Install Theme

Your web-browser is very outdated, and as such, this website may not display properly. Please consider upgrading to a modern, faster and more secure browser. Click here to do so.

Space Tumor

Jul 7 '14
Current build : 003
Lots of progress. Ghetto lighting system, enemies, paths pickups, abilities, doors.
Unsure of the aesthetic. I keep thinking there is a perfect aesthetic i should use and it should be full of some sort of symbolism, but all I want is something simple really. I’ve considered everything from block colours and pixel art to windows 95 screenshots and glitched art.
I’m trying to design the game so that you don’t need to read how to play or have things explained to you, it’s not very punishing if you die and I think it’s pretty straightforward, although I haven’t had anyone play it yet so I don’t know :^)

Current build : 003

Lots of progress. Ghetto lighting system, enemies, paths pickups, abilities, doors.

Unsure of the aesthetic. I keep thinking there is a perfect aesthetic i should use and it should be full of some sort of symbolism, but all I want is something simple really. I’ve considered everything from block colours and pixel art to windows 95 screenshots and glitched art.

I’m trying to design the game so that you don’t need to read how to play or have things explained to you, it’s not very punishing if you die and I think it’s pretty straightforward, although I haven’t had anyone play it yet so I don’t know :^)

Jun 14 '14
Namyo Cover art

Namyo Cover art

Mar 31 '14
I was making a space invaders / missile command hybrid. I’m not sure if I’ll continue but it only took a day or so (mainly because I reused my old  Machine nun code )
Honestly i spent most of my time playing with the explosions, kaboom!
Link ( play in browser)
Arrow Keys and mouse click

I was making a space invaders / missile command hybrid. I’m not sure if I’ll continue but it only took a day or so (mainly because I reused my old  Machine nun code )

Honestly i spent most of my time playing with the explosions, kaboom!

Link ( play in browser)

Arrow Keys and mouse click

Mar 25 '14
I just don’t know anymore

I just don’t know anymore

Mar 21 '14
FRIDAY UPDATE - ACTUAL FRIDAY UPDATE
I’m back on the Friday updates and back on Machine nun. Work, and more importantly the commute were quiet and quick today, so much that I’m not completely dead and want to get in bed.
I’ve decided to do a minimal retro artstyle so I can whip out better looking assets and get them functioning as i want. i can always replace art later, and it means i’m going to be able to just progress with the programming better.
I’ve also made the game screen smaller (a mere 512x512), but the mechanics are largely the same. I’m hoping to be able to whip something out this weekend, I might go sit in a coffee shop and power my way through.
For now, have a dancing Ange, boop boop. I’m gonna get back to it!

FRIDAY UPDATE - ACTUAL FRIDAY UPDATE

I’m back on the Friday updates and back on Machine nun. Work, and more importantly the commute were quiet and quick today, so much that I’m not completely dead and want to get in bed.

I’ve decided to do a minimal retro artstyle so I can whip out better looking assets and get them functioning as i want. i can always replace art later, and it means i’m going to be able to just progress with the programming better.

I’ve also made the game screen smaller (a mere 512x512), but the mechanics are largely the same. I’m hoping to be able to whip something out this weekend, I might go sit in a coffee shop and power my way through.

For now, have a dancing Ange, boop boop. I’m gonna get back to it!

Mar 20 '14
Been atrocious at doing updates recently; it’s been really busy at work, oddly more than when the product was actually released, now there are all sorts of new features and doo-dahs that the higher ups want implementing. I’ve also been applying for jobs and I had an interview at this great looking place recently, and I’m not just saying that it’s great because the guy who interviewed me said he looked at my blog ( Hi Ben o/ )
Game is still progressing though, as you can see by this shitstorm of a gif. I’ve decided to just fuck it all and do the art myself. I don’t want to stop it holding me back. I need to cut down on features and mechanics though and organise my time a bit better. I think an hour or two a day of just gamedev would be nice. So far I’m trying to get a pencil drawing or two in every day just to keep my creative juices juicy, and it’s a lot of fun!

