27th of November.
again animated the yellow hair character, walking up and down.
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Tuesday 26th of November.
I worked on animation for the yellow hair character following the thalidomide character path.
This level is already in a semi completed state, but lacks the layers and character animations.
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Monday 25th of November.
I created a new level for ROTSF2 where you have to clean windows on a skyscraper
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Friday 22 of November.
I worked on the kitten minigame today, doing coding and gfx.
I finished the kitten minigame, it took all day.
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Thursday 21th of November
I animated 2 and a half frames of the kitten for the kitten minigame.
I created a new level but i didn't finish it.
I composed a song called sheepman.
I animated a tentacled button on the level where you are a blue face character and a character
with severed arms tells you the legend of splorf.
I composed a new song called bread locks, I thought It was quite good but then,,, I deleted it by
accident,, I guess I’m exhausted, making stupid mistakes like this, I’m annoyed at this turning of
events, I still have a lame version of the song,, I meant to delete the lame version, but i ended
up deleting the good version..!!
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Wednesday 20th of November
I animated some frames of the kitten for the kitten minigame. I created two new levels for the
lizard minigame.
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Tuesday 19th of November
I finished one scene for the Lizard script, (first scene, image of the house)
I finished a few frames of animation for the kitten minigame.
I added sound effects to the kitten minigame and did the backdrop.
added the large power flash effect for the kitten minigame.
added the mountain, coded and animated interacting with the mountain.
I did a rough animation of the lizard yawning for the lizard script.
I made a new song called lobster lobotomy.
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Monday 18th of November
I worked on the animation of the kitten for the kitten minigame.
I composed a new song called "feasible carrot, which I uploaded onto my band camp page.
I wrote a short story script for a lizard section (featuring sloth lizard) in revenge of the
sunfish 2. I started animating this Lizard script as a full screen animation, using the
impressionistic animation method I developed.
I animated the first 2 scenes of the Lizard script.
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Saturday 16th of November
Today I created a new game where you trade commodities between different towns. This may be a
separate game from ROTSF2 because the game uses the mouse and keyboard and sunfish 2 is supposed
to utilise only the keyboard, anyway this game isn't actually finished it's still missing many
factors, however quite a bit was done today including the map, town design, player design (albeit
rushed) menu screens, shop screen, hostile life forms, collision detection, scrolling, harvestable
resources and equipment.
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Thursday 14th of November
I worked on animating a giant kitten for one of the minigames that connect with the card puzzle
minigame, I will call this the kitten minigame from now on. there needs to be 9 minigames.
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Wednesday 13th of November
designed the rough outlines for 9 minigames that connect to the card puzzle minigame.
I previously started one of them, the teleportation minigame with bad controls, but I plan to
rework that level and connect it else where since it lack the immediacy that I seek for the card
puzzle minigames. I practically finished one of the mini games, which is a bit like lunar lander.
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Tuesday 12th of November
completed the animated film section I’ve been working on.
I tried to capture it with virtual dub, however it was dropping frames and the file size was too
big for my harddrive. (my harddisk capacity is 152 gigabutes but only a few gigs spare)
So in the end I just filmed the monitor with my video camera. The quality was not so bad except
the contrast was very high and my monitor was at a slight angle when I filmed, oh well. When I
release sunfish 2 people will see the animation properly, with the high detail and the right
colours. Ok so I edited the video with some music, and uploaded it on to you tube, it's called
Glibert the orange explorer.
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Monday 11th of November
today I finished 6 new scenes in the animated section that I’ve been working on.
I have only once more scene to do and this section will be completed.
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Thursday 7th of November
Spent a few hours trying to come up with a new game concept.
Created a new level, in it you have to build walls to keep bouncing balls from escaping and
Spawning monsters, it's sort of like the arcade game zookeeper, except inverted.
I also made changes to a few levels based on a playtest and feedback(Thanks zack!),
the level with the 14 powerups received very positive feedback, however it seemed it was too easy
to die, so I gave the player a shield at the start of the stage, I also think another shield
would be a good idea. the lizard level where you collect dogs, was too hard (the tester died
instantly) so I made it start off more slowly and speed up after a few seconds, I also added a
second stage to it where you have to collect cats, and the maze is a bit different.
Also the stage where your a man and you have to teleport away from monsters so that they crash
together was also far too difficult, but I already suspected this, the control system is too
convoluted, I need to change it somehow.
Worked on the animated clip section, doing the section just after the bank.
I composed a song called Mercurial.wav
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Wednesday 6 of November
I finished the bank scene for the full screen clip, the eye popping animation and the face melting
animation. It currently has 54 scenes.
I composed two songs and uploaded them onto my bandcamp page. Churlishous.wav and Fork.wav.
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Tuesday 5th of November
worked on the full screen animated clip, drawing the ninjas.
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Monday 4rth of November.
worked on the full screen animated clip
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Friday 1st of November.
Once more I worked on the full screen animated clip. Finished the first bank scene.
I also did a tiny amount of work on a few stages. I also wrote a story line for the stooped
shoulders character just before they ride the bike, there is meant to be a path leading to this
split storyline, of course I’ve only written it, no graphics or programming yet.
I slept through the alarm. I also drew a new character, although sort of based on a previous
character.
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Thursday 31th of October
I animated the walk cycles, facing up and down, (left and right were already done) for the blue
faced character who says "eat more yams"
on a split path section. I also worked on the level design for their stage. I also cleaned the
animation of one of the characters you encounter on that stage.
