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Yotes

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Everything posted by Yotes

  1. Getting REAL tired of this game not being close to finished. I admit to dying inside just a bit each passing week as I fall behind on the schedule I laid out just because the very first bullet point is the hardest pill to force down. Maybe I'm crazy and doing this wrong. Time to take a different route to the end. As for what exactly what that route is? You'll need to read the ending thoughts to this week's devlog to find out.
  2. I am endlessly amused by the cubes. And also by how eerily similar the map is to my fan game's map. 
     

    Screen%2BShot%2B2018-05-30%2Bat%2B2.39.5


    I know I'm on a weird little tangent here, but I find it super interesting how I subconsciously formed a world map super similar to the one they're using in Pokemon Quest. To the point where I'm wondering if I've been following some archetype this whole time since I envisioned it way back in high school.

    Starting off in the west in a light green meadow near a body of water where a boat could take you who knows where. Lead north into a forest connected to a rocky ridge featuring a river/waterfall and bright orange desert even further up north. A big shrine in the upper middle of the map and a mysterious purple island housing a legendary monster in the lower center of the map that you need to cross the ocean to reach.

    Then there's the dried out yellowish fields in the center of the map, connecting to a purple cave. A return to the meadow environment in the east but this time in an off green color with a few scattered islands below. A northern path from the 2nd meadow leads to grayish green spooky zone with a tall dark tower, leading you up a steep climb to the icy cold winter wonderland at the highest northern peak.
     

    Screen%2BShot%2B2018-05-30%2Bat%2B2.53.5
    The similarities are uncanny!
    There's gotta be something to this and it's not cuz one copied the other. 
    (I wonder if it's an art principle or a reflection of real geography?)
  3. Not much was done in terms of progress this week since I took about 5 days off to basically see all my friends one last time at the local convention MegaCon before swearing to lock myself away until BGP's completion. In place of that there is tons of Pokemon news. A fan game was released and a bunch of new spinoffs were announced so there's lots of interesting things to reflect on and talk about on this week's blog.Read up on it here!
  4. The Map System I've been subconsciously dreading has finally been implemented and the rest of the menus are coming together bit-by-bit as I program all the pieces separately and connect them together (instead of cramming everything I could into one giant, unreadable script like before). The results? See the latest gamedev update to find out.
  5. This game is getting more adorable by the minute. This is TOO PERFECT!
  6. Random Suggestons? Try: Petal Bits Berry Blossom Bitsy Pop Poppie Bright Misty Sweet Sugar Tuplip
  7. Looking at the first picture I'd say to keep heading down that path. MAybe give your guy a more puffy tuft of hair in the front sticking out of the hat (Kinda like Applekjack) to give it a more full and balanced appearance. As it is now, feels like your character is balding or disproportionate. Definitely keep the scarf and gear stuff to stand out from other OCs (the less accessories, the more copy/paste template you'll look) but you also don't want to be clashing, so try to make them all match better. Go fro a Green/Brown motif with yellow accents maybe. So the hat/belt/scarf/sword/bag all go nicely together. It's clearly Zelda inspired so play up the Rustic Adventure Time/Green Tunic aesthetic. Purple eyes like the hilt of the sword was a nice touch. It's the little things like that making your OC 'pop'! Then once you're done, you can try to pay your favorite artist to do a commission of your OC doing something cool. Then use that along with your own drawing to show others what you see your OC to be like and maybe get more commissions in the future. You'll have new OC avatars and stuff in no time!
  8. Feels like every day now I'm discovering some new and better way of doing things. The project is crawling towards a point where all systems exist and are easy to tweak. So good news is I can both feel and see myself becoming a better game developer. Bad news: I'm already a week behind schedule. Again. That won't fly. Time to crunch up and catch up. For this week in gamedev featuring my thoughts on a rather impressive Pokemon fan game coming out soon, check out the Main Yotes Blog
  9. Once again, starting from scratch. But this time it's in regard to how I code things. Going forward I'll be using new organization tricks to make sure I understand how the entire game works inside and out. No more endless bug hunts because I'll know exactly where they are and what that line of code interacts with, all to better help me deduce the cause of any problems. Also took a stab at rearranging the development schedule to aim for a July 25th release. The path is laid out, but the main factor determining if I can make it is getting to that Alpha build I've been yapping about for years now. All this reorganization stuff should help with that, because things will be more efficient than ever. No more hardcoding, no more just copy/pasting from solution forums, and no more being stingy with line spacing, name lengths, or comments. Read More: Yotes Games Blog
  10. Here to talk about my remaining schedule and new coding practices in this week's game update!

