Mostrar mensagens com a etiqueta blender. Mostrar todas as mensagens
Mostrar mensagens com a etiqueta blender. Mostrar todas as mensagens

quinta-feira, 2 de março de 2017

The BOSSES from the ACE of SPACE

This were the ones I really loved to make, the BOSSES SpaceShips.

Some of them are the same ( in the first and last Boss Stages). Here you can see the sketches and the final 3D models, also see them in some gameplay.

Whit no more to say, I'll let the images speak for them self.


After my first sketches, went to Blender to start modelling them.



quarta-feira, 8 de fevereiro de 2017

ACE of SPACE Desktop version



That's right, Desktop versions of ACE of SPACE already published in two major gaming sites, GameJolt and Itch.io!!

The first thing was to put all the graphics arranged for a new platform, in the Mobile it is Portrait in the Desktops it's better if is Landscape. Resizing everything from the UI, moving UI assets from the top to the side, and doing that in all the levels.

quarta-feira, 12 de outubro de 2016

ACE of SPACE - UI Design


After creating the logo, it's time to change al the UI to the new image.
The first screenshot is from the Main Menu. The first approach is to keep it simple and straightforward.

Main Menu

segunda-feira, 30 de maio de 2016

The name and logo

After selecting from a huge list of possible names, ACE of SPACE was the name chosen for the game.
The next step was to make the logo. Of course it wasn't at first, after making some sketches, it was time to make it on the computer.


The main idea was to create a badge, like the one's used by the WW II pilots and appealing to use it on a t-shirt. I think that the goal was achieved.

segunda-feira, 23 de maio de 2016

Programming learning curve - Creating a SHMUP

My adventure in the programming world has been improving step by step.
It's very rewarded to being able to implement improvements, understand the code and what it does.


The new improvements made were:
- Different squad formation
- New path flight from the enemies
- Health Manager, now you get the chance to being hit 5 times and if catch the Energy Box it will increase to the max.
- A Bomb, to use when is your last resource, or not! It works by points, after using the Bomb it starts active after x points.



terça-feira, 3 de maio de 2016

Some SpaceShips concepts

Meanwhile, I've made some SpaceShips concepts for another Shoot'Em Up game, that's the kind of game I really like.

The lowpoly style is still present, it's a matter of taste, i really like this kind of 3D!
The game happens in the deep space, there's no name for it yet, but yesterday one came in a brainstorm and in the next post it's possible that I reveal it.

In Pixel We Trust Shoot'Em Up
Shoot'Em Up Concepts

I'll be using the V8ORS-Flying Rat base code and work from there. Already disable the Facebook login he has, put more movement on the enemies but the most important was the starting of understanding the code.

More features like a Health Bar, a Energy Box that you can pick up and restore some of the Health lost.

In Pixel We Trust Shoot'Em Up
Shoot'Em Up Concepts
previous features will be:
- A bomb that will destroy everything in the screen.
- Big bosses to destroy.

Hope you guys like the first concepts.
Cheers!!

sexta-feira, 1 de abril de 2016

V8ORS-Flying Rat improvements

Spent the last days improving the V8ORS-Flying Rat, after a battle with the ChartBoost plugin, I have to thank the ChartBoost team and Sy DAo in special for the big help he gave me to solve the problem.

After this issue I was able to upload the App to the store, but another error was happening, this time it was the Version "it has to bee higher than the previous one". After a quick search, I was able to solve it. Now i have a Language problem, it seems that the Facebook SDK put's more language and now I have this error to solve, I'm going to attempt to unpublished the current Version App and then uploaded again, but first I'll see if its safe to do it like so.

Hoping this process doesn't take me more time, at this time I have some Design work to do, so it will take a while to get back to this mission.

segunda-feira, 14 de março de 2016

500 Downloads on V8ORS - Flying Rat

It's on the little things we get strength to continue the Indie game adventure, first the 100 downloads, now the 500, hope the 1000's take less time.


It's harder to get new downloads now, there's that first boom when the game is launched and friends go and download it, the game is featured in the Play Store and we have a lot of energy and motivation to fight for. I'm still fighting for it, not so many post as I used to but the main reason is because there's not much to say about the game, no new reviews and there's no need to make post "just to make posts"!!

quinta-feira, 10 de março de 2016

Programming learning

It's time to step to another level, it's not enough to have a simple knowledge of programming, my goal is to learn C# to use it in Unity3D.
 As a Illustrator/Designer my way to approach to programming is not the best, I have to had a better understanding of the programming concepts, knowing what to use to solve a problem or achieve my objectives.

I've made a personal objective to create a side scroller shooter, the main reason to this approach and not the previous one, the Spy game, is because I've already have all the V8ORS 3D assets needed to the project, so I can spent my time on programming and not on creating assets and animations, the other reason is that I really love this kind of games, they are the one's that makes me playing when I have some spare time.
In this version I'll try to make levels, final bosses, upgrading the airplane and make more models for the player to choose. Squads formations, more enemies and levels. In time and with knowledge perhaps more features will be added.

Stay tuned for more news!!

quinta-feira, 25 de fevereiro de 2016

The V8ORS-Flying Rat Saga

This was my first game project i've made, do all the artwork, the design, game document, sound, almost everything apart the real coding of it, but i'm learning and my next project will be a game all made by me.



The main goal of this game was to create a game like the good old arcade type of feeling. A game where you have to train your Shoot'Em Up skills to avoid enemy fire and the ability to shoot' them down, a straight forward game but with the "Easy to learn, hard to master" concept apply to it.



it all started as a V8 Engine on airplanes, the love for the WW II aviation made the rest as a base idea. The game started to have some shape, the first prototype were tested and after a while it was launched in the Google Play Store.

Did he went well? Not really! Did i learn with it? A LOT!
I didn't expected to have success at first, like most of the people think when a game is launched, i knew that when it was released almost a hundred games, or more, were released at the same time to the stores around the world.
But i had to!! Instead of writing a book, i've made a game, some saying that in life everyone must plant a tree, have a child and write a book, the first ones i already made, a proud Dad, a Bonsai enthusiast, it misses writing a book, as you noticed i'm very poor at writing, so this is the reason why i've made the game.

The learning i've taken from this experienced was the most important. Know how to deal with the Ads campaigns, knowing how much do we have to had to invest in it (i had and still had none to invest on this part of the process), the small things that i never had though.

My next one i'll try to avoid the errors, apply what i learned in the process and do it in my free times, it's not possibly for now to live as a game developer and most of all with only one game of course!!