Composed a song "Coagulate"
I also worked on the bank hold up scene, in the animated short film that I’ve been working on,
for sunfish 2. Mainly drawing background gfx although I also animated an assassin turning into a
block of wood. I didn't get much done today, I wasn't as engaged as I usually am. I think my lack
of engagement was a combination of factors.
It was sunny today and I sat in the sun, causing lethargy.
I also slept in, and I ate some chocolate, which I feel prevented me from concentrating. I think
I'll Set an alarm so that I can keep a tighter schedule for tomorrow.
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wednesday 30th of October
worked on the animated cut scene. Finished two scenes, reached the bank hold up scene.
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Tuesday 29th of October
I did a small amount of animation on the full screen cut scene, the first balloon section.
My website domain was renewed today, I would have expired in a few days otherwise.
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Monday 28th of October
Today I worked on the full screen cut scene, it's now just past the whale section and up to the
balloon section.
I also composed a song called soup coupon, which can be found on my bandcamp page.
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Friday 25th of October
Again I worked on the full screen animated cut scene, it's at the point where the whale is having
indigestion.
I designed a new level with a blue face character in a red landscape and some monsters that you
can talk to. this stage connects with a level already made where you are the blue face character
but with no arms and you can say hello and eat more yams. I also drew some furniture for a room
with a character sitting on a couch. I also worked on the background layers on a door opening
animation for the level where you are a purple faced character who can lick/smile and is in a
waiting room, character name "stick Jones"
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Thursday 24nd of October
I finished a full screen animated cut scene for revenge of the sunfish 2, it's encountered on
the "stick Jones" path. I worked a bit on the animated clip I’ve been doing for a few weeks. I
also worked on a couple of random levels in sunfish2.
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Wednesday 23nd of October
I worked on the short animated film today. I also wrote a program for full screen animation clips
for sunfish 2. I finished 2 full screen animations for sunfish 2, one of them ties up a section
where a red monster puts you in it's ear. I’m happy with the animation, it has a dynamic
expressive transformative feel to it.
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Tuesday 22nd of October
today I worked on the animated film section again. I’m still on the whale section.
I also did some animation for the smoking blue face character in sunfish2.
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Saturday 19th of October
again I worked on the animated film, finished 3 screens.
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Friday 18th of October
today I again worked on my animated film. I finished some scenes, still on the whale.
also composed 2 songs but didn't upload them.
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Wednesday 16th of October
once more I worked on my animated film, I’m still on the whale section.
I also composed 6 songs and uploaded them onto bandcamp.
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Tuesday 15th of October
today i worked on my animated film, still doing the whale bit.
also I rendered a small amount of the film which presented all sorts of technical problems.
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Monday 14th of October
I spent today composing some songs I also did some
work on my short animated film, I finished some whale sections.
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Thursday 10th of October
I spent today working on my short animated film. It's just up to the whale bit.
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Wednesday 9th of October
I spent today working on my short animated film. It's about half completed so far.
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Tuesday 8th of October
today i animated the red character who puts the spider guy in his ear.
I also composed one song.
I also made a short animated film, although I didn't finish it, but I will tomorrow.
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Monday 7th of October
today I composed 8 songs and uploaded them onto my bandcamp page.
I also animated a door opening in revenge of the sunfish 2, for the level where you are a purple
faced character, stick Jones. also animated a green character with a red hat, for the same level.
I also worked on the animation of the red character who puts the spider guy in his ear.
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Friday 4th of October
created a level with the sloth lizard. This is for the sloth lizard path.
made some changes to the gnome town path.
changed the cave layout on the underground cave path with the fire, near the gnome town section.
I started on a section with the blue face character who smokes.
I also composed 4 songs that i uploaded onto my bandcamp page.
I worked on the animation of the red monster that puts the spider character in it's ear.
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Thursday 3 of October
I made some modifications to Revenge of the sunfish 2 based on some play tests that were conducted
on Wednesday.
I also worked on a stage where you are a pig character.
I also animated the large red monster that puts you inside it's ear.
I also composed 4 songs (left to front, agent plum, secret biscuit, orange power) and uploaded
them onto my bandcamp page.
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Tuesday 1st of October
I composed a song today called Blustery, It can be downloaded on the music page.
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Monday 31 September
I composed a song called Gamey, which can be found on the music page.
I animated a character that is on the purple faced character level, the level design is a sort of
waiting room.
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Friday 27thth of September
worked on the level layout and additional character design for the purple faced character level
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Thursday 26thth of September
animated the purple character morphing facing up.
worked on the level layout and additional character design for the purple faced character level.
coded the door, room leaving animation
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Wednesday 25thth of September
Finished animating the purple faced character morphing facing from the front, 15 frames.
added it to the game.
started animating the purple face character morphing facing side on.
Finished animating the purple faced character morphing facing to the side, 21 frames.
added it to the game.
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Tuesday 24thth of September
Finished the animation of the purple face character opening a door, colored it in, put it in the
game.
Started animating the purple face character, morphing facing front on.
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Monday 23thth of September
animated the purple face character opening a door, and worked on the room graphics.
created a new puzzle level which is a bit like a simple rubix cube, completed this.
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Friday 20thth of September
worked on animating the purple faced character. they are quite large so the animation is expected
to take longer than usual. I animated them walking down and to the left/right. I also composed a
song today called Cthulhu_dance.mp3, which can be found on the music page.
