Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

October 2, 2012

Fins & Flippers Art

Here's an awesome Fins & Flipper's painting by the great Vinh!



Click here for the full size image.

July 8, 2012

Arctic Space Monkeys- Preview

I started a game for the "A Game By Its Cover" Competition.  Here's a work in-progress teaser image.  The game is sort of a sped-up rts-tower defense featuring Arctic-Space-Monkey's engaging in Guerrilla/Gorilla warfare to protect their home land from invading space colonists.

                                     
-Nate

April 18, 2012

SharkArm at Arts Crawl 2012




A couple of weeks ago was Arts Crawl at Penn State. It's an annual event that the arts department puts on to show off all of the cool stuff they worked on for the year. This is the 4th year we've had games on display and definitely the best for us. We had Chicken Bandit setup on a Droid X2 mirrored on a PC monitor and Fins & Flippers set up in the middle of the room with couches on each side for the two teams. Fins & Flippers proved to be a great game for party like situations (I've never been invited to a real "party", but I've seen some on TV.) Here is a not-so-good quality video we recorded of people playing the game:


I also did an interview about our games:



The article that goes along with this video can be found here.

Arts Crawl was a great time. It was awesome seeing people play our games and (seemingly) having fun. Thanks to everyone that came out to see us!

Curt

November 25, 2011

The Chicken Bandit

The Chicken Bandit is now officially released! Head on over to The Chicken Bandit's new webpage to check it out!
















Try the free demo, then buy the full game for only $2.99! If you like the game make sure to give us a good rating on the market! (If you don't like the game, it's ok if you forget.) Tell all your friends!

Thanks to everybody who helped with the game! We hope you like it!

October 28, 2011

Get 3 Coffins Ready



Or maybe just one for now.

October 6, 2011

Chicken Bandit #9: Mega Worm

Working on the 3rd world boss, who looks a little something like this:

October 2, 2011

Chicken Bandit #8: Tie me up! Untie me!

Thanks to everyone who tested the demo of the game! We got a lot of great feedback and already made some great changes.


We've also been working really hard on the content in the game since the release of the demo. The second world is now completely put together putting us officially at 50% content complete. In reality, we are actually a lot farther than that, because we already have most of the pieces done for the last 2 worlds even though they aren't yet put together in their final form. We should be at (or very very close to) 100% by the end of next weekend or we are dead. And by that I mean that somebody is actually going to start murdering members of our team until we are both unalive.




A new enemy: a femme-bot who lassos you!



Sorry guys, I can't hang out. I'm a little tied up.

We also have a lot of other new enemies in. I'd like to introduce you to another one of them. Say hello to my little friend (fren):




I'd like to post more but I've gotta get back to work!

-radio

September 18, 2011

Chicken Bandit 7: Chickenback Bandit Beta



The beta demo is now completely finished! If you have an Android device and would like to try out the game, let us know! We want to have lots of people to play this so we can get some feedback and help improve the game for the final version. Contact me at "team@SharkArmStudios.com", or through instant messaging or in person if you would like to try out the game and give some feedback. Thanks!








September 11, 2011

Chicken Rider Update #6: Old Man Last-10% is Getting on My Back

I haven't updated in a while because we've been too busy working on the game! Just to prove it here are some new screen shots of the map and the store:






Note: Screen shots are not 100% final.

It's taking a lot longer than I thought to get this demo ready to send people, I always forget how long finalizing things takes. All those little things that I let go start to pile up and it takes a while to make sure they are all in there and working correctly. The good news is that a lot of this kind of stuff will be done and we will hopefully have a shorter finishing up time for the final version!

Stay tuned, demo is going out VERY soon!

