...cant nobody hold me down...oh no...i got to keep on moving.
I purchased the Dino rig off my buddy for a paltry $50 (its old but I got a hook up for Riva's sake).
I have reinstalled GameMaker Studio:PRO, my spriting programs and my audio programs.
Out of the ashes of some bs, most likely won't see dime one, I am stronger...more confident in my desire to create this game. PLEASE keep an eye out though for any imposter shit that may look like its using my assets though. I doubt they were smart enough to realize what they had....but still.
I'm super stoked to be back on the grind again. I put Minecraft on my Xbox for my noob kids to keep them occupied from the fact that another Wii U isn't in the cards quite yet.....kinda regretting that one a little lol.
Any who, just wanted to say that I'm back to the grind.....thank god for the cloud accounts. 😁
Earlier today I was told that the GUYS that broke into my house have been caught. They had the Ipad jerk offs ID and it took them to one of their houses. Inside the house they found a few other people a bunch of stolen property. While they were not able to recover my PC or the kids WiiU, they did find my Xbox via Serial Number. KEEP YOUR BOXES AND SHIT KIDS!!!
Im glad to be able to put this behind me, but I am heart broken that my PC is forever gone. I honestly don't know what I am going to do. I am moving out of thie city and back into the suburbs up north. Not only will I be closer to my kids but I will be away from the nastiness down here.
Now, here is where I put myself out there and ask for something from my fellow Dtoiders. I desperatly need some kind of computer to work on. I have the itch and I really need to get back to the game.
I started a GO FUND ME account and if possible...would like any donations to help get me back on track.
Yesterday, I got a call from the police. The jerk ass jerk who broke into my home tried to pawn off my Ipad. When the serial came up as stolen they grabbed it off the counter and smashed it outside. That sucks a big ol' bag of dicks. I used "Sprite Something" to make my sprites and other tiles and what not for my games.
While the Ipad is now a lost cause, at least they got the creep on camera and have an ID. I wasn't told who it was yet because he hasn't been aprehended but it's a start.
Let me tell you how freaking boring it is as a HUGE gamer and developer when you litereally have nothing to play. The kids have since gone back home to their mothers house and so now I am left with nothing but my thoughts and sketch pads. I have no TV to watch anything on and the only games I have to play are Final Fantasy 1 and spades on my phone.
I am shooting to replace everythihng after christmas. I was able to load up my profile on a friends xbox so I can at least play when i go over there. It's going to be a rough patch for a while but I have the drive and desire to get this game done...its just now at a snails pace.
I wanted to take a second and thank each and every one of you, my fellow Dtoiders for all the concern and well wishes. You guys have been a huge source of support and I just wanted to tell you , from the bottom of my heart, I love you folks. Anytime I talk about this situation to people it just gets me all kinds of infuriated, but with you guys it is very easy.
Even if I am unable to ever get back the things that I lost, I will always rebuild. Thanks for reading and know that even though I do not have my hardware....I have continued developement of Riva via paper and pen.....eventually I will be able to turn all the things into sprites again. :)
It is with a heavy heart that I have to say that developement on "The Tales of Riva" is put on hold......for just a little while.
Last week my home was broken into and I was robbed of damn near everything. My PC, my monitors, my TV's, my xbox, my kids WiiU and my Ipad were all stolen along with $1000 rainy day fund. It breaks my heart to know that there are people like that in this world. I thought that moving down here to Indianapolis would bring me closer to finishing this project....alas I was wrong.
The silver lining is that at least all of my assets are backed up to my cloud account. Work will resume on my end as soon as I can scrape together enough money to get another PC....but who knows when that will be.
It kills me that all of my things were stolen like that but what REALLY gets me is that my babies can't play their "Mah yo" game.
I skrimped and saved for a long time to be able to get these things for our home....I've missed meals so that I could ensure that the kids had what they wanted and needed......and this close to christmas.....its going to be hard to replace the things that we lost.
Anyway, I just wanted to let you guys know that things are ONLY on pause....I wont let this setback stop me from finishing my dream.
Hopefully I can get things going again soon. 'Till then my friends, be safe and never leave your houses again. lol
For the last few days, we have been trying to get the feel down for Finn and the overall "game-feel". We are getting there...slowly but surely we are getting there.