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Thursday 19th of September
started re-drawing and re animating the purple faced character.
did some level design for the new series of levels.
started a new series of levels that have a purple faced character in pink underwear as the
protagonist, currently they feature at the start of the game, and the name of this character is
stick Jones,.. they need some levels with a slow storyline pace, to help the overall pace of
ROTSF 2,
wrote a new song with ought a title. I will use it in sunfish 2.
shaded the large green monster that I drew yesterday.
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Wednesday 18th of September.
animated the character from a side view walking and crouching, the character with a red shirt who
in the proceeding stage fought snails and purple goblins with a laser and could change into a
horse in a zelda like maze.
drew a very large green monster.
composed a new song called Drowned_caterpillar.
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Monday 16th of September.
finished animating the lizard for the lizard maze level, walking in 4 different directions and
doing back flips in the air.
also worked on the level design for the lizard level. it's almost finished.
created a new level which attaches onto the zelda like, snails in a maze section.
this new section has some very distinctive trees.
I started animating the main character for this stage.
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Friday 13th of september.
created a new level where you are a lizard and you have to navigate a maze with fixed 8 way
scrolling.
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Thursday 12th of September.
composed a song and animated 2 enemy characters for the 14 powerup level.
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Wednesday 11th of September.
coded all fourteen powerups.
designed a new enemy for the powerup level. this level now has 3 enemies.
animated and coded the death sequence on this 14 powerup level.
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Tuesday 10th of September.
I have now coded 12 of the fourteen powerups. for the level in revenge of the sunfish 2.
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Monday 9th of September.
worked on the game play of the level where you get power ups including a mask a bathtub, lips
and bier. coded 5 of the powerups out of fourteen.
did some enemy attack patterns for this level.
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Friday 6th of September.
worked on the level design of the level where you are a sausage and you walk around entering
houses and such.
also designed a level where you get power ups including a mask a bathtub, lips and bier.
has a basic parallax background, but looks cool.
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Thursday 5th of September.
worked on the level after the "thalidomide rules" bit in sunfish 2 drawing gfx.
worked on the Sausage stage 2 level, drawing background gfx.
worked on the interacting animation of the sausage character.
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Wednesday 4th of september.
released midget simulator today.
worked on the level after the "thalidomide rules" bit in sunfish 2.
Animated the main character on this level walking,, worked on the level design and gfx.
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Tuesday 3nd of september.
Composed a new song today called "Pool grime" and a new song called "Cold warm"
Both songs can be found on the
Music page.
did some animation for the level after the "thalidomide rules" bit in sunfish 2.
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Monday 2nd of September.
Composed a new song today called "Giant bunny"
can be found on the
Music page.
I’ve gone back to working on Revenge of the Sunfish 2 now.
Did some drawings for revenge of the sunfish 2, not drawn for any level in particular.
Did some work on the split path where you are a character with blonde hair and there are some
sunken ships in the background, proceeding the "thalidomide rules" bit.
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Friday 30th of August.
made a few changes after some playtesting of the game (thanks Zack for testing)
cleaned up the level stats so their easier to read.
fixed the stats so they display on different monitors correctly.
did lots of programming on midget simulator.
tested the game on multiple computers, including a laptop running windows 8. seems to work fine
except on the laptop the fade transitions are absent, still this is a minor thing.
finished midget simulator!!! YAY!!!
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Thursday 29th of August.
tweaked the game play of midget simulator.
made a few changes to the code.
started cleaning up the statistic display, title display and game over screen.
started coding the game over statistics.
added bits of dirt that come off the ground when you shoot.
fixed the percentage code.
found a minor bug where holding down right mb sometimes changes the weapon.
finished coding the game over statistics and rating system.
fixed the bug where holding down right mb sometimes changed the weapon.. it was due to non
continuous mouse input.
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Wednesday 28th of August.
coded the title screen and options in midget simulator.
started coding the end of level statistics.
Found 2 bugs:
bug1=the code for the fish cutting the men doesn’t work with multiple fish.
bug2=by bashing the mouse buttons you can have a gun and a hand at the same time.
fixed bug 2.
fixed bug 1, but it kind of slows down the game, i guess it's because in order to find the correct
instance it checks the closest instance ..hmm
fixed a bunch of bugs.
fixed bug 1 by using a collision box, I think it's marginally faster.
the game is now playable with increasing difficulty levels.
all that needs to be done is the game over screen.
also the percentage stat isn't accurate, you can get 120 percent (??)
did a game over screen but it's a bit rushed.
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Tuesday 27th of August.
Worked on midget simulator, code for the balloon enemy. Animated the parachute getting cut by the
blades of the chopper, coded some different fire.
Finished coding the balloon enemy.
Fixed a bug with the skull enemy.
Coded the ammo limit.
Started coding the levels.
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Monday 26th of August.
worked on midget simulator, fire animation, fire code. balloon enemy code.
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Saturday 24th of August.
animated the green mouse girl character walking up, modified the level in sunfishn2.
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Thursday 23th of August.
finished all the animation for the balloon enemy.
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Wednesday 22th of August.
wrote some music. animated the balloon enemy for midget sim popping.
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Tuesday 21th of August.
composed a new song titled rain headache.
did various animations for the skull enemy in midget simulator.
finished coding the Skull enemy for midget simulator.
now there are 3 working enemies, a ufo, a fish and a skull.
worked on various game code for midget simulator.
started working on a balloon enemy.
animated the balloon enemy moving.
