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Caverns of Underkeep Updates

Another week another batch of updates for Caverns of Underkeep

This time there are only a few minor corrections/improvements, the game is probably very close to a 1.0 release – I would still like a nicer gui in the town though…

  1. Bug Fixed – Multiplicity of items now taken into account when calculating your score.
  2. If you don’t use any magic you get a +2000 bonus to your score (the barbarian automatically gets this of course.)
  3. Drinking mana potion sfx distortion problem resolved.
  4. Bug Fixed – Carry capacity had an ‘off by one’ error (you could only carry one less than what it actually said)
  5. Bug Fixed – Game incorrectly told you that if you increased your endurance you could carry more.
  6. There are now 200 arrows in the shop and each bundle of arrows that you find randomly generates 4-8 arrows (previously 2-6)
  7. Hall of Legends now displays the top 16 scores (to stop an overflow display error)

I should probably create an extended hall of legends to be displayed on the webpage.

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Meet the Meeplings

Attack of the Meeplings is the next game from Tiny Frog Software. It’s a Neo-Retro shooter that will be played in the browser. Aside from being your typical shoot ‘em-up, it’s going to be an infinite shooter with waves looping over and over and getting faster and harder until you finally succumb – Yes it’s going to have online highscores :)

The game should be ready for release mid to late March – But for now, Meet the Meeplings*

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Pink Meep

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Green Woggle

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Spinner

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Glider

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Blue Bat Twin

* There are many more Meeplings, but these are the ones that have been finalised for the game.

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Caverns of Underkeep Updates

I spent the morning making some changes to Caverns of Underkeep

  1. Fixed a double move bug involving moving the mouse as you are being attacked by a monster.
  2. Corrected the Antwerp graphic
  3. Fixed alignment issues with # of potions text
  4. Disarm now auto-attempts to disarm all adjacent traps – no longer need to use the mouse to select a trap
  5. Fixed a couple of spelling errors
  6. Little Blobs now drop pink acid
  7. Bandit archer damage lowered by 1 (again)
  8. Error sound plays if not intelligent enough to identify an item
  9. Potion of permanant strength and Potion of vigor now play sfx and output text to the console when used.
  10. Added short cut keys for some of the spells
  • (H) eal
  • (F) ireball
  • (B) less
  • (T) own Portal
  • (M) eteor Shower
  • (E) nquire
  • (P) urple Death

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Peachysoft is now Tiny Frog!

Because some annoying prat re-registered my domain when it expired, (I swear I didn’t get an email saying it was due to expire.) I have now founded Tiny Frog Software, my new home for my projects – Including Caverns of Underkeep

I’ve lost more than a days work due to setting up a new domain and reinstalling wordpress and modifying the site to work on the new domain. There’s still some broken images, but I’ll get around to fixing them as time goes by.

I’m also working on the main page of this site which will feature a little shop where you can download and purchase some selected indie games that I will feature.

In other news, I’ve got a demo of my new 2D shooter game ready to show the AGW group tomorrow – It’s only the one level but it’s enough to get feedback and see if there are any bugs that will need to get fixed. Ideally I’d like to get that finished at the same time as the new mainpage gets launched – I’ve got one week before Uni starts again, so we’ll see how that goes.

Long Live Tiny Frog Software!

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Peachysoft Update

As you might be able to see (unless you’re reading this post through somekind of rss aggregator) I’ve been playing around with the look of this website, it’s still a work in progress – mainly because I have this horrible tendancy to muck about with live content, rather than work offline – Yes I’m one of those people that hit publish then edit.

I’ve been thinking about the direction I want to take peachysoft in the future – And I quite like the browser based game space :)

I’ve spent many years plodding away in my spare time, working on projects that were much too large for me to handle (like RPGs) that were ultimately doomed because I didn’t have the skill, time or money to complete them. Working on browser based games forces you to reduce scope and design shorter titles.

Shorter games = shorter development cycles

Which increases the probability of actually finishing a project.

Also, I plan on looking for full-time employment when I finish university in around six months time. I need projects that I can work on for an hour or two in the evenings and on weekends. And if I ever want to get anything done I’ll have to look at doing smaller projects – Arcade or shooter games, maybe even platformers or puzzle titles, who knows?

At this point in time I have a list of 4 games I would like to make this year. Which is quite funny because the last game I released previous to Caverns of Underkeep, was all the way back in 2005

I think if you offer webgames that have a resonable amount of replayability, can be played in a relatively short time-frame and provide a sense of competition through highscore lists, daily or personalised content, even hidden secrets – And the games are fun and look nice (they don’t need to be bleeding edge, they just can’t be ugly) then you’re doing better than 95% of people who make webgames – Because there’s a ton of crap out there.

PS : My 2D shooter game is coming along quite nicely :)

PPS : I’ve done a minor update to the Caverns of Underkeep Beta, just some small bugfixes and a couple new sound effects.

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Caverns Beta Updated

Changes made to the beta version today

  1. Can double click in shop to buy items
  2. Heartbeat SFX doesn’t play in town
  3. Bonus to XP if the player clears all the traps on a level
  4. “The walk back to town…” dialog removed
  5. SFX added when you perform a transaction in the shops
  6. Can now buy pants and helmets in the armour shop
  7. Display xp required for next level up
  8. Play error SFX on fail to equip an item
  9. Can now buy the water walk boots from the magic shop
  10. Using a potion no longer takes up a turn
  11. Archer Bandit maximum damage lowered by 2
  12. Removed “Do you want to use the elevator…” dialog
  13. Ranged attacks actually take the ranged weapon damage into account :)
  14. Fixed mis-named item, “Cursed Boots” is now named correctly
  15. Gain +1 attack and +1 armour when the player levels up (rather than +1 attack or +1 armour)
  16. Can buy multiple potions from the healers shop
  17. (Y) and (N) work as shortcut keys for yes/no dialogs
  18. (Enter) key works to dismiss ok dialog
  19. Increased Maximum carry weight by 25%
  20. Can now select ogre avatar by using the left button (previously only avalible if you pressed the right button)
  21. Alpha value for blinking prompt on custom name dialog fixed
  22. Added 20 words to the wordchest dictionary

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Concept Artwork for new project

It’s probably a little premature to be posting these images as I’ve only been working on the game for about a day and a half, but I thought I’d share some mock-ups of my neo-retro shooter

Due sometime in March (hopefully)

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It should be noted that these are not screenshots, but mockups made in paint.net

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Caverns Beta – Still some more work to do

I just finished a play through of the game with a friend and I have a page long list full of (mostly easy) changes to make, it’s funny how much stuff you can simply forget. Stuff that you fully intended to do (and have written the code for) but you just forget to hook it up at the right place.

The list is long, but it’ll proably be less than a days work to implement most of the items on it.

So yeah, there will probably be an update to the beta less than two-three days after releasing it :)

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Caverns of Underkeep Beta Released!

Yippie! Balloons and cake for me!Caverns of Underkeep has reached Beta!

Play the game here

The only thing that remains on my to-do list is to tidy up some of the interface artwork (such as in the town) I’ll keep the game in a rolling beta status. Which means I’ll patch it if someone finds a bug that needs fixing and in about a months time I will call it release version 1.0

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