tag:blogger.com,1999:blog-32158235626969248582024-03-13T18:25:33.935+08:00chinykian's BlogA blog about chinykian's indie game development adventures!chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.comBlogger416125tag:blogger.com,1999:blog-3215823562696924858.post-24754173522068812582019-10-14T15:18:00.002+08:002019-10-14T15:18:30.737+08:00Devlog: Serious Scramblers #33Lots have happened! I released Serious Scramblers on the iOS on Nov 14 2018 and thus far have gotten over a <b>quarter-million</b> downloads! Progress!<br />
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<i>Still not making a sustainable living from games though. Work goes on.</i><br />
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Anyways, I'm working on a proper port of the game to Steam. <a href="https://store.steampowered.com/app/1141130/Serious_Scramblers/" target="_blank">Steam page is live</a> so here's the link if anyone's interested.<br />
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<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com1tag:blogger.com,1999:blog-3215823562696924858.post-59939511428668086122018-10-11T17:22:00.001+08:002018-10-11T17:22:36.197+08:00Devlog: Serious Scramblers #32Getting really close. This past week has been about getting feedback and tweaking areas of the game that I've neglected. Here's one example - the macro-reward screen (for giving players some rewards for bearing with interstitial ads):<br />
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A present sprite was added to better communicate that a mystery reward awaits after bearing through a number of ads.chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-22345218625189271652018-09-27T02:15:00.002+08:002018-09-28T03:42:42.518+08:00Devlog: Serious Scramblers #31Wow it's been a while since my last post, I really ought to be more disciplined with these updates. These past few months had been fairly happening - for one, Spacejacked's finally launched on both PS4 and PSVita. It didn't do well financially (frankly I'm numb to any financial failures at this point), but we sure as hell are proud to have the game running on 2 consoles, one of which is a handheld! Childhood dream came true.<br />
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Anyways, Serious Scramblers is fairly close to launch. I've even brought the game to Apple for feedback (the game-biz guy and the editors are really helpful). I'm really hoping this game will see more success than my previous efforts, <b>but. we. shall. see.</b></div>
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chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-3353276635504885872018-04-05T04:12:00.003+08:002018-04-05T04:12:27.175+08:00Tiny gameplay gif<div class="separator" style="clear: both; text-align: center;">
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<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-32371962412998204592018-03-31T15:13:00.003+08:002018-03-31T15:13:37.826+08:00Devlog: Serious Scramblers #30<div class="separator" style="clear: both; text-align: left;">
Working on new characters at the moment ;)</div>
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Each new character brings with it game-changing abilities - the game can feel pretty different depending on who you play as! Take Unicorn for instance (featured below), using her will result in a much faster scrolling speed, making for a much more intensive experience!</div>
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<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-50006490376323362702018-03-18T16:15:00.001+08:002018-03-18T16:15:39.370+08:00Devlog: Serious Scramblers #29Finally, ready for testing!<br />
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Sign up for the beta test here: <a data-ft="{"tn":"-U"}" data-lynx-mode="asynclazy" data-lynx-uri="https://l.facebook.com/l.php?u=http%3A%2F%2Feepurl.com%2FdolWA1&h=ATNnkLtsl5NFP8bjciJU3y-y4tlW2OcnF5IcKV6mbauk6VFwjWMW28NbtSV-pvpG0IecG2Y6wMn6kXtqjzOdt97DDTZYn_7edrYlLxIf5RflKvO3xGNVQQEfwHAWIvhaAVtAk6U" href="http://eepurl.com/dolWA1" rel="noopener nofollow" style="background-color: white; color: #365899; cursor: pointer; font-family: Helvetica, Arial, sans-serif; font-size: 12px; text-decoration-line: none;" target="_blank">eepurl.com/dolWA1</a>chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-78450665854823726032017-11-28T08:56:00.003+08:002017-11-28T08:56:38.941+08:00Devlog: Serious Scramblers #28<div class="separator" style="clear: both; text-align: left;">
This boss fight took way too long to make! Hopefully, it'll be worth the effort! =)</div>
