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News Archive

July 4, 2008

There are a couple of updates to the site. I added a past projects page to display my previous projects and show my progress. I also fixed an error with the registration page, so now everyone can continue signing up. I will be adding comments to the site pretty soon so everyone signed up can post their thoughts.

Happy Fourth of July to everyone in the U.S.!

June 29, 2008

There is a new map for Project X, and there is also some small additions to the Tech Demo if you want to check it out. More comming soon.

June 25, 2008

Well for the past couple of days I have been looking into the Phys2D engine, which is a port of Erin Catto's Box2D 2006 GDC presentation. I implemented a pretty cool tech demo to show where the code is currently. Project X 2.0 starts by using this engine and will go from there.

June 21, 2008

Big update today! First of all, on one of my computers I could not run the game in the browser. I had to review almost all of my code to find the one error that caused the freeze up. I can now run it, and hopefully everyone that couldn't run it before now can also.

Next I changed one of the enemies that spawns the fast small ones, to limit the amount that it produces, and now can move but cannot jump.

And finally, I started work on the map editor that will be bundled with the game. With the player accounts these maps will be able to be saved and displayed in the user's page. But thats to come in the future...

June 19, 2008

Well today I have implemented logins to the site. In the future these accounts will be able to save games, create and save maps, and view other players creations. More features well be comming later.

June 14, 2008

The first update after Project X acquired a pixel artist is up. This version has brand new sprites, a new health and ammo display, and a couple of new items. The biohazard barrel is something to avoid, and health packs are the latest addition. More to come...

June 13, 2008

Hello everyone, I'd like to introduce to you the new talent acquired for Project X. His name is Krasimir Savov from Bulgaria. Ever since he was a kid he would draw and doodle random things, and a few years back he found out about AGS, the Adventure Game Studio, and has been working on pixel art since. Already pumping out art for the game, I've been trying to keep up implementing it into the game.

The next few updates will be focused on the visual side of things with a few new items. Things are looking great so far, the update will be coming soon, so keep checking back.

June 10, 2008

A really strage thing occurred while I was testing the game in my IDE, a single file that is one of the most important got corrupted somehow. It was one of the most vital pieces of source code I had for the game. I had no back up of the game, a mistake I will never make again. Luckily I was able to rewrite the code in its enirety, but it took almost all of my extra time.

As for updates I added a laser to the shotgun for more accurate aiming, and I added a fader to the enemies' health bar. More info coming soon as to what i'm working on next.

June 7, 2008

Guess what, I finally added enemies! Version 1.24 contains major updates, added sounds, and best off all something to shoot at. Get through training and you'll face the first batch of creatures that you'll encounter. Unfortunately there are no images for them but it is still fun. The last level is not complete i'll be updating it soon, it was a test map for the enemies.

I also fixed up my map editor, and I will be putting it up within a couple of days so anyone can make levels for the game.

June 4, 2008

Well I finished most images, and I even added sound. There are more to come, but for now it is looking good. I believe i'm satisfied and might begin working on enemies.

May 30, 2008

Today's update is a sad one :(

The beginning of enemies and all things evil is being temporarily postponed, due to an ugly issue with picking up weapons. The guns on the floor made no sense visually so I decided to make some quick sprites for the weapons. It looks a lot better that way, so version 1.18 has the handgun completed. I also changed the laser to toggle, so it is now useful when aiming.

May 28, 2008

Another update today, v1.17, it contains a smoother transition from game start to death, and also the map transitions. I added some more descriptions to the training levels. There are only two finished levels as of right now, and they're training maps. I will be working on enemies next, finally!

May 25, 2008

Wow, the best update in my opinion. The new v1.5 includes destroyable boxes, explosive boxes, metal boxes, and the best of all they can catch on fire! I also changed the weapons to auto reload when empty. Use the flamethrower to light them up, and have fun.

May 23, 2008

Demo updated to v1.13! This update includes some boxes that can be moved with the explosions of the grenade launcher. Its fun to play around with, there are a couple of known issues with the laser and one collision error.

I also updated the website to include my web design business, and a donation page. Feel free to check out my other endeavors.

May 18, 2008

The latest version, v1.10, has higher jumping, which makes things easier and the crouching can still be used for important jumps. Also, I finally put in some sloped tiles to make the levels smoother. And the flamethrower creates bubbles when under water. Enjoy.

I will be working on a couple of things next, some moveable objects like boxes and items, damaging tiles like lava and spikes, and maybe some regeneration tiles for health.

May 13, 2008

I have been working on upgrading the player movement code, it now uses the raycasting algorithm I made. The v1.06 changes include an air meter when under water, and the coolest part a flamethrower. I also made a minor change to the smoke effect. Have fun!

May 11, 2008

I have posted the first public update to v1.04. Changes include a reload warning when your weapon is empty, holding "F" will turn on laser sight, bullet movement has been updated and improved, and sparks have been added when bullets hit walls. The bullet movement and the laser sight uses raycasting. Also the in game font has been updated. Enjoy spraying the "rifle" weapon.

May 7, 2008

I'm Oscar Gomez, im an indie game developer going to the University of Houston working on a bachelors degree in Computer Science. Creating video games is my passion. Although I am lacking the team to release a full fledged game, I still program every day. Im currently working on a 2D side scrolling platformer, you can check it out here. I try to keep updating the game as much as possible, I draw my energy from the game development community. Indie developers are breaking in to the industry more and more often, and its my turn to show off my skills.

The game I am working on is a 2D side scrolling platform shooter. It is a mostly physics based game right now with a couple of different weapons, more to come. So enjoy for now, I will be posting news every time I update the game.