Been atrocious at doing updates recently; it’s been really busy at work, oddly more than when the product was actually released, now there are all sorts of new features and doo-dahs that the higher ups want implementing. I’ve also been applying for jobs and I had an interview at this great looking place recently, and I’m not just saying that it’s great because the guy who interviewed me said he looked at my blog ( Hi Ben o/ )

Game is still progressing though, as you can see by this shitstorm of a gif. I’ve decided to just fuck it all and do the art myself. I don’t want to stop it holding me back. I need to cut down on features and mechanics though and organise my time a bit better. I think an hour or two a day of just gamedev would be nice. So far I’m trying to get a pencil drawing or two in every day just to keep my creative juices juicy, and it’s a lot of fun!

Mar 5 '14
Haven’t had much devtime since I’ve been away this week (I even missed a Friday Update!), but I touched up Machine Nun a little. It’s feeling messy again, there are a lot of points where I’ve shot off to get really into a certain feature and it’s feeling rather bloated. Who knows, maybe it’s time to take a step back and rework it all. I’m actually considering making it a Star Trek Shmup fangame? I think that could be fun and there is a lot of background to draw from. ( You’d play as Voyager obviously)
Oh, the elephant, right. I couldn’t sleep one night so I started making a puzzle game about pixel animals. That’s an elephant! Honk honk. 
You know I guess i want to find someone to partner up with. I’m enjoying game maker language and I’d love a game art guy to complement this. Currently though I’m just in a state of flux, my real life job may be finishing soon since the thing i’m working on has launched so I need to get popping and get a new job set up asap ( and hopefully somewhere far away! )
Thanks for following!

Haven’t had much devtime since I’ve been away this week (I even missed a Friday Update!), but I touched up Machine Nun a little. It’s feeling messy again, there are a lot of points where I’ve shot off to get really into a certain feature and it’s feeling rather bloated. Who knows, maybe it’s time to take a step back and rework it all. I’m actually considering making it a Star Trek Shmup fangame? I think that could be fun and there is a lot of background to draw from. ( You’d play as Voyager obviously)

Oh, the elephant, right. I couldn’t sleep one night so I started making a puzzle game about pixel animals. That’s an elephant! Honk honk. 

You know I guess i want to find someone to partner up with. I’m enjoying game maker language and I’d love a game art guy to complement this. Currently though I’m just in a state of flux, my real life job may be finishing soon since the thing i’m working on has launched so I need to get popping and get a new job set up asap ( and hopefully somewhere far away! )

Thanks for following!

Feb 21 '14

Just like didn’t make game : Still using placeholders edition

I can excuse myself this week. As well as working last weekend ( where I got a bit done, a launch / intro screen ), work has just been generally busy in the week, and I’ve had two job interviews ( one for jagex, kek ( I really want it ( more brackets~)))

Working this weekend too, although I do have some ideas of some powerup system to implement. 

Still haven’t made any art post-placeholder yet really. If this game had a following I imagine that would be a running joke. Luckily it does not.

So a slow week for gamedev. Since the gamedev network was started by pixel geisha, I’ve followed a bunch of people. The general rule is going to be I’ll follow back any gamedev related blogs.

also for some reason spacetumor.com doesn’t work sometimes so this blog remains inaccessible for no reason. woo

here’s to another week, cheers.

Feb 15 '14
thepixelgeisha:

Indie or hobbyist, if you’re a game developer with a Tumblr blog dedicated to your process and progress, reblog this!
You will be added to The Game Developer Network.
You can read about the network here.
If you have a Twitter you’d like linked, please include that in your reblog!
You can also be added to the directory by messaging me.
** Remember: This is only for game developers.
Basically, my reason for creating this is so that gamedevs on Tumblr can find fellow gamedevs. It’s kind of like an easy to navigate directory to find and connect with people who are also working on games.
Don’t be scared to ask or reblog! This is for all game developers on Tumblr! Really. Don’t feel lame. Help me help you~

That’s a cool idea! I don’t have a twitter associated with this but considered me uhh, wanting to join

thepixelgeisha:

Indie or hobbyist, if you’re a game developer with a Tumblr blog dedicated to your process and progress, reblog this!