    BGP DevLog #170 (Re-Coding): http://www.yotesgames.com/2018/05/battle-gem-ponies-devlog-170-re-coding.html

  11. Can't believe I'm still working on recreating these dang #BattleGemPonies menus! I feel horrible for taking so much longer than I keep promising out loud, but I can feel in my bones that delaying is the right thing to do... Also, finally got a response from BronyCon on if the panel is happening or not.See #GameDev Log #169: www.yotesgames.com
  12. Such a shame... But hey, there's still more brony conventions to bring the game to next year!

    DcLWKS6WAAERnke.jpg:large

  13. Ignore the garbled text. That is a bug for another day. Been taking my time making these menus and such, and glad to see that stage of development is finally coming to an end. Chewed hard to figure out some bugs and the most efficient way to make things flow, but I think I've got it now and just need to rinse and repeat to get the rest of the menus done. See my latest (mis)adventures in game development on the Yotes Games Blog.
  14. So... This gonna be a Rarity thread or...?
  15. Showcasing the game to new folks, meeting other developers, learning from their experiences, making friends, and dancing my legs off. That's the TL;DR of my Orlando Overdrive experience this past weekend. Battle Gem Ponies had a booth right in the middle of the indie game hallway leading to the bar & dance floor of The Geek Easy. Turns out the whole brony thing wasn't a passing fad, and lots of people still smile when they see marshmallow horses with super powers. Check out this week's devlog to see how the indie showcase went. 👾 - www.yotesgames.com
  16. The game's been showcased at small local conventions and the feedback is helping shape this into something special! Can't wait to get a new build out to everyone soon!
  17. Newest game development update is up. It's crunch time cuz a new demo is due Saturday!  

    BGP DevLog #166 (Demo Ready?)

  18. Just powering through and coding my heart out. Nothing to show yet, but things are progressing behind the scenes. Working towards that Minimum Viable Product with a few days to go til showtime! Pretty much every feature from the last demo needs to be remade and bug free using the new development tools I have. The next demo has to be ready by Saturday morning, or I'm going to have to introduce countless strangers and fellow devs to my buggy pre-alpha from December! Can't let that happen. It's crunch time. Check out the devlog.
  19. Summer Camp. A place called StarChild Academy in Apopka Florida where we played video games, watched movies, and went on field trips every single day. From 2nd grade to 6th, those were the days, back when I didn't have a worry in the world... Made friends, learned stuff, discovered games, fell for my first love, built much needed social skills. Great times all around.
  20. A lot of time has been spent remaking the components needed to make the game run smoother and look nicer. Way more time than I originally intended, but I feel too deep into the mess to turn back now. The results are showing, but it seriously delayed the game's progress and the makeover still isn't complete. I'm hoping that with these menus out of the way and all the fancy scripting stuff simplified into usable tools, the post-alpha development will come easy. Much like a house, the game's gotta have good bones. A foundation to build an entire series of games on top of, actually. Each one more polished than the last.Read more on the blog.
  21. The goal was to bring the feel of GBA games to mobile phones, so I'm glad it's working!
  22. Newest game development update is live! The madness of restructuring a game's foundation.  

    BGP DevLog #165 (Game Engine Bone Structure)

  23. New updates on my game project! Served up fresh like burgers every week. 

    Check out the newest one here!

  24. Another week in and the game's revamped menu systems still aren't done! Feels like I'm running in place sometimes, but week after week new things are being added and I'm feeling more and more capable as a developer. I just want the alpha build done already! Take a look at what I managed to do this past week. (The Yotes Games Blog)
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