Today's blog is about what a pain in the ass it is to get the things to look right. SPOILER ALERT.....it's a mother fucker :)
I have another video to show off a little of the movement, since that is what people have been asking about. Before I show that though, let me tell you how much of a chore it is to get it to look right.
One would think that all you do is plug in the code and viola....it works. LOL, ya right. Getting the sprites to play with each other is a bitch. When Finn jumps, he is supposed to look like this:
The first sprite is jumping UP...hair is supposed to flow. The next is when he evens out at the peak of the jump...again, hair flow. And the third is when he decends...once again, hair flow. What we have at the moment looks NOTHING like that. We have both been over the code time and again and finally gave up for the evening because it was making us prematurely bald.
What ended up happening was the jump animation somehow completely doesn't work....yet we have lift off. >:|
This WILL be fixed WAY before anything else gets coded, so know that.
Again, keep in mind that this is a WIP and like I said earlier, I will most likely give Finn a re-design. I kind of just wanted to show off the fact that we have movement AND controller support. I have been testing everything out with my Xbox 360 controller.
That part makes me happy. Not only because I am NOT a fan of platformers with a keyboard, but because the USER will also be playing with a controller when it eventually makes it's way to consoles......but that's another blog for another day. So take a look at the video and as always thank you for even taking the time to watch/read.
I was feeling really itchy and had to get back into some asset making for Riva. I have been working on a few things like arches and fancy looking shit and what not lately and it struck me...I haven't even given it any time into making the clouds and sky yet.
I figured..."how hard can it be to make a cloud?". The short answer is very easy......but it is took me a while to reach that answer and to yet perfect it. I created the following cloud/sky pic to show you what I was working on. I know that this isn't perfect but I'm still working on it.
Each cloud was created on a seperate layer and I turned the opacity down on each layer slightly more than the previous. I think that the motion blur may be too much...I dunno, I will check it out when I put it IN GAME. But for now, for the testing/alpha purposes...it will work.
Oh, each layer will also be set on a seperate parallax layer...ya know...to give it that depth.
Anyway, that was a little something for ya folks. As always, it's been a pleasure to share a little bit.
I just wanted to let you all know that development on The Tales of Riva has been suspended since 6-21 till about sometime in the middle of July.
This does NOT mean that the game is in development hell or that it's silently being cancelled.
I am a father. In my eyes a good one. It is my time with my kids for a few weeks and with me working full time nights as well, I just think that it is more important that I spend what free time I have with them until their return home.
That being said, I still do dabble around in creating the art a little, but rest assured....THIS GAME IS GOING TO HAPPEN.
My senior coder, Brendon, has shown me more of what he has been working on. Personally, I am stoked. I can't really show anything at this point to you guys yet but thats only because I am a perfectionist. I don't want to show you guys a big bag of dicks.....know what I mean? I want your first impression to the game, in real time, to be one that makes you say "FUCK YES....THIS...I WANT TO PLAY THIS!" :)
In other news, I have slowly been turning my twins onto a little gem known as The Ocarina of Time. They love the game except for the fact that Link's hat looks dumb. LOL. Oh kids.... I can't wait until my 2 younger sons are into games.
After the feedback I recieved from both the last post and through PM, I wanted to put this out there.
The Tales of Riva is an ever evolving monster. The sprite work is ALWAYS being updated until I find that retro sweet spot. I am aware that some things aren't animated like they should be and, believe me, I am working on that. Don't be surprised if FINN gets an update or two before the BETA starts.
Now that THAT is out of the way...I recieved a great idea from RadicalYoseph to use this blog as a way of showing you folks a....behind the scenes, if you will, of the trials and tribulations that come with creating a video game.
For those of you who do not know, I am currently using GameMaker: Studio. When envisioning Project R, as it was called then, I wanted to make a 2.5D metroidvania in UED3. The whole of my adult game development was spent learning the ins-and-outs of the Unreal Engine. I had a full working corridor map with textures and a player model, then known as CHIP, but things just didn't "feel" right. My modeling was NOT the best and it is frustraingly hard to find people who share the same vision as you. So I decided to look at other engines. This was almost 4 years ago.
After realising that the best way for me to tell the story that I wanted to tell was to go back to my roots and make this beast a tribute to the SNES glory days, I looked into a few sprite based editors. You would not believe how many options there are out there!
