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Wednesday, December 8, 2010

Apartment Pictures

So it's about time we took you on a tour of the glorious apartment where all the magic happens. So put on your Limited Edition Dyad Games T-Shirt (TBA) and let's go:


This is the door. We live above a pizza parlor and some other dudes.


This is our living room. (Not Pictured: Broken windows seeping in cold air)


This is the Smash Bros Station on the right, as well as the Xbox fort on the left.


This is my Desk. It's where most of the coding happens, as well as some motion graphics and obscure anime series.


This is Lee's Desk. Web and Graphic Design are often found here. It also substitutes as a Family Guy and the Cleveland Show entertainment center.


This is Orie's Desk. Inside you'll see hand drawn art, graphic design and photography. (No mac jokes here folks)

Well that about sums up the tour! Keep your eyes peeled for Kamakura updates as its becoming closer than ever!
Posted by Alex Montgomery at 9:09 PM 0 comments

Thursday, November 25, 2010

Happy Thanksgiving!

Hey I hope all your bellies are full from Mr. Turkey himself. I know what you're thinking, what awesome artwork is he going to post today? Or maybe what can I learn from today's tutorial? Well we're all busy with family so here is a fantastic tutorial on how to make your own Handprint Turkey!
Posted by Alex Montgomery at 6:46 PM 0 comments

Monday, November 22, 2010

There's nothing like depth -= y

Hey look it's a code post for our video game! ..Wait please come back, don't go back to Facebook! I'll explain it thoroughly.

Say you're making a top-down game or a three-quarter view game and you have a masked object like this:


(Pictured: MS Paint)

Set up with some other basic movement code, other objects in the game won't be able to go through the mask. Thing is we want our units to be able to go behind and in front of the Cloudmobile. Having a static depth doesn't do that for us.

(Even the clouds have eyes..)

The solution? Give objects this snipet of code: depth - = y Using this code in a dynamic object's step event (every frame of the game) or in the creation event of a static object, we can change the depth of an object based on its y coordinates.



(Couldn't think of anything funny.)

There you have it! Objects behind stay at a larger depth than those in front. Further posts will refer to the game as Project 9-bit. We plan on having 3/4 view as well as sidescroller and possibly other styles. Hope you enjoyed this simple tutorial.

Thanks to Game Sprite Archives for continually supplying win and Nintendo for making a 5 star game.
Posted by Alex Montgomery at 2:32 PM 0 comments
Labels: code posting alex montgomery

Sunday, November 21, 2010

Kamakura Samurai

The third and final unit in Kamakura is the Samurai:

A fearless and noble warrior who fights for his family's honor.


He looks like serious business. Check back tomorrow for some video game development!
Posted by Alex Montgomery at 5:07 PM 0 comments
Labels: samurai orie rush

Saturday, November 20, 2010

Kamakura Ninja

Today we've got another piece of line art. All of the card art is being done by Orie Rush.

Art by Orie Rush

A shadow raised from birth to be silent and merciless.

Did we mention that all units have a unique ability? Yep. Keep hitting Refresh on your browser and maybe we'll uncover some.
Posted by Alex Montgomery at 12:09 PM 0 comments
Labels: ninja orie rush

Friday, November 19, 2010

Kamakura Geisha

So that card game we've been working on? Yea it's closer to being done than you think. Check out this line art for the Geisha:



A beautiful woman trained in the arts of music, dance, and deception.

Expect a lot more blog posts now that we've got Lee, Orie and I living together. Only good things can come of this.
Posted by Alex Montgomery at 11:34 AM 0 comments
Labels: geisha orie rush

Monday, May 31, 2010

Secret secret, I got a secret

What have we been doing for 2 months you might ask. Probably nothing important, but in the past week we've been hard at work on an actual real card game. What kind of game, How do I play, What does it look like? These are the things you ask, but alas I can say no more. Just be excited.
Posted by Alex Montgomery at 8:00 PM 1 comments

Tuesday, March 23, 2010

Shuriken Showdown Walkthrough

Just released the full 40 level walkthrough for Shuriken Showdown, be sure to check it out if you've gotten stuck!



