As the title pretty much says, the development of Rossies 2 will be on hold. Why? You may ask, well, I've been far behind schedule, and I've lost passion for the game, and have been very eager to start this new big project I've had in mind for years
If I wanted to get on to do this project by this year, I would have to either rush the game to get it released by the end on June, (which I know you guys don't want, we here at Gamerstorm want to make quality games, because we aren't here for the money, but rather to entertain those who have been bored by todays game and just want something with nice, fast, classic-esque gameplay) Cancel the game altogether, (which again, you guys probably don't want, and neither do I) or just temporarily cancel it the production of the game and move on to this big project, then go back to Rossies once the game is finished.
As you might've guessed, I had chosen the 3rd option, because I know that I'm going to go back into it eventually, but by doing this makes Rossies 2 technically Vaporware, like Duke Nukem Forever was, but hopefully it shouldn't take as long, because it's just a simple little game after all.
More details on this big project in the main News page...
I decided that if I wanted to make Rossies 2 attractive to people, a good place to start would be to make the website look somewhat professional, and that's what I did... sort of!
What I did exactly was I made the button fade in when you hover over them with your mouse, and fade out when you take it off, you've probably noticed that already, the second thing is I added a script which automatically resizes the frame based on the page height, for example, after reading this, go to the Story page and back here, and look at the scrollbar the whole time, you'll notice the size of it is changing, which means (obviously) that the website has changed height, pretty cool, eh? What do you mean no?
I've still to update the home page, because it still has the old release date and outdated screenshots, I'll get around to them tomorrow, it's a bit late right now.
If you guys haven't noticed already, we've successfully replaced the copyright infringing sprites with custom made ones, and there's more to come, to keep track of them in production, head over to the Gamerstorm DeviantART group and watch them.
Good news everyone! The download server used for updates and stuff is back up, you can play Rossies 2 again! Not that you'd want to, but the option's there.
We are currently experiencing a problem with the download server we're using, they've suspended my account because of my inactivity. Why should this concern you? Well, it means that you can't start up the Rossies 2 demo, if you downloaded it recently and found it it isn't starting up, this is why. We'll try and resolve this problem as soon as we can
After a month of trying to publish it, the Rossies 2 demo is out now and available for download!
I finally fixed the problem I was having.
By this point, most of yous are starting to think I'm bluffing about all this and that I'm not actually making a game, but this demo should hopefully prove that I HAVE done something. Ok, sure, it took a hell of a long time, and it may not be worth it in the end, but at least it'll prove that I've been working on something, and that I'm not just sitting on my A*se all day playing video games.
Please keep in mind however, this demo is to showcase the gameplay and how much faster it is, the graphics haven't changed much, only the shotgun, and the Kruncranite quotes aren't there either, I'm going to release another demo with the improved graphics closer to the full game's release.
Enjoy playing our long awaited demo... At least try, please?
Since we're way behind schedule on Rossies 2, over a month behind it's initial release, I fell I have to make changes to plans for the game to speed up production.
First off, I am not going to do FMVs in the game, for several reasons:
So we can't afford to wait for all those problems to be fixed, so we're going to leave it, instead, we're just going to have pictures with text, like the original. Whether or not a patch will be released with FMVs will be released after the game is another story, but we can't do it now.
The person that was going to do the sprites and designs for the game is a little busy at the moment, he's forming a band with a few friends in school, and at this moment, we can't afford to wait for him, so I decided to do the sprites, designs, the story etc. myself.
And I promise that I will work harder and longer on the game, because I seriously got to get my act together.
With all this out of the way, hopefully, we will at least see a game demo by the end of the month.
Due to the pace of fellow people working on this game, the game has been delayed, it's not because I'm lazy, the gameplay, the section I'm doing, is pretty much done, with a few final touches to do, the bare gameplay is done, but I'm waiting on my friend to do sprites, concept arts, story-lines etc.
I can't confirm the new release date for the game as of yet, as the game pretty much relies on my friend to do that stuff, I'm not calling him lazy or anything, he's just taking his time, and that will get the best out of him, and I don't blame him for it.
So yeah, I'm sorry to post bad news, but I had to, to stops yous all from wondering why the game isn't here yet.
Cobra!As you may have noticed from playing the original Rossies game, that Emperor yunki was basically a picture of the Emperor from Star Wars, only shorter, so, obviously, I can't use it for Rossies 2, as it's copyrighted, so I was talking to the guy who designed the original character to do a redesign, and he said he would draw some ideas, so soon, he'll be done with them, and Emperor Yunki will have a total makeover, but, I'm not going to reveal it until the games are released, I want to keep it a surprise.
Cobra!After ages, I can finally confirm a release date for Rossies 2, so mark your calenders for... the 16th March 2011! Now let's hope they'll be no delays or something doesn't happen that totally ruins the project.