You will be added to The Game Developer Network.

You can read about the network here.

If you have a Twitter you’d like linked, please include that in your reblog!

You can also be added to the directory by messaging me.

** Remember: This is only for game developers.

Basically, my reason for creating this is so that gamedevs on Tumblr can find fellow gamedevs. It’s kind of like an easy to navigate directory to find and connect with people who are also working on games.

Don’t be scared to ask or reblog! This is for all game developers on Tumblr! Really. Don’t feel lame. Help me help you~

That’s a cool idea! I don’t have a twitter associated with this but considered me uhh, wanting to join

Feb 15 '14
Feb 14 '14
Friday update: STILL GOT PLACEHOLDERS AND MAJOR BULLET POINT EDITION
I’m working a bit on the GUI. I started watching Evangelion (secret shame #1 : I have never seen it all ) because i know it has flashy GUI effects. I’d like it to be a non-numerical HUD and maybe use colour or segments that disappear when hit or something I DON’T KNOW
DANGER MODE is that generic shmup pre-boss panic time. The screen shakes, an alarm plays and a female voice says ‘Warning’. I’d like to get someone to do a sort of female in-flight narration, like they have in fighter jets. 
JUMP NODE is another mechanic I worked in this week. Leading onto:
Upgrade system. I’ve thought of an upgrade system I’m happy with from both a design and ‘can I program this’ perspective, so I’ll work on that soon.
I’m working my real job this Saturday so weekend dev time is halved, annoyingly. Progress though, which is something.

Friday update: STILL GOT PLACEHOLDERS AND MAJOR BULLET POINT EDITION

  • I’m working a bit on the GUI. I started watching Evangelion (secret shame #1 : I have never seen it all ) because i know it has flashy GUI effects. I’d like it to be a non-numerical HUD and maybe use colour or segments that disappear when hit or something I DON’T KNOW
  • DANGER MODE is that generic shmup pre-boss panic time. The screen shakes, an alarm plays and a female voice says ‘Warning’. I’d like to get someone to do a sort of female in-flight narration, like they have in fighter jets. 
  • JUMP NODE is another mechanic I worked in this week. Leading onto:
  • Upgrade system. I’ve thought of an upgrade system I’m happy with from both a design and ‘can I program this’ perspective, so I’ll work on that soon.

I’m working my real job this Saturday so weekend dev time is halved, annoyingly. Progress though, which is something.

Feb 12 '14
The jump node allows the player to teleport. This is used for getting to weak points of enemies, and for dodging otherwise impossible situations. Before jumping, it creates a decoy to fool any homing missiles as well!

The jump node allows the player to teleport. This is used for getting to weak points of enemies, and for dodging otherwise impossible situations. Before jumping, it creates a decoy to fool any homing missiles as well!

Feb 9 '14
Feb 7 '14
I’m having one of those days where everything seems to cascade into failure, a load of things are breaking, to give an example; my monitor is changing it’s dimness by itself and it creates an annoying popup every time. It’s currently settled on an eye straining deep yellow, so thanks. This has been a very slow week of progress in terms of getting things done, but there has been plot development.
Since getting a laptop, I’ve changed the size of the game window to fit better, it’s also a lot fatter now. I’ve slowed down a lot of projectiles to stop the game turning into bullet hell. As programming goes, I’m comfortable with programming the features that I imagine this game will have.
I’m also using dropbox as the project hub, which is a dumb idea but it’ll work for me, so I host the project file in dropbox and access it from either PC or laptop.
Art and blind creativity in terms of story development etc is as ever a concern. I’ve had some inspiration recently so I hope to go with that. My next step is to start churning out art and concepts and get a coherent story in place to be able to get designs from. I’d consider working with someone for the art, but only for the art. To be honest I have a problem with people submitting ideas. I think the best game ideas usually come when one person has the idea and everyone works on it, other than diluting the original vision with flashy things and personal preferences.
Text posts and the same old placeholders aren’t a motivating thing to see, or I suppose look at from an audience perspective.
First things first, going to punch my monitor back into life and get rid of this yellow hue its got going.

