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Thread: Brock Crocodile - 16 bit inspired crocodile action!

  1. #31
    Clicker Multimedia Fusion 2 Developer
    Akiat's Avatar
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    Now for something from the sixth stage, time for some surfboarding!


    https://twitter.com/BrockCrocodile/s...69760566882304

    Everything except Brock and the waves are placeholders. Really happy how that wave effect came out too.

  2. #32
    Clicker Multimedia Fusion 2 Developer
    Akiat's Avatar
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    Got a new trailer finished and ready to deploy!



    But that's not all, we've got a Steam Greenlight page going too as well! LINK, please vote if you're interested!

    Twitter: https://twitter.com/BrockCrocodile/s...88949157924864
    Facebook: https://www.facebook.com/BrockCrocodile?fref=nf

  3. #33
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)
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    Nice game man! , You've got my vote.

  4. #34
    Clicker Multimedia Fusion 2 Developer
    Akiat's Avatar
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    Quote Originally Posted by Antony View Post
    Nice game man! , You've got my vote.
    Thanks a lot man! It means a lot to me, every vote counts! : D

    Another little update;

    So as you know I started work on the 6th stage, Havoc Waves, which will have Brock chase down some escaped criminals. So far the engine is just going to be slightly modified so that Brock hits top speed in 0.04 seconds and maybe I'll make his jump gravity just a bit stronger. Outside of that the only change would be Brock can only do front attacks now (Obviously) and the inclusion of ramps to send Brock higher into the sky.

    Below are some gifs showing the process in developing the stage, unfortunately do not have anything for the wave creator so we're just going to have to start with Brock surf walking across the sea!






    https://twitter.com/BrockCrocodile/s...27182892331008

    I'd also like to take this opportunity to show off a new track the music guy, Steve Lakawicz, came up with for the third level Museum Mayhem. Steve's been using DefleMask to pump out the music for Brock and it really helps to make the project feel a lot more authentic and I think this one (Of two) of my personal favourite from him, you can give it a listen HERE. If you loved Mega Drive/Genesis tunes then I think you'll be in for a treat! :P

    Also for those who've been interested in the project and might have missed our last update, our Steam Greenlight page is up. Please do vote if you can! http://steamcommunity.com/sharedfile.../?id=398370496

  5. #35
    Clicker Multimedia Fusion 2 Developer
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    So today, on the day Kojima is set to leave Konami, on the week Nintendo enters mobile gaming, I give you...

    Placeholder map graphics.



    Please be excited.

    On a serious note, I'm not sure how I want to do the map. Part of me wants to go with a typical mini-map with animated background, although another part is thinking about a treasure map to fit the theme. I love both ideas but I think I might pick the former simply because looking at animated scenery is just better in the long term.

    In other news, if you haven't and your interested in the project, please give some Greenlight votes! http://steamcommunity.com/sharedfile.../?id=398370496

    Not sure if I should do a playthrough for the game or not as one of my announcements on Steam. I guess it'd be a good way of raising awareness/interest.

  6. #36
    Clicker Multimedia Fusion 2 Developer
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    Threw this together to update my Steam profile page but I might just like this more than the original title screen...



    https://twitter.com/BrockCrocodile/s...73862703513601

  7. #37
    Clicker Multimedia Fusion 2 Developer
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    https://twitter.com/BrockCrocodile/s...99526329470976

    Put the 6th level on the backburner since I wanted to design an actual level so started work on the 7th level, Volcanic Meltdown.

  8. #38
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    Been a while since the last post but I've put up another website update! Also if you haven't done so yet, please go give us a vote on Steam Greenlight, we need all the votes we can get!

    Developer's Blog #5: The sounds of Brock Crocodile.



    Hi everyone, Steve the sound guy here AKA Ap0c. I've been hard at work trying to bring you guys some memorable and nostalgic tunes. Today, I'm going to talk a little bit (or maybe a whole lot!) about what I'm using to create the sounds and touch on the MegaDrive/Genesis's sound capabilities in general.