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Monday 20th of August.
animated the midgets on fire and coded them.
added the fish skeleton.
did some code for the skull enemy.
worked on game code.
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Friday 16th of August.
added a bit of shrapnel to the dead fish in midget simulator.
fixed a minor bug in midget simulator.
started a new level in revenge of the sunfish 2, a passage where you are a character with yellow
hair and red trousers and a green shirt. did not finish the level but I’m pleased with the way it
looks.
animated a skull enemy for midget simulator,, started programming it.
not sure about it maybe too unoriginal. animated an explosion for midget simulator. added it.
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Thursday 15th of August.
programmed the flying fish enemy for midget simulator.
animated the alien dying while falling.
animated and coded the fishes missile.
added a magnet power up to the level in revenge of the sunfish 2 where you are a green mutant and
you collect coins also added a secret bonus path to a certain level.
made some game changes to revenge of the sunfish 2 based on play tests from rezzed,.
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Wednesday 14th of August.
animated the flying fish enemy for midget simulator, flying, turning around, attacking, and on
fire, also the fire cone from it's attack sequence.
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Tuesday 13th of August.
did a number of (death) animations for the midget simulator and some code.
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Monday 12th of August
made a new level in revenge of the sunfish 2, which proceeds the random maze where you are a red
character and you fight snails. the new stage isn't 100% complete, just a rough start, it has
some pink stick trees and a large creature in the background.
animated the midgets dying, for midget simulator.
composed a new song today, probably use it in sunfish 2.
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Friday 9th of August
added an abduction animation to the midget simulator.
gave the dead alien 2 directions.
fixed some depth issues.
fixed a bug with the posts.
fixed a bug with the hand changing into the crosshair.
animated the van getting damaged and destroyed.
started coding the van getting hit and damaged.
the van can now be destroyed.
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Thursday 8th of August
added the minigun to the midget simulator, this involved drawing it, animating it, drawing the
fire cone, coding the shells, and coding it.
The ufo can now be destroyed and an alien falls out.
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Wednesday 7th of August
worked on the midget simulator. coded the midget rescue van being moved and turning around and
also drew the turning animation..
made a song today called thunder cloud.
coded the midgets getting rescued by the rescue van.
started coding the alien abduction.
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Tuesday 6th of August
Worked on the midget simulator again today. added falling on back. added a fair bit of code.
worked on the ufos.
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Monday 5th of August
Today I worked on the midget simulator.
I did some programming and animation.
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Friday 2nd of August
Finished animating the blue finned character attacking while standing.
Finished animating the blue finned character attacking while crouching.
Finished animating the blue finned character attacking while jumping.
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Thursday 1st of August
animated the blue finned character jumping, 5 frames.
animated the blue finned character attacking while standing but needs more frames.
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Wednesday 31st of July
drew the walking frames for blue monster, intended to be the main character in a new game.
did some game design on an old game, advanced midget simulator.
finished the walking animation for the blue character with fins.
finished the crouching position for the blue character with fins.
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Tuesday 30th of July
I decided the style of the main character I had designed the day before wasn't right, I designed
a new main character. I’m much happier with the new character
drew the character in riding pose.
drew all the creatures that you acquire, eight.
animated the main character walking, although it need 2 more frames.
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Monday 29th of July
Started work on a new game, ok I know this is uber bad, since I’m supposed to be finishing sunfish
2, but it's supposed to only take about 2 weeks to finish, and previously some games that I
made have only taken about a week (cripple apocalypse, seismic death) the entire game is totally
Mapped out on paper, nothing complicated about it, just time consuming. Anyway you’ll like it.
It's a game where you gain abilities and different powers and such.
started work designing the main character. animated the main character walking.
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Sunday 28 of July
drew the background for the stage four of the green girl subplot.
worked on the stage three of the green girl subplot.
Created the random monster generator, it's on this site.
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Saturday 27 of July
Worked on the level design for the stage three of the green girl subplot.
worked on the level design for the stage two of the green girl subplot, added a giant hand to the
background.
drew some strange graphics for a planned level.
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Friday 26 of July
Started drawing the background for a split path level, of the green girl pathway.
Worked on coding the level where you have to climb a rockface with your tongue and you move each
leg separately, tried to weed out the bugs from this stage.
fixed most of the bugs, worked on level design. finished the rock climbing with tongue level.
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Thursday 25 of July
Drew some background graphics for the monster card minigame.
animated the main character dying on the monster card minigame.
coded the monster card minigame.
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Wednesday 24 of July
Animated the main character from the green girl level.
animated a flaming fire that rises from when the monsters collide on the card mini game.
drew some landscape graphics for the monster card mini game.
added some particle effects to the monster card mini game.
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Tuesday 23 of July
drew some frames for the main character for the minigame on the card level.
did some bug fixes on the level where you control separately a characters legs and you have to
Climb rockfaces. converted a midi tune to mod format.
animated a horse for the horse level. experimented for a few hours creating some new rough
levels, but none of them turned out very good.
finished animating the main character for the card minigame.
started coding the card minigame.
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Monday 22 of July
Drew the main character of the mini game in the card level where you have to avoid monsters.
Started a new level where you control separate legs of a character and you have to use the
characters tongue on their extendable head to climb a rockface. This follows a previous path in
the game. Im happy with this new level however it's a little buggy.