Finally I settled on GameMaker.
I then began work on creating a few tiles and a player sprite. You can see the early work of the sprite in the "SAVE" mock-up from the last post. Once I had those limited, but workable, sprites created I began to dive head first into the editor itself to create a room. Nothing big, just a room so that I could test out the functions in.
Thus began the headaches...
I could not for the life of me get the things to do what I wanted them to. I was so used to using UED that learning this damn editor was making me......angry. After FINALLY getting GameMaker to do what I wanted it to do (courtesy of Shaun Spalding) I started to get a little more complicated with my designs. The out-of-the-box editor is ok if you are just kind of slapping shit together, but I needed something more robust to help out. Enter GMARE.
This bad ass little tool takes the already established fundamentals of the GameMaker room creation and upgrades it 10 fold. With this new tool in my arsenal I was able to create the layered look that I desired with ease. From the ability to create LAYERS on the fly and actually NAME them so that I can know exactly what I am doing to exporting everything back into GameMaker like a boss, this soon became my favorite new tool.
GMARE is a very light program that doesn't even force me to have GameMaker open to do any editing. It is light (boots ridonculously fast) and works like a dream.
^^^^^^^^^^^^ ROOM EDITOR IN GAME MAKER
^^^^^^^^^^^^ ROOM EDITOR IN GMARE
As you can see, GMARE is a life saver.
One last thing before I go. In order to get in the spriting mood to help with the mojo, I listen to things like this:
.....it really gets the juices flowing. So that was my little peek into the inner workings of The Tales of Riva. In the coming weeks I will have video uploaded to showcase how far along the engine has come.
I have been coming to this site for quite some time now and I have decided that it was about time that I started to give back a little.
That being said, I felt that this was the best site, for me, to use as my official blog for my upcoming game "The Tales of Riva".
This has been a dream project of mine for over 3 years now and I have finally started to make real progress. In all of my 34 years of life, I have played MANY games, but my favorite genre of has always been "metroidvania". After playing Zelda II: The Adventure of Link on the old school NES as a child I knew even then that I could do better. Ever since the 3rd grade I have known what I wanted to do with my life....to create games.
I have been designing my own computer games since I was 14. Starting with modding out games like DOOM, Half-Life and Quake. Being able to create my own maps and textures was the start of what makes me ME. Moving on from there I started creating full on original SNES Final Fantasy style RPG's and the rest is history.
I attended college in Illinois for game development but realised very soon that the school was LESS than adequate. Reading horror story after horror story, I knew that working for a major game company was NOT for me (I'm looking at you EA). I knew right then and there that staying INDIE was the path for me.
I have had my hands in a few different projects with other teams over the years sincce I first started making games but nothing ever really came of it. Now, as an adult, I have the means and knowledge to do the things that I relied so heavily on others to do.
Together with my friend Tyler Moulin (Music & Sound Effects) "The Tales of Riva" is making progress and I am now ready to show you, the best group of outspoken assholes, what we are working on.
Before I get on with the visuals I wanted to give a little info on the game itself. I am calling this game a "megavania". What is a megavania? Take your normal tradition of standard metroidvanias and add a big ol' splash of Mega Man.
I know that I'm not really conveying what I am talking about but in the coming weeks you will see what I am talking about.
All I have to show you now are a few of the images that I have uploaded to my tumblr account already, but I will be posting here FIRST from now on.
Riva is influenced by the anime Full Metal Alchemist, Chrono Cross and the 'Vanias of the NDS era. I will release plot info at a later time, so as to not bog this down TOO much.
One final bit of info: the sprite quality and resolution are that of the SNES, IMO the apex of gaming. I went with a true 16:9 ratio resolution of the snes....no bullshit 4:3 black bar resolution here son!
1) Here is an example of my saving system
2) Boss Door
3) Coming soon......
4) Started work on the text boxes
So there are a few samples for you. What do you think?
About CO Jakyl One of us since 3:46 PM on 12.06.2007
My name is Jason Wray. I am an aspiring indie game developer in Indiana. I am currently in the process of creating a metroidvania style game called "The Tales of Riva".
I will be using this blog, as well as my tumblr account, to cover the process I undertake to create my dream game.