    For Brock Crocodile, I've been trying to stay as authentic as possible to the original MegaDrive/Genesis hardware. I've been using the Sega MegaDrive/Genesis audio set up, which is 6 channels of FM synthesis + 4 channels of PSG through a free tracker program. Once I've programmed the notes to my liking, I've been exporting them to a flash cartridge and recording the music directly from the console itself. This ensures that what you hear can be played back on the console itself - 100% authentic! This does not come without cost, however, as while the tracker is a great program for creating MD/GEN music, it doesn't always translate exactly when played on the console, which leads to lots of tweaking. Just ask the staff how frustrated I get with it (well, that and frying systems - maybe that's a topic for another post? )

    https://soundcloud.com/ap0c/gazadiaz-ruins-mixed

    So, what is FM synthesis? The non-technical terms would be "the unique boingy-springy sound that you're used to when you hear MD/GEN music". It's that twangy bass, the bounce off a spring in Sonic the Hedgehog, the raw and dirty guitar sounds in Comix Zone, the gentle sounds of Phantasy Star IV's town themes, and everything in-between. Many of the MD/GEN's direct competition - such as the NES and the Turbografx-16/PC-Engine - used waveform based sound generators (IE square waves, sawtooth waves, triangle waves, or customizable wavetables). The Super Nintendo used a sample based sound generator that allowed for lush and diverse tones but did so at the cost of clarity, which just happens to be the MD/GEN's forte. While it is limited by the very design of FM itself, the YM2612 (the soundchip inside the MD/GEN) is easily manipulated into convincing guitar, string, brass, and woodwind sounds. A great example of all these diverse sounds in motion would be Michiru Yamane's Castlevania Bloodlines:



    As for drums, the Sega MD/GEN is capable of turning the 6th FM channel into an 8bit sample channel. I can basically convert and drop any sounds I want into it. However, I find that it's more interesting to create my own drum sounds using the FM since they are clearer, louder, and bolder. In fact, in the Bloodlines example above, Yamane doesn't use a single sample drum! That's all FM! It can be very convincing. That being said, you'll still hear an occasional "Sonic Drum" in my work. It's iconic and sometimes it's exactly what the music needs.

    Accompanying the YM2612 inside the MD/GEN is a sort of.... dinosaur from a "forgotten" era. The MD/GEN's mainboard, especially in the case of the very first models, is completely based off the Sega Master System's... so much so that the system INCLUDES the Master System's main chip and sound capabilities. This is why, with a Power Base Converter, you can easily run old Master System games - the Master System is inside the MD/GEN basically! The SMS side of things provides me with an extra 4 channels of sound- 3 of pure tone square waves, and one noise channel. It can be manipulated to make periodic noise and all kinds of interesting sounds, though it was rarely done in the SMS games of old. To hear it in action on the MD/GEN, you need only to listen to the background figures of this iconic track from Sonic 3:



    Most of the high-pitched, pure, light responses in the background are from the SMS's old programmable sound generator! You've been hearing the Sega Master System this whole time and didn't know!

    All and all, I'm very excited to be able to bring you guys an authentic MegaDrive/Genesis experience. I hope my music brings back as much nostalgia for you as it has for me during this whole process. I can't wait to share the whole soundtrack when it's done! Let's get this Greenlit!

    You can listen to some of the tracks produced so far below!

    Gazadiaz Ruins: https://soundcloud.com/ap0c/gazadiaz-ruins-mixed
    Musuem Mayhem: https://soundcloud.com/ap0c/brock-cr...-museum-mayhem
    Second Trailer Track: https://soundcloud.com/ap0c/brock-crocodile-trailer-2

    http://brockcrocodile.com/2015/04/20...ock-crocodile/
    https://twitter.com/BrockCrocodile

  9. #39
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    Just wanted to say that I love this project. I'm a big fan of the 16-bit mascot type games, Sonic 3 & Knuckles being possibly my favourite game. You capture the spirit of Mega Drive games brilliantly, and it's great to see the effort you are putting in to make the soundtrack faithful to the era!

  10. #40
    Clicker Multimedia Fusion 2 Developer
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    Thanks Peter! Our man Steve is very good with his music, you can give a listen to some of his other stuff here! https://soundcloud.com/ap0c

    In other news...

    BROCK CROCODILE INTERVIEW WITH EYE FOR GAMES



    Got an interview written up on Eye for Games, a 5 page spread even! You can give it a read HERE > http://issuu.com/efgmagazine/docs/efgmagapril2015/1

    Available on pages 13 - 17, There's a bit in there with some new character art and a level map for one of the levels, Museum Mayhem Stage 1, give it a read! If you haven't voted for the game on Steam Greenlight but interested in the game, please come give us a vote! http://steamcommunity.com/sharedfile.../?id=398370496

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