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Saturday 20th of July
Animated a purple character, intended for a level based on a feeling I had when I designed the
original game.
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Friday 19th July
Completed the animation of the exploding eyeball character with burning hair.
Made a start on the map of the card monster subgame.
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Thursday 18th July
Today I spent the whole day responding to emails, I also filmed and edited a video clip of
Revenge of the sunfish 2. The clip can be found on the coming soon page.
I did a small amount of animation on the exploding eyeball character for the card sub game.
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Wednesday 17th July
Finished an animation of a green eyestalk creature for a subgame in the card puzzle level.
Started animating another character a six legged bottle face, for the same sub stage.
finished animating the purple six-legged bottle face creature for the same level.
composed a new midi song.
started animating another character with exploding eyeballs and fire hair, only finished drawing
half the frames.
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Tuesday 16th July
Finished an animation of an orange creature with three eyes on the card puzzle stage. Started
work on another creature with multiple eye stalks, this is for a sub level in the card puzzle
level.
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Monday 15th July
Drew background graphics for the green girl sub stage again, drew a large hand and some pipes.
Did some animation for a creature on the card puzzle stage.
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Wednesday 10th July
Drew background graphics for the green girl sub stage again today.
Composed a song called "heckle". Uploaded it onto the site.
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Tuesday 9th July
Drew background graphics for the green girl sub stage again today.
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Monday 8th July
worked on the green girl sub stage again today, mainly drawing the backgrounds used in this
stage.
Made a puzzle level involving cards. The design for this level has been in my notes for a while.
the basic layout works but it needs polish. when you solve the puzzles things happen.
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Sunday, 7th July
Worked on the green girl sub stage.
composed some music.
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Saturday, 6th July
Edited footage from the rezzed festival, uploaded it onto the site.
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Friday, 5th July
started working on a split path where you are a green girl, only accessible if you move in a
certain place on a certain level.
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Thursday, 4th July
returned to Australia after the rezzed frstival and traveling around Europe.
the festival went very well, and I even had a mention in the guardian newspaper.
I will soon update the site with videos and photos from revenge of the sunfish 2, when it was
shown at the festival. still a bit jet lagged after the 20 hour plane trip.
made a new level where you have to navigate a psychedelic maze, can only see the walls nearby.
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Monday 17th, June
Made a couple of minor adjustments to the game. Tested it on different computers. Seems to work fine. Saved it onto cds and Usbs. I probably won't do any more updates or work until the first of July, that’s when I will get
back from my Europe trip. I’m going to try to cover the Rezzed festival with my video camera and upload the footage in July.
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Sunday 16th, June
Replaced a song (originally from the c64 game flashbier) with an original mod composition.
Worked on the games structure.
made a new level to tie some levels together, it's a bit of a rush job.
fixed a few bugs.
Conducted playtesting.
replaced a character with another that I animated today, to add coherency.
had to rename the locations a couple of hundred files that were located in the wrong folder
so that the game couldn't be compiled properly.
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Saturday 15, June
Worked on the room with a boiling pot where you are a yellow Cyclops and you talk to different
Characters. Finished this room and added it to the game. Worked on the structure of the game.
Fixed a few bugs.
Made some artwork for a segway.
Worked on the demo ending.
Because I’m going to the Ressed game show in Birmingham and leaving on the 19th I’ll be busy
Sorting some things out, so I probably shouldn't overwork on the game at this stage.
The new demo is finished today, however it needs a couple of minor adjustments and some playtesting.
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Friday 14, June
Worked on the games structure.
Worked on a room where you’re the yellow Cyclops and you wander around and can go places.
Finished it.
Started work on a room connecting with that room that links it to a few more levels.
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Thursday 13, June.
Worked on the games structure. What I mean when I say this is, involves inserting previously
Finished levels or possibly moving levels to other parts of the game, testing that levels
connect properly and that I don't accidentally make stuck points.
Changing the logic of what level connects to what other level and why, and trying to get the flow
of the game enjoyable. Tested the game,
Fixed a few bugs.
Replaced a sound effect.
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Wednesday 12, June
Drew and animated some new characters for the space bar level. there’s now a total of 7 characters.
Wrote some dialogue for the space bar level when interacting with the characters.
Did some code for collision detection and camera views on the space bar level.
Started coding the conversation interaction.
Finished coding all the conversations.
Added collision bounds for all the walls and objects.
started coding the background layers.
Finished coding the background layers.
Added a mod tune.
Finished the space bar level.
Added the space bar level to the game.
It improves the structure as I had hoped.
Worked on the games structure.
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Tuesday 11, June
Worked on the space bar level, this mainly consisted of drawing the background gfx.
Finished the space bar map gfx, started on the characters in the room. Animated two characters
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Monday 10, June
Worked on the space bar level.
Got over the cold today.
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Sat 8th of June
Worked on the space, bar level.
Very sick today with cold
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Friday, 7th of June
Finished the level connecting to the bike path.
Added it to the game.
Worked on the games structure.
Finished the room just before the spacebar.
Still have a cold
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Thursday, 6th of June
Worked on the level leading to the bike stage.
This involved drawing animations and background gfx.
Still have a cold
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Wednesday, 5th of June
Today I had a radio interview with "guff and stuff" radio, talking mostly about revenge of the
Sunfish. Designed artwork for the Sunfish 2 booth at the Rezzed game show, sent it off.
worked on the level leading to the bike level.