August 17, 2011

Chicken Bandit Update #5

Wow I haven't posted an update in a while. I took the last week off, because I had to do some other stuff, but other than that I've been getting a lot of work done. The first world is pretty much complete, gameplay wise, besides a few things for the boss. We've decided to add in a few more levels for each world, probably 5 each, but they will take a shorter amount of time to complete. After doing some gameplay testing we decided it was better to not have huge chunks of the actual gameplay without a break in between. Since it will be played on a mobile device, players may not want to invest a large chunk of time into the game, so it's better to have more stopping points. It will also give the player more opportunities to purchase items and buy upgrades.




Here are some more changes since last time. It's been a while since the last update, so I might miss some stuff:

-Main Menu added in
-Transition between different game 'screens'
-Options Setup
-Different profiles
-Main Map level unlocking
-Different items: shotgun, power shot, chicken agility
-Fishing Rod enemy
-New trail tile set and background for World 2 (Desert)
-World 2 train generation (3/5 complete)
-Menu to edit cards in 'hand' before starting train robbing sequence
-World 1 balancing

We have also been working with pgil again, who did the music for our last game, City of Doom. He has been doing some insanely awesome western style music that compliments the game very nicely. Here is an example of one of the world's music:



I wanted to send the game out to testers by this point, but there is still a little bit too much place holder graphics in place for now to do that. Probably sometime within this next week I'll be asking for some help on the play testing side of this, so if you are interested, stay tuned!



Oh, and we also need to think of a name for this game soon!

July 25, 2011

Chicken Bandit Update #4

Well I hit the 4th checkpoint a couple of days ago, but I'm not really following them exactly anymore. They sort of became just a giant checklist that I work on whatever I feel like or when I get some new graphics to put in. It was difficult to set up the later checkpoints earlier in the game because I didn't have everything complete designed or know how it would turn out. I should probably take the time to go through and reorder the list to keep everything more organized, but I might not get around to doing that before the game is finished.

There have been a lot of changes since the last post. I can't even remember them all. I'll talk about some of the notable ones.

We added in some new tiles and backgrounds. The game finally starting to look like it is coming together:



We changed the world map to look more like a Mario 3 type map. Different paths will be blocked off until certain tasks are complete within certain levels. There will be 4 different 'worlds' with at least 3 playable stages for each, a survival stage, special challenge stage, and boss stage. There will also be a couple different stores to buy upgrades, possibly along with some other mini-games. Here is a very WIP screenshot of the map with 0% of the final graphics:



We added a new item system to the game that allows the player to pick a series of items for each level. We didn't want to clutter the screen with very many buttons, so we decided on using a card system for the items where you can only use the top item that corresponds with the top card of the deck. You can also arrange the cards you've collected before a stage starts.

Here is an animated screenshot of the dynamite item:



Coming up next is constructing some of the levels for the first world and making the first boss. I'm beginning to become afraid of how long playtesting/balancing is going to take.

July 10, 2011

Chicken Bandit Checkpoint 3

I reached my 3rd programming checkpoint a couple days ago. The checkpoints get kind of loose from here so I think I'm going to have to go back and re-evaluate them and set new deadlines.
The 3rd checkpoint stuff:

-Windows and Doors on the trains
-Doors open up when shot enough
-Specific spawn points for different type of enemies/items
-Arm movement (spinning to the angle shot)
-Lasso graphics
-Text wrapping and typing out in store

I added in a feature before to take screenshots as well as "animated" screenshots (multiple frames combined together in a gif) as I did in Grand Feather. The only problem was that it ran too slow on the device while recording, so I couldn't make a very good video. I spent a long time trying to optimize it and finally got it to run at a somewhat playable speed, 2-8 fps! Here is a sample:



Most of the graphics there are placeholders, besides the enemy and the main character, and the train background. The red rectangles represent windows, and the green represent doors that you have to shoot off. The player can lasso the safes on the train to pull down for bonus money (the lasso animation is not yet in.) You also might notice that the Chicken Bandit currently shoots backwards by twisting his arm back and firing without looking. Now that is a pretty impressive feat (especially for a bandit with no formal training in gun slinging) but