I’m having one of those days where everything seems to cascade into failure, a load of things are breaking, to give an example; my monitor is changing it’s dimness by itself and it creates an annoying popup every time. It’s currently settled on an eye straining deep yellow, so thanks. This has been a very slow week of progress in terms of getting things done, but there has been plot development.

Since getting a laptop, I’ve changed the size of the game window to fit better, it’s also a lot fatter now. I’ve slowed down a lot of projectiles to stop the game turning into bullet hell. As programming goes, I’m comfortable with programming the features that I imagine this game will have.

I’m also using dropbox as the project hub, which is a dumb idea but it’ll work for me, so I host the project file in dropbox and access it from either PC or laptop.

Art and blind creativity in terms of story development etc is as ever a concern. I’ve had some inspiration recently so I hope to go with that. My next step is to start churning out art and concepts and get a coherent story in place to be able to get designs from. I’d consider working with someone for the art, but only for the art. To be honest I have a problem with people submitting ideas. I think the best game ideas usually come when one person has the idea and everyone works on it, other than diluting the original vision with flashy things and personal preferences.

Text posts and the same old placeholders aren’t a motivating thing to see, or I suppose look at from an audience perspective.

First things first, going to punch my monitor back into life and get rid of this yellow hue its got going.

Jan 31 '14
MACHINE NUN 0.17 - WINDOW SIZE BIGULATE EDITION
I’m going to start toning down the amount of HTML5 exports I do since they’re not really worth doing in the first place, and they’re also very buggy D:! So no HTML5 version for now, ( mainly because it broke, I think the game size is too large?), either way I never intended this to be for HTML5!
Updates:
Game is larger in width to account for better manuvering and TACTICOOL possibilies. The area on the right will hold the GUI.
Player sprite updated to be less shit, but still a bit shit.
Dashing creates a ghost decoy. Use this to dodge the homing missiles, cliche but it works for now at least to test!
Lots of things are parented now to account for missiles being attracted to the ghost decoy as well as other behaviours
Right click Itano missiles now have a sort of random delay so they shoot off better instead of in a dull block
The shield has been sort of replaced by a smart bomb. Press E to activate it. At this stage it does nothing. mash the button for a cool effect though.
I also changed the general behaviour of projectiles. Many missiles re slow now, and they will probably slow down. I don’t want this to become a reaction based game with bullet curtains!
redirected spacetumor.com to go to this blog
In other news i bought a laptop which will be mainly dedicated to gamedewvvin! Hopefully get that all set up ( windows 8 throughly cleansed ) tomorrow.
If you want to see previous devvin, click here!

MACHINE NUN 0.17 - WINDOW SIZE BIGULATE EDITION

I’m going to start toning down the amount of HTML5 exports I do since they’re not really worth doing in the first place, and they’re also very buggy D:! So no HTML5 version for now, ( mainly because it broke, I think the game size is too large?), either way I never intended this to be for HTML5!

Updates:

  • Game is larger in width to account for better manuvering and TACTICOOL possibilies. The area on the right will hold the GUI.
  • Player sprite updated to be less shit, but still a bit shit.
  • Dashing creates a ghost decoy. Use this to dodge the homing missiles, cliche but it works for now at least to test!
  • Lots of things are parented now to account for missiles being attracted to the ghost decoy as well as other behaviours
  • Right click Itano missiles now have a sort of random delay so they shoot off better instead of in a dull block
  • The shield has been sort of replaced by a smart bomb. Press E to activate it. At this stage it does nothing. mash the button for a cool effect though.
  • I also changed the general behaviour of projectiles. Many missiles re slow now, and they will probably slow down. I don’t want this to become a reaction based game with bullet curtains!
  • redirected spacetumor.com to go to this blog

In other news i bought a laptop which will be mainly dedicated to gamedewvvin! Hopefully get that all set up ( windows 8 throughly cleansed ) tomorrow.

If you want to see previous devvin, click here!