I have a cold again
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Monday, 3rd of June
Finished the level where your a black bouncing character.
There were alot of code and bugs to fix.
Added it to the game.
Created a text screen with artwork, for a certain stage.
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Saturday, 1st of June
Added a closing door to the space bar level.
Worked on the desert map for the level where your a black bouncing character.
Finished the map where your a black bouncing character.
Worked on the map pattern/ puzzle waves, programming for the level where your a black bouncing
character.
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Friday, 31st of May
Fixed a small bug on the level where you can't move backwards and get attacked by snakes,
animated some more frames for the character on the "space bar" level,
finished the character.
worked on the map for the spacebar level.
worked on the map on the level where you bounce on tiles above a desert with volcanoes.
I had to stop work because there was an electrical storm and the powerlines were hit.
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Thursday, 30th of may
Animated some frames for a new character for the space bar level.
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Wednesday, 29th of may
fixed a few bugs,
worked on the game structure
added an alternate exit from a level where the puzzle was a bit convoluted and was previously the
only way
to exit the stage (based on playtests I thought this was a good idea)
redrew a pixilated animation. added spark shrapnel to an explosion.
added a blood splatter to something.
animated a new character for a planned level, didn't finish all the frames.
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Tuesday, 28th of may
Worked on the flying demon. finished it.
added a parallax scroller to the stage where you are a blue creature in a cave in a flying saucer.
putting the parallax in required replacing every background object.
Finished this stage, added it to the game.
made some changes to the game based on someone who tested it.
worked on the game structure.
changed the text screen artwork for the onion man pathway.
Made the penguin puzzle work, added the path it leads to.
Added a transition between levels that consists of static feedback.
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Monday, 27th of may
Animated and coded a tomato throwing troll.
animated a flying demon for the same stage.
added a landing site/claw.
for the stage 2 where you are a blue creature in a cave in a flying saucer.
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Saturday, 26th of may
worked on the stage 2 where you are a blue creature in a cave in a flying saucer.
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Friday, 24th of may
replaced a character in the game with one I animated today because I considered the original
character offensive. started making a level that leads on from the level where your a blue
creature in a ufo that drops bombs.
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Thursday, 23rd of may
Worked on the games structure, level connections.
made changes to a few levels.
created a few text screens.
created new monsters, created new doors,
removed the crab ability from the level where you have a blue face and an animal weapon.
finished the level where you have a blue face and an animal weapon.
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Wednesday, 22nd of may
worked on text formatting.
Worked on coding the conversation with Mr. scratch.
fixed a minor bug, with the seat.
added layers to chair, table and keeper.
added collision detection for chair, table and keeper.
added keeper dialogue.
added keeper dialogue.
added door to the cubicle portal.
Finished the zoo level.
Started working on the game structure.
Made a number of changes to a number of levels, polish.
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Tuesday, 21th of may
Animated Mr. scratch.
animated Mr. scratch appearing.
did text formatting for dialogue.
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Monday, 20th of may
Drew a picture of Mr. scratch
wrote some dialogue for the first level.
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Friday, 17th of may.
Worked on the background layers on the zoo level, finished the layers bar a few bugs.
Started work on the collision detection on the zoo level.
Finished the collision detection on the zoo level.
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Thursday, 16th of may.
Made some adjustments to the bunny freezing incubators level.
Strung the level out over 5 levels, with increasing difficulty, and interspersed with some
artwork that I drew today.
changed the end of level artwork on the random maze level.
Did some work on the layers on the zoo level.
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Wednesday, 15th of may.
Added alot of layers on the zoo level and coded the layers so that they work.
this is more work than it sounds.
Added feathers to the bunny freezing incubators level.
made a number of adjustments to the bunny freezing incubators level.
Drew the screen where the super chicken eats the blue two-limbed bunny.
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Tuesday, 14th of may.
did a few layers on the zoo level.
created and finished a new level where you are a blue bunny with freezing breath which involves
some minor strategy in a battle with chicken incubators.
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Monday, 13th of may.
Did quite alot of work on the zoo level.
Drew some new rooms.
finished the map and all the enclosures and animals.
coded two doors so that they work, with sound effects for opening and closing.
made some layers(walls you can walk in front and behind of)
still need to do collision check with the background and many more layers.
got over the cold today.
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Sunday, 12th of May
drew a giraffe, added it to the zoo level.
Still have a cold
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Saturday, 11th of May
Drew a crocodile.
drew water ripples around the crocodile.
worked on the map of the zoo.
Drew a rhino.
Still have a cold
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Friday, 10th of May
Updated the website. This took a while because I created a few new pages.
Animated the goat on the zoo level.
Drew another enclosure.
Still have a cold
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Thursday, 9th of May
Added getting injured animation/code for the flip screen build a house Tetris level main character.
Added a modification the stages make to be more likely to be solvable since their user generated.
Coded an awesome must use full screen effect.
Still have a cold
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Wednesday, 8th may
Hand made 98 revenge of the sunfish badges, 8 of them didn't work out, so there are actually only 90 of them. They look good. I'll be giving them to people at the rezzed game show.
Still have a cold
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Tuesday, 7th may
Did some collision detection code for the Tetris, build a house flip screen level.
I have a cold at the moment.
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Thursday, 2nd of May
Added detail to the keepers room and finished it.