Posted by Alex Montgomery at 11:32 AM 0 comments

Monday, March 1, 2010

I need to throw more shurikens...

Getting addicted? Well we hope so. If you want to embed the game on your personal website/blog you can use this snippet of code:



That magic snippet will host our game directly from MochiMedia. Thanks Mochi!

Stay tuned to the feed as we announce 'Shuriken Showdown' as a Facebook API and we'll be throwing out a walkthrough video for each of the 40 levels!
Posted by Alex Montgomery at 9:15 AM 0 comments

Thursday, February 25, 2010

Did Somebody beat my HighScore?!

Want to know if you're getting left in the dust? Check out the MochiMedia Page or See Below!


Posted by Alex Montgomery at 4:31 PM 0 comments

Wednesday, February 24, 2010

Shuriken Showdown Official Release!


Finally! Head over to the front page of DyadGames to play! We're currently awaiting a large distribution, but in the mean time why not submit a high score? Stay tuned for a walkthrough to the game, as well as info on new exciting projects!



Posted by Alex Montgomery at 10:51 AM 0 comments

Thursday, February 4, 2010

Level Concepts

We're nearing the completion of the game so we figured we'd let everyone see the concept sketches for some of the levels that you're going to see. After playing the game you'll notice that some level ideas go through several revisions before being finalized. On the other hand some concepts are scratched altogether. Enjoy.


 

 

Posted by Lee McIntosh at 6:54 PM 0 comments

Tuesday, January 26, 2010

Level Concepts

For the level designs we wanted to create backdrops that were visually interesting without distracting you from the game play. In the sketches below we had the idea for a dojo environment. We ended up deciding against it mainly because him inside on a floating piece of ground might seem slightly odd. Is this to say that he will never venture indoors, no.
Posted by Lee McIntosh at 12:24 AM 0 comments

Sunday, January 24, 2010

Learning Action Script 3.0

I wanted to create a flash game, but As a programmer I was very unfamiliar with Action Script 3. The following websites provided and still give great coverage for examples, to explanations of how things work, as well as development resources:

Michael's Dev Blog - Great for beginners.

AS Gamer - Good Step by Step Walkthroughs.

Dezinerfolio
- Great Resource Website.

Flash Game University
- Provides Video Walkthroughs.

Flash and Math - Very inspiring work.

Mr Sun Studios
- Unique AS3 Examples.
Posted by Alex Montgomery at 11:37 AM 0 comments

Saturday, January 23, 2010

Pixel Perfect

On the technical side of things, we encountered a snag when using Adobe Flash's built in collision detection...


By default, the targets bounding box is just the height and width of the image. This poses a big problem for accurate hit boxes on the targets, shields and other instances where things simply aren't square. We ended up using a collision detection script by Troy Gilbert which works really well! Thanks Troy!

Posted by Alex Montgomery at 7:54 AM 0 comments

Monday, January 18, 2010

Welcome to the Dev Blog!

Thanks for checking us out! We'll be sure to keep you updated on our development by posting screenshots, videos, downloads and more.


Most recently I've been working with Action Script 3.0 and the terrible great things it has to offer. Actually AS3 hasn't been that bad, I started working with it about the beginning of January, so some things aren't as familiar yet. Shuriken Showdown is going steady and we should release within a few weeks! Stay tuned.
Posted by Alex Montgomery at 1:53 PM 0 comments
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    • ►  May (5)
    • ►  April (3)
    • ►  February (2)
    • ►  January (2)
  • ▼  2010 (16)
    • ▼  December (1)
      • Apartment Pictures
    • ►  November (5)
      • Happy Thanksgiving!
      • There's nothing like depth -= y
      • Kamakura Samurai
      • Kamakura Ninja
      • Kamakura Geisha
    • ►  May (1)
      • Secret secret, I got a secret
    • ►  March (2)
      • Shuriken Showdown Walkthrough
      • I need to throw more shurikens...
    • ►  February (3)
      • Did Somebody beat my HighScore?!
      • Shuriken Showdown Official Release!
      • Level Concepts
    • ►  January (4)
      • Level Concepts
      • Learning Action Script 3.0
      • Pixel Perfect
      • Welcome to the Dev Blog!
 

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