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<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-33668763413540753622017-10-30T02:43:00.004+08:002017-10-30T02:44:16.165+08:00Devlog: Serious Scramblers #27<div class="separator" style="clear: both; text-align: center;">
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The rumbling of the screen when the worm is moving emphasizes how massive it is.chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-53366211349287964092017-10-25T13:44:00.001+08:002017-10-25T13:44:17.210+08:00Devlog: Serious Scramblers #26Boss appearance!<br />
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<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-83956662788636588792017-10-14T23:52:00.002+08:002017-10-14T23:52:45.701+08:00Devlog: Serious Scramblers #25Working on a boss character! Here's how it looks:<br />
Perhaps I'll write an entry detailing how the worm was implemented.<br />
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<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-31425335401792501402017-10-14T02:41:00.003+08:002017-10-14T02:41:20.649+08:00Musing againA potential publisher we've been in contact with decided after some months that they wouldn't be working with us on Fates & Constellations after all - it's a bummer, but not altogether unexpected. After all, their SDK does not support GameMaker, which is the engine we're using. I'm somewhat disappointed they didn't feel the need to build a Gamemaker version of their SDK but this just mean they don't think F&C is worth the extra work. For shame.<br />
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There's still a lot to be done to make the game accessible, and what with the need to further tweak the graphics, it doesn't look like F&C will be done anytime soon. Being the only person in the team championing the game at the moment, it does get a little tiring, and I feel in need of a break. As such, I shall be scaling back the amount of time I spend on F&C to set aside some time to work on a new prototype to pitch to the fellow mages. I'm thinking a game with an isometric view - perfect excuse to give Unity a(nother) go. That shall be the arrangement until I get my groove back so I can finish F&C for real.<br />
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This thus far has been a year of delays for Rotten Mage, on all ends. Quite frustrating really - I really need for Rotten Mage to become sustainable soon and not have to entirely depend on the unstable income from my part-time jobs. Pressure from my parents only amplifies the urgency to make things work out. Partly thanks to that, I've been treating my personal side project more seriously as a form of potential income. Serious Scramblers, which was an extremely fun project to work on, looks to be >50% done. Its more simplistic nature and smaller scope, combined with the fact that I get to make all decisions without any restraints or worries about disapproval, likely means that it'll get released before any of our current projects in Rotten Mage's pipeline.<br />
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All these may sound pretty gloomy, but I'm really quite eagerly anticipating Spacejacked's eventual release on consoles - it's been a dream of mine to make games for consoles and I very much want Spacejacked to find an audience on those platforms. I suppose I just need to be patient and use the time to prep the marketing materials.chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-83766889317982099572017-10-04T00:01:00.002+08:002017-10-04T00:01:29.804+08:00Devlog: Serious Scramblers #24Instructions on how to play the game!<br />
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<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-42267075665553931352017-09-27T02:29:00.000+08:002017-09-27T02:29:00.615+08:00Devlog: Fates and Constellations #24Paths unlock upon completion of all levels in a node:<br />
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<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-3733953831665878272017-09-19T23:46:00.001+08:002017-09-19T23:46:20.541+08:00Devlog: Fates and Constellations #23 - Tracking progress<div class="separator" style="clear: both; text-align: left;">
Did a couple things for tracking progress in the game.</div>
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Clicking on individual world node will result in the displaying of the number of levels completed in that particular node, as well as the number of stars collected. I will probably have to change the layout thanks to iPhone X's design.<br />
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Also made changes to the level selection screen so it now reflects which exact levels have been completed.</div>