Drew some houses and a road outside the zoo.
Drew the keeper.
Added another enclosure with something in it.
Added another enclosure with an elephant.
Finished the outer perimeter wall of the zoo.
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Wednesday, 1st of May
Added a new enemy to the level where you are a yellow Cyclops and you have to navigate a maze,
Changed the multicolour death effect to paste into the screen (on this level).
Finished the Cyclops level properly this time. It works and I’m happy with it.
Finished the full screen animated clip that occurs in the kitchen during the egg on stove story.
Added a layer to the rabbit cage on the zoo level.
Added a new dialogue box to the zoo level under a certain instance, contains a vague joke.
Drew the inside of the keepers room, not detailed enough though.
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Tuesday, 30th of April
Worked on a animated sequence that occurs when you are in a kitchen getting eggs off the stove,
And you interact with something in the kitchen (not the stove though) .
Added the blue monster to the snake level, code/movement and such. made a number of additions and changes to this level
Also made a few changes to the level leading to this level.
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Monday, 29th of April
Animated a blue monster with horns and a dagger
Walking up and down as an additional enemy for the snake level.
Also an attack sequence for this monster while it’s facing down.
I already mentioned this character, although it originally had a pink face. I changed it to blue because it looks better.
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Saturday, 27 April 2013
Added more animation to the snakes in the zoo (not on the snake level those are different snakes), 25 frames, did some code for the snake enclosure so
It behaves like a proper layer, i.e. if you’re in front it goes to the back if your behind it goes to the front. Replaced the fire animation with a better one I did years ago.
Made a slight bug fix to the wrinkle neck, hook foot creature level.
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Friday, 26 April 2013
Worked on the zoo level, added the birds and snakes,
Gave the kangaroo more animation.
Added a lighter lighting sound.
Gave the rabbit an animation.
Gave the fire a few new frames.
Worked on the stage 2 where you are a light green creature with a wrinkled neck and hooklike feet that cries. Trying to give this level a parallax
Drew and added an attack animation for this character with accompanying sound effect,
Also added an animation for communication.
Drew some background landscape.
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Wednesday, 24 April 2013
Worked on the zoo level, made the map larger, added kangaroos.
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Tuesday, 23 April 2013
Finished the yellow Cyclops level, well almost. Needs work on the death transition also the puzzle element is a bit too confusing.
Added a walking animation though doors on this level.
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Monday, 22 April 2013
Did a little work on the yellow Cyclops level, drew a crate breaking animation.
Added a melting animation.
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Friday, 19 April 2013
Worked on the zoo level. Drew some buildings.
Worked on the design for the rotsf2 t-shirt, finished it.
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Thursday, 18 April 2013
Drew the keepers house
Made a new level which is a kind of maze with poisonous walls, follows up the section where your a yellow Cyclops.
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Wednesday,17 April 2013
Finished the smoking animation, a total of 40 frames.
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Tuesday, 16 April, 2013
Today I booked my plane tickets to the Uk for the Rezzed games festival.
Drew more frames for sitting down and smoking.
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Monday, 15 April, 2013
Today drew some frames for sitting down and smoking a cigarette, didn't finish the animation though.
Worked on the t-shirt
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Friday, 12 April, 2013
Tried to finish the "zoo" level today,
Added a seal enclosure, made the clouds go behind the watchtowers. Added a sitting bench, added a question. Added a thought bubble. Added a wheelchair.
Worked on the layout of the map. Drew a couple of new background images used on this stage.
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Thursday, 11 April, 2013
Drew a crouching frame for the stage 2 of the green character with a cane and a hand like nose.
Finished a walking animation for a new enemy for the snake room but only facing left/right.
Worked on the code for "people crusher"
Still has far too many bugs, but it's a bit playable, collision detection doesn’t quite work.
Composed a song while someone was mowing the lawn outside (mod format).
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Wednesday, 11 April, 2013
Started a new level called "people crusher"
A sort of cross between lemmings and Tetris.
Didn’t finish it.
Worked on the "build a house" level, made the levels more achievable, added a crouching
Animation, added sparks that come out of the player’s bullets, added a mod tune. Added a spring that appears if a wall is too high to jump. I’m starting to like this level.
Gave the monsters gravity.
Worked out how to code parallax with the simulation of altitude, finally.
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Tuesday, 9th April, 2013
Did some bug fixes to the Tetris/build a house platform level.
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Monday 8th April. 2013
Added extra frames to the dying animation of the blue character that can't walk backwards in the snake room.
Coded the level where you "build a house" so that platforms appear spaced at certain points
Making it easier to be traversed, also flowers now come out of the ground. Added an enemy to this stage, a red monster with four orange arms, animated the main character to this stage using the "shonky animation program"
Added the platform section to this level.
Made a level where the player looks kind of like an inflatable legless dinosaur, which sucks up a smiling green creature.
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Saturday 6th April. 2013
Did the last of the sweeping animations (forward facing) for the stage where you sweep rubbish in a zoo.
Started animating a new enemy for the snake level, a pink-faced human like monster wielding a dagger.
Uploaded this "blog" to the website today, made a couple of changes to the website.
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Friday 5th April. 2013
Worked on the design for the revenge of the sunfish 2 t-shirt.
Didn’t finish it.
By the way, anyone reading this guess what? Revenge of the sunfish 2 is going to be at the
Ressed indi games festival on the 22 of June in Birmingham, Uk... exciting right? well the demo
will be there anyway, also I’m going to be there.
