Utopia City – Part 1

Posted in Uncategorized on July 1, 2010 by maddbicstudios

Lazy Ass Gamer plays the games so you don’t have to. He cuts out most of the faffing about through the magic of editing and makes some stunning observations. He also wears a cool hat like many other internet critics.

Here is the long-awaited beginning to the Utopia City playthrough.

Project Rain23 Update

Posted in Uncategorized on July 24, 2008 by maddbicstudios

I figured it was about time I let you guys know what’s been going on with our flagship project. Well, it has taken a backseat for a while and is no longer our flagship project. Updates to the code have been coming along, but there probably won’t be an alpha release until sometime after I get settled into my new college. I am however, still working on project r0k at the moment and testing servers are still slated for next january. I’ll be updating this more frequently as I am finishing up my summer job as an awesome deli guy.

More info soon (and I mean soon),
-M@DD

Updates on CastleDracula

Posted in Uncategorized on March 6, 2008 by maddbicstudios

Ok, so I’ve begun a clone of Castlevania (hopefully one that doesn’t suck as much as the 2 others that were made, I mean seriously, WTF is with no col detection).

Anyway, So I’ve decided that the title screen is going to be animated. Actually, heres a frame from the animated render (with the title just thrown on there). The trees actually blow in the breeze in the animation. Also, the clouds cover the moon at the beginning and the ground below is dark. Eventually the clouds move and it reveals the castle. Title graphic appears out of the clouds.

CastleDracula Title Screen Frame

Also, the menu screens are animated with Vue as well. They’re supposed to be in the forest before the castle. Make note these are drafts and the final will probably look nicer.

Main Menu – Options : Orb comes closer when selected to show the game’s Options. Like the Title Screen, trees are animated and blow in the breeze.

Options Menu

Main Menu – Load Game : Actually , this is when there are no loaded games.When there are games to load, the orb the angel is near glows blue and illuminates the scene.

Main Menu Load Game

Main Menu – Quit : Again, animated like the rest. When quit is selected, the camera will jump into the coffin in the grave. The reason why this one is lower res is because its a WIP and takes a long ass time to render the bumped dirt.

Main Menu Quit Game

Main Menu – New Game : This one also takes a while and is a WIP. When new game is selected, the gate opens and the screen fades to black (Note, that the pre-rendered text for this and for the options menu will probably not be in the final because the engine will take care of the menu text.

Main Menu New Game

More as it develops.

-M@DD

OMFG TEH DELI KAHRTO0NZ!!

Posted in Uncategorized on February 3, 2008 by maddbicstudios

So I was working on that fated scene that was never made (or , perhaps partially never made) and came up with something pretty sweet…

so check it out

http://rapidshare.com/files/88741608/DeliScene_0x01.exe.html 
-M@DD

Major updates AHOY!!!!

Posted in Uncategorized on January 24, 2008 by maddbicstudios

That’s right, you heard it right from the programmer, so it must be boss.

 Ok, so I have a new build to show off. About 26 hours of programming and cussing myself out have paid off with interest.

This new build finally gets a version number : v.03b!!! The engine finally also has a name: the BOSS engine. Is it an acronym, or just a sweet name? Haha, only I know that. Ok, so what’s done you ask?

 Well :

Collision Detection = 100%

Movement = 90% (just waiting for the animation to uncomment the code)

Player Health = 100%

Enemy Spawning = 100%

Enemy Health = 100%

Game Over Detection and Script = 100%

Restart Script = 100% (Just waiting to see what thaB!C thinks would be good for a restart method)

Thats pretty much the rub-down. Well I’ll stop yammering and post the link

But first:

Controls :

 Z = Attack with Sword 

Shift = Block with Shield

Q = spawn enemy Crate ‘O Death!!!

The player essentially can be hit four times before death (its easy to avoid death, but  I highly reccomend checking out the death sequence).

Check dis out:

 http://rapidshare.com/files/86157381/Water_Dragon_Stage_v.03b.exe.html

-M@DD

Overzealous Post # 2

Posted in Uncategorized on January 22, 2008 by maddbicstudios

I thought of perhaps some other places and bosses.
I know, this is two overzealous posts in one day,
but I wanna get feedback and not forget them.

Cave – Water Dragon
Castle – Vampire
Volcano – Demon Dragon
Pyramid – Anubis
Ice Cave – Yeti?
Town – Werewolf
Different Cave – Slime Monster?
Burial Yard – Zombie? Skeleton?
Church – Grim Reaper?
Rooftop of a clock? – Chronos (no, not from the game)

And I’m out of ideas for now.

-M@DD

Question for the masses

Posted in Uncategorized on January 22, 2008 by maddbicstudios

I know, it’s quite forward… to the most extreme, but I was thinking when we finally end the series.. Maybe this track would be good for the ending cinematic. I was also thinking the cinematic could pan the stages… and maybe show some of the bosses in the stages and introduce them… like a cast thing… also perhaps the ending one could be the knight and then a THE END and thanks thing. But i ran across a bg track I thought might be good for the ending credits. Like maybe take a page from the Mario Bros games. He saves the chick and she kisses him and the heavy part kicks in. Perhaps we could spoof the series and instead of the knight blushing, his helm blushes.

 Then next verse stuff could be panning the levels and rolling the credits.

Feedback is appreciated.

 Link to song here:

http://rapidshare.com/files/85713739/Ending_Song.mp3

-M@DD

More and more good news!!!!

Posted in Uncategorized on January 21, 2008 by maddbicstudios

Well more drafts and more and more progress from my end. I finished up the rest of the knight sprites I have received and started to actually code the actions into flash. Im using rasterized placeholders in flash instead of their vector counterparts for space reasons at the moment. Only temporary, of course.

 Anyway New screens below and a link to the engine WIP

-M@DDJAKKAL

Knight , Frame 2

  Knight02

Knight , Frame 3

 Knight 03

Knight , Frame 4

Knight 04

Link to Engine WIP

http://rapidshare.com/files/85315024/Water_Dragon_Stage.exe.html

What’s done so far, you ask?

Well, let’s see…

BGM Support

Key detection (Shift is for block and z is for attack)

State Detection (you’ll see)

Whats not done: A LOT!

Knight Preparation coming along nicely

Posted in Uncategorized on January 20, 2008 by maddbicstudios

Alright, well a draft has finally been made of the shield pose for the new knight. I think it looks pretty decent (although I am kinda biased ;-) )

Anyway, feedback is appreciated, of course. Click on them to view them at their full size.

Two pics: One is the knight at his full resolution, and the other is a screencap ingame with no contrast or tint settings enabled at the appropriate scale

-M@DD

.Knight Full Res

Screen-Cap of knight ingame

Cave Test Level Pan

Posted in Uncategorized on January 18, 2008 by maddbicstudios

This is a WIP of a test level im working on for the Knight Project. Eventually (once AJ stops throwing up and gets his head out of the cats and into the game, we may have a playable build).

-M@DD 

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