Tuesday, January 26, 2010

Herobear and Tyler

When the first solicits and in-store poster came out for Mike Kunkel's Herobear and Tyler , it looked TOTALLY like Calvin and Hobbes lite, differences in detail notwithstanding. It shows in my opinion the kind of thing (just the kind of thing, no more) that Bill Watterson could have easily achieved if he had taken Calvin and Hobbes from newspaper to indie comic. And beyond... ;)

As the story developed, and as one can read in the collected volume, it's a Christmas-themed adventure with a strong dose of magical realism, and a very Hobbesian polar bear. :)

Mike Kunkel's blog is HERE.

Toon Sound FX

Added the Toon type Sound FX to the game- bit of a shock having tested it in silence for 2 days but it brings it to life. Next is the music as I soon as I buy royalty free, mix some original etc.

CosmoKid enemy: Space Commander Lynx

Space Commander Lynx- named after a Sontaran although clearly some sort of bird, is one of the enemies the Mysterious One unleashes against Cosmo later in the game. Armed with the same trademark type Mertilizer as Cosmo, but a far more proficient adventurer, Lynx has as his goal the extermination of our hero by any means necessary. But what will happen when Cosmo and Lynx are forced to work together?? :)

Spriting for this character has only just begun as can be seen. I need to do proper shading, add some feather details and work on the face. A lot.

Boxotronic Technology: Atomic Cerebral Enhance-O-Tron

Boxotronic Technology: leftovers of the awesomely powerful Elders, Cardboard Boxes can be nearly anything... As long as it is ridiculously awe-inspiringly powerful!

The Atomic Cerebral Enhance-O-Tron resembles a cardboard box, turned upside-down, but with three strings attached to it which are used for input, output, and grounding; the grounding string functions like a lightning rod for brainstorms so the user can keep ideas "grounded in reality". The strings are tied to a device resembling a metal colander, which is worn on the head. When used, the wearer of the cap receives a boost in intelligence, and his head becomes enlarged. The intelligence boost, however, is temporary. When it wears off, the subject's head reverts to its normal size.

Sprite wise, I have a nice animated cardboard box and in the spirit of it all being the SAME box in grownup terms, so it shall be. With a few objects added here and there. ;)

Top Secret New Character

I am adding in a new enemy for CosmoKid, two actually, but one of them is pretty much done, the other is done as a concept now I need to make the sprites from scratch and test its animation. It will need to wobble around a weighted centre when it walks, and also be a match for CosmoKid in a Mertilizer shootout. So we'll see. :)

Calvin and Hobbes Minus Imagination

Source : http://909sickle.com/s/ch-i/

Teenage Mutant Ninja Calvin

What if Calvin was dressed as a wizard with a long white beard, and Hobbes was a dragon?

You would get the central characters of Gunchello.

Jerry Seltzer has written of his creative process HERE, and as one can see from the above the wizard is indeed Calvinesque although the rest of the beautifully drawn world was wonderful and entirely his own. The strip has come and gone, long since, and although at one time there were some coloured strips and quite a few black and whites around, at this point it has definitely slipped into (hopefully temporary) real obscurity. More's the shame, it looked beautiful. And a Hobbesian dragon was awesome. :)

Dragon's Lair!

Don Bluth: god among animators / artists. Just looks so good. Timeless and a true classic!

Very quick and very dirty sprite contest entry: plate of Goji berries...

CosmoKid teeny weeny tiny demo up on AGS


One of the main reasons I uploaded is that the auto listing thingy on the site was saying "have not worked on any finished games", which is pants. :)

But having this is as the only indication that I HAVE done games is pretty sad too. :)

BFG basically but these are the stray thoughts of 3am when real work is overloading the old noodle.

Depending on one's taste, Skeezy, lol worthy or just... whuh?

Adventure Game Studio licence- from website, believed current.

The Adventure Game Studio License
AGS is an adventure game creation system. As such, it is provided to you in good faith by the author. Chris Jones cannot be held responsible for the contents of any works created with AGS, including but not limited to any which infringe on copyright, are libellous or contain offensive material. Please use AGS responsibly.
If you come across an AGS-made game which infringes on any laws relevant to you, please contact the author of the game. Chris Jones does not have any control over the content of games created with AGS and cannot help you.

Commercial sale of games
If you wish to make money from anything you create with AGS, which covers both shareware and commercial releases, there are some factors you need to consider.
First of all, the default speech font in AGS is ripped from Space Quest 4. If you are going to distribute your game commercially, you should change this because it may make Sierra unhappy. The default normal font is however drawn by me and freeware.
AGS itself, as in the compiled version of the code written by me (Chris) is freeware and therefore may be distributed commercially without penalty. However, AGS uses some third-party components which have different license agreements which you will have to abide by in order to commercially release your game.
In particular the components, with relevant license agreements, are:
  • Allegro (main graphics and sound sub-systems) - Allegro is gift-ware. It was created by a number of people working in cooperation, and is given to you freely as a gift. You may use, modify, redistribute, and generally hack it about in any way you like, and you do not have to give us anything in return. However, if you like this product you are encouraged to thank us by making a return gift to the Allegro community. See the Allegro website for more information.
  • aastr (anti-aliasing library) - also under the terms of the Allegro license, see above.
  • Hq2x/Hq3x (graphic filters) - use the GNU Lesser General Public License, Version 2.1, February 1999. 
  • AllegroMP3 (MP3 player) - uses the GNU Lesser General Public License, Version 2.1, February 1999.
    HOWEVER, the use of MP3 in commercial products requires you to get a license from Fraunhofer and Thomson Multimedia, who own the MP3 decoding patent. At time of writing, this is a flat fee of $2500 per game, but only if more than 5000 copies are sold. For up-to-date information, check the mp3 licensing website.
    The easiest solution is to get the alternative AGS Engine build without the MP3 decoder from the Download page, and use OGG for your music and sound.
  • AllegroOGG (OGG music player) - The OGG license. Due credit should also be given to Javier Gonzalez, who wrote the AllegroOGG interface that AGS uses.
  • AllegroFont (TTF renderer) - The FreeType Project LICENSE, 2000-Feb-08. Due credit should also be given to Javier Gonzalez, who wrote the AllegroFont interface that AGS uses.
  • APEG (OGG Theora video player) - The OGG license. Due credit should also be given to Chris Robinson, who wrote the APEG interface that AGS uses to play Theora video.
  • DUMB (MOD/XM/S3M/IT player) - Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions (For more detail see the license_dumb.txt in the AGS distribution).
  • libcda (CD-Audio player) - You may use, modify, redistribute, and generally hack it about in any way you like, but if you do you should contribute something in exchange. This could be a complimentary copy of a game, an addition or improvement to libcda, a bug report, some money (as long as you can track down and send it to all contributors), or just a copy of your AUTOEXEC.BAT or .bashrc if you don't have anything better.
    If you redistribute libcda or make a game using it, it would be nice if you mentioned the contributors somewhere in the credits.
You should mention in your documentation that the above libraries were used (if the relevant part is used by your game) if no further license terms apply. It would also be nice to include any relevant parts from the Credits section in the AGS Manual in your documentation.
MOST IMPORTANTLY, if you decide to release a commercial game then it is your responsibility to verify that the licenses specified above are correct, and to meet any conditions contained therein.

The above license information is believed to be correct at time of writing. If there are any inaccuracies, please do not hesitate to contact me in order to get them corrected.