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Thursday 4th April. 2013
Added a sweeping animation for the character that sweeps up rubbish in a zoo.
Gave the zoo a watchtower with a kind of nazi esc guard.
Worked on the zoos walls/map.
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Wednesday 3rd April. 2013
Started working on the level where you’re a cleaner at a zoo with a beard and a fur hat.
Did the walking animation for forward back and left and right, drew some of the zoo.
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Tuesday 2nd April. 2013
Worked on the second level of the green character with a hand like nose,
Designed some of the levels map, did some code work on the platform and parallax
Added walking animation to the horse, on the level where you’re a girl and you have to feed it
sugar lumps. Also made the horse puke green bile.
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Friday 29th, march 2013
Created 5 levels, where you talk to and solve sub quests for 4 different monsters.
The hub stage involves moving onto arrows that move the character in the direction that they
face, not sure about this level, i think it's lacking something.
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Thursday 28th, march 2013
Worked on the stage 2 of the level where your a green character with a hand-like nose and a cane,
in stage 2 the character is drawn differently. Involves parallax scrolling.
I animated the death sequence for the blue character on the level where they can't move backwards
and snakes and octopi attack them, it needs a few more frames though.
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Wednesday 29th, march 2013
Created a level based on the arcade game "tube panic"
Involves 3d parallax and enemies coming at the player from the distance.
Level is unfinished. not sure if I should make this a shooting type level or exploration,
I think it would be fun as a shooter, however I feel there’s too much shoot em up action in
rotsf2
I want to make the objective less action orientated.
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Tuesday 26, march 2013
Created 3 new levels called alien high school year future plague. this needs more work. You’re
supposed to walk around an alien high school and interact in random situations. I’m pleased with
the artwork.
Wrote a program that does shonky walking animations, used program to generate walking animations
for the yellow Cyclops and green powerlines level.
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Monday 25, march 2013
Created a new level where the player has to solve psychedelic mazes in a time limit, the time
limit becomes faster with each maze, but it's rewound unless the player doubles back on their
path.
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Thursday 21, march 2013
Today I added more animation to the character in the snake room i.e.; walking frames, getting
hurt,
Shooting the weird animal gun they have. added a new enemy to the snake room, a creature with
rainbow cloud bit's circling around them.
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Wednesday 20, march 2013
Today I gave the purple monster wearing an orange hat some ai, I also made it split into another
separate part and gave it another animation for when it splits.
Started redrawing the character for the snake level (the same level)
they were a rushed scribble so I’m redrawing them with more detail.
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Tuesday 19, march 2013
added a turning between frame for the robot parallax level. did some coding on the platform
engine it uses, still a bit buggy though.
did an animation for a large purple monster wearing an orange hat, it's for the level where green
snakes and octopi randomly attack, so now it has snakes, octopus and purple monsters.
I think it still needs some more enemies.
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Monday 18, march 2013
today I did some programming on the "robot parallax" level, code for climbing walls, has a bug
though. replaced the background with a tile set so that I could create a large map more easily.
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Saturday 16, march 2013
finished the metal detector character climbing animation. finished coding the metal detector
character for climbing the wall.
worked on newsong27 a bit, even though I know I have enough music for rotsf2 I still like making
new songs. now that I have all 1000 songs, I feel I can take my time on any additional songs, for
example working on them over a few days, or weeks rather than writing them in a few hours.
added walking through door on the caterpillar wall level.
this room is now complete.
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Friday 15, march 2013
designed a new section where the player has to "build a house"
the house is used as a level map in a platform level.
created a new section where a "crab donkey" asks the player to help express their feelings, using
colored lard. section feels a bit rough around the edges. needs more polish.
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Thursday 14. march 2013
drew more frames for the character with the metal detector climbing to the right/left
converted another song to mod format.
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Wednesday 13. march 2013
made a level where the character can't move backwards and
has to avoid/shoot snakes, octopus and some traps.
level is playable to completion but needs more enemies and detail. has randomly generated
attack patterns/mazes.
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Tuesday 12, march 2013
started animating the character who initially has a metal detector, climbing to the side. needs
more frames.
designed a 16 room section, where the player has to press arrow keys and spacebar quickly to
follow a pattern, levels are interjected with a guy talking and rotating images of kittens.
quite happy about this bit, reminds me of a dream I had.
Needs to be tested by someone
with poor reflexes so I can get the difficulty right but I quite like it the way it is.
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Monday 11, march 2013
animated the character who initially has a metal detector, climbing upwards and downwards.
created two new levels but only in a draft state, you can wander around in them, see a few
characters ect, they are pathways for the green one eye character.
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Thursday, 7th march 2013
Today I animated the walking animation for the caterpillar that hints that you can climb the
nearby wall. I also animated it's static pose.
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Wednesday, 6th march 2013
I decided to keep a log of all the work completed each day at the end of every day. This
hopefully will make for an interesting read, will motivate me to do more work and will help me
to keep track of what needs to be done. By updating my site with this information I might keep
people interested in the project without uploading actual games.
today, converted a midi (forgot which one, 900 and something)
into mod format, sounded good. shaded the walking animation of stage two of the red sausage path.
Did some walls and trees for stage two of the sausage path.
drew a caterpillar that hints you about climbing a wall, detailed the screen the caterpillar is
featured on.
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