Originally these were 2 different development blogs, but they were too short, so I decided to just combine them
Today, I have successfully created a functioning end boss, right now, it only runs around the screen, it doesn’t attack, nor can you attack it, but I’ve spent days if not weeks trying to make it run around, and with great relief, I’ve finally found a technique, basically, you create a rectangle, make the end boss go towards it by making it look at it, and go to it, by multiplying the speed with the direction, once it touches the invisible rectangle, another appears in another random spot, the same happens, and so on and so forth, again, I’ve spent weeks trying to make it do that, and I’ve finally done it!
Today, I have finished Emperor Yunki’s health bar, or the boss health bar, it acts mostly the same as the players life bar, when the boss gets hit, the health bar goes down slowly goes down, Now all I need to do is to make him attack, and then I’ve just about done the Gameplay. Although there’s still more to do, such as the menu and your fellow comrade in the game, but those can wait until later, do after I make the boss attack, I’m going to start making the sprites, which I’m going to do hand drawn.
It's been a while since I've done this, hasn't it? Well, I've come a long way since, all the bugs I've had since day one are all fixed (although upon fixing them, I've created more) and I've added a really awesome feature, when the kruncanites explode, drips come flying out, kind of like they do in the Mortal Kombat games, and I've made it so that if it touches another kruncanite, they explode too, and of their slime touches another kruncanite, they explode, and so on and so forth.
I showed my brother the game, and he suggested that I should make it so that it comes up with a combo counter, as if it were a combo system, and I thought that was a really good idea, so I did that, and it works pretty well, so with that, I'm adding a new feature, a combo mini game, for when you complete story, like the "endless" modes, there's the timed and "survival" sub-modes, for more info, go on the the web page, but if you're too lazy to do even that, well, timed is getting the highest combo within the time limit, as for survival, you've to get the highest combo before you die. Along with those, I'm adding an extra sub-mode, I havn't got a name for it yet (I should've come prepared, shouldn't I?), but it's about getting the highest combo before reaching 100 in the Kruncanite count counter, I've already developed this sub-mode, I've still to do the others though. This is a really nice feature my brother thought up there, so Kudos to him, I'll make sure he's in the credits for that.
Here's some screenshots I've made of the new feature:
Edit: I've also done this for the Scratch version, here's a screenshot which should hopefully give you an idea:
In other news, I've added the Rossi comrade as you can tell by the screenshots, so far, but so far, there's no animation for him, and all he does is "walk" back and forth, and he can't throw any items as of yet, but hopefully, that's about to change...
Wow, That's the longest development blog yet! Although that isn't saying much, is it?
Cobra!
... And We're back with another development blog! This one will be rather short, but I don't have much to say.
Currently, I'm having problems adding the videos into the game, I'm trying to get help from the XNA forums, but my topics have been pushed to the 2nd page with no replies, TWICE! Hopefully, though I'll get there in the end.
I haven't actually made any videos for it yet though, I decided to try and add a video from my folder to test it to get to know how to add them, so when it's time to add the videos, I'll know what to do. I haven't been working on it much lately, mainly because I've been doing other things, such as coding this site, and working on the spritesheet for Keno the cat, all that and that I'm just lazy, I'll try and pick up the pace, I don't want this to end up like Duke Nukem Forever.
Cobra!
Today is the official opening of the official website of "Rossies 2: Emperor Yunki Strikes Back" and "Rossies 2: Sean Of The Ned"! Made purely in HTML, I didn't pay anyone to make it or used any site like Freewebs or UcoZ (ok, I used UcoZ to host this site, but that's a different story.), I coded this entire site, which explains the Quality... Anyway, ever since I've been taking Web Design in School, I've always wanted to make offical website for my upcoming games, and within a short period of time, here we are, so far I've only done Rossies 2, but other games will get this treatment (see "Other games" at the bottom of the page), so look out for them as well!
We're back for another Gamerstorm development vlog, the only development blog, that's full of so much fail, you can't stand to read it!
Anyway, I'm making good progress, I got enemies on the screen, and finally mastered animation and collision detection, I've added enemies, and the slime for when they die (well, sort of), I've build an alpha version (Version 0.1.1.2) and put it on a CD, and I've tried installing it on my mum's laptop, and it works. Still no sound effects though.
Hi guys, I thought it'd make a Development Blog for my upcoming games, this will be a new article series. Hey, it keeps me updating the site, right? Now I only there's someone who actually reads these...
Anyway, I'm having a some problems with the coding, as I can't get the Kruncanites to show/draw, usually at this point I'd give up, but I'm not, I'm surprised by that as well, anyway, I'm looking into that problem, but everything else is working fine, and this game has a new convenient feature that the original didn't, it actually PAUSES! That's right, I managed to get the game to pause properly, so that's an improvement. I could never do that on Scratch, well maybe I could, I'll try for the Scratch version of Rossies 2, but let's not get off topic.