<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-7864958234382551482017-09-16T21:53:00.000+08:002017-09-16T21:53:35.578+08:00Devlog: Serious Scramblers #23<div class="separator" style="clear: both; text-align: center;">
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Not a lot of time to work on Serious Scramblers this week, so I set aside a little time to add in this tiny detail.</div>
<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-35104467826921226092017-09-10T20:20:00.000+08:002017-09-10T20:20:49.216+08:00Devlog: Fates and Constellations #22 - Quick catching-upProgress on F&C is admittedly on the slow side for the past month, but it isn't at a standstill, I'm still progressing, albeit rather slowly. Part of this has got to do with the fact that my recent tasks are all very UI-heavy, and programming and designing UI is my bane - it's not particularly fun(for most part) and at times is mind-numbing mundane. Still, work is work.<br />
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Another issue that has cast some uncertainty on the direction of the project is surprisingly, our choice of game engine. We're currently in talks with a publisher and was at one point close to signing a contract - until we're told that they don't currently have a GameMaker extension to their SDK. Thanks to that we're all kinda in an uncomfortable position of having to wait and see how things turn out. Quite worrying - because I was banking on advice from a publisher on how best we can monetize the game.<br />
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What I can do now is to keep updating the game and keep the the publisher updated(which reminds me, I still don't have a presentable build since starting work on the progression system). We'll see how this goes.chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-38171540418019980652017-09-05T22:41:00.001+08:002017-09-05T22:41:27.786+08:00Devlog: Serious Scramblers #22<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-iBJQFchlXtA/Wa6zAXBAw6I/AAAAAAAADYs/1ujqKJDQDjMBENHlyiGe63vxw16xzqufgCLcBGAs/s1600/subtlesmoke.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="450" height="400" src="https://2.bp.blogspot.com/-iBJQFchlXtA/Wa6zAXBAw6I/AAAAAAAADYs/1ujqKJDQDjMBENHlyiGe63vxw16xzqufgCLcBGAs/s400/subtlesmoke.gif" width="400" /></a></div>
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After a couple people pointed out how difficult it was to follow the player amidst all of the visual clutter, I've decided to remove the debris and opt for the more subtle smoke particles.</div>
chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-37132151544096353372017-09-04T20:27:00.000+08:002017-09-04T20:27:10.999+08:00Devlog: Serious Scramblers #21<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-5RC7HgvCzqs/Wa092yaezpI/AAAAAAAADYQ/S-wfLTk0YGYmwH1r276k119dwT7KkZTdwCLcBGAs/s1600/bulletspawner.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="450" height="400" src="https://1.bp.blogspot.com/-5RC7HgvCzqs/Wa092yaezpI/AAAAAAAADYQ/S-wfLTk0YGYmwH1r276k119dwT7KkZTdwCLcBGAs/s400/bulletspawner.gif" width="400" /></a></div>
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Added a new obstacle that continuously fires bullets in one direction. Made the choice for all of the spawners to fire the bullets at the same time - that way players will be better able to anticipate the bullets and have an easier time avoiding them.chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-69001477371562495102017-09-03T14:52:00.001+08:002017-09-03T14:52:23.719+08:00MusingThis is one of those post where I absolutely need to pen out my thoughts and not hold it in any longer.<br />
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I have, on multiple occasions, ask my teammates about how they think our future releases would do, and get responses that indicates a severe lack of confidence, or worse, absolute indifference. Now, I understand everyone's badly burnt by Spacejacked's abysmal financial performance, but it should be an experience for us to learn from. Spacejacked's poor sales figures is largely a product of our lack of marketing and community building, and we should do our utmost not to repeat the same mistake. And yet, it feels like everyone is somehow content with the status quo, despite thinking that the games wouldn't sell. It's almost as if everyone's just going through the motion because no one wants to be the first to quit.<br />
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Compared to the times when everyone was working on Spacejacked to the best of our abilities, these days everyone just seems like they can't be bothered to:-<br />
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- Communicate any issues faced to the team<br />
- Communicate with crucial partners<br />
- Work<br />
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It is absolutely torturous having to pour blood and sweat into a project and feel like no one else have their hearts in it. Or maybe it's just me.chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-3191029952580235952017-09-02T20:01:00.001+08:002017-09-02T20:01:54.411+08:00Devlog: Serious Scramblers #20 - Puff of smoke!<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-stgB7hT30r4/WaqdkYSdioI/AAAAAAAADYA/hnBWM1Xmzd4LTZCdHdtM5J1RKP3ruHTvwCLcBGAs/s1600/smokepuffs2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="450" height="400" src="https://3.bp.blogspot.com/-stgB7hT30r4/WaqdkYSdioI/AAAAAAAADYA/hnBWM1Xmzd4LTZCdHdtM5J1RKP3ruHTvwCLcBGAs/s400/smokepuffs2.gif" width="400" /></a></div>
<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-30447721085255854172017-08-30T19:37:00.001+08:002017-08-30T19:37:31.446+08:00Devlog: Serious Scramblers #19 - New flying pattern<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-8YQl6j98Qvg/WaagyPh8hLI/AAAAAAAADXs/BlQ7JB2IXs4S5r3BoRLVLMduV4bhHXMRwCLcBGAs/s1600/flyenemy2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="450" height="400" src="https://2.bp.blogspot.com/-8YQl6j98Qvg/WaagyPh8hLI/AAAAAAAADXs/BlQ7JB2IXs4S5r3BoRLVLMduV4bhHXMRwCLcBGAs/s400/flyenemy2.gif" width="400" /></a></div>
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Added a new variation of the flying enemy type - they'll continuously move left and right!chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-34924732170737636902017-08-30T15:25:00.004+08:002017-08-30T15:25:38.048+08:00Devlog: Fates and Constellations #21 - WIP World Selection ScreenHere I am testing out the very much still-in-development world selection screen.<br />
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/TOlRhAMkzDo/0.jpg" src="https://www.youtube.com/embed/TOlRhAMkzDo?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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<div class="smallfont" style="-webkit-text-stroke-width: 0px; background: 0px 0px rgb(255, 255, 255); border: 0px; box-sizing: border-box; color: black; font-family: Helvetica, "Helvetica Neue", Arial, sans-serif; font-size: 11px; font-style: normal; font-variant-caps: normal; font-variant-ligatures: normal; font-weight: normal; letter-spacing: normal; margin: 0px; orphans: 2; outline: 0px; padding: 0px; text-align: start; text-decoration-color: initial; text-decoration-style: initial; text-indent: 0px; text-transform: none; vertical-align: baseline; white-space: normal; widows: 2; word-spacing: 0px;">
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We've decided upon separating the levels based on the mechanics introduced, as well as the difficulty in general.</div>
chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-66672979558288691302017-08-28T14:52:00.000+08:002017-08-28T14:52:01.663+08:00Devlog: Serious Scramblers #18<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/GqCNHoWDnQ8/0.jpg" src="https://www.youtube.com/embed/GqCNHoWDnQ8?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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Added some visual and audio feedback when landing on spike platforms.chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-51768856907301578842017-08-27T01:13:00.000+08:002017-08-27T01:13:12.497+08:00Devlog: Serious Scramblers #17<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-S65CVIYgVj8/WaGidrajllI/AAAAAAAADOM/VfW7_MHPnYEUcDURXhZajQULez3SypdNQCLcBGAs/s1600/speedup2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="400" height="400" src="https://4.bp.blogspot.com/-S65CVIYgVj8/WaGidrajllI/AAAAAAAADOM/VfW7_MHPnYEUcDURXhZajQULez3SypdNQCLcBGAs/s400/speedup2.gif" width="400" /></a></div>
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Collecting coins now gives you a speed boost!chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0tag:blogger.com,1999:blog-3215823562696924858.post-22998360357972893502017-08-16T12:41:00.001+08:002017-08-16T12:41:34.891+08:00Devlog: Serious Scramblers #16<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-jraqabjOA40/WZPLeLPEdZI/AAAAAAAADN8/KVAaTQQ2n0wJrfRIL-F7155yoLRR6CqpQCLcBGAs/s1600/flysnail.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="500" data-original-width="500" height="400" src="https://3.bp.blogspot.com/-jraqabjOA40/WZPLeLPEdZI/AAAAAAAADN8/KVAaTQQ2n0wJrfRIL-F7155yoLRR6CqpQCLcBGAs/s400/flysnail.gif" width="400" /></a></div>
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Added a new flying-type enemy!</div>
<br />chinykianhttp://www.blogger.com/profile/04528468635513454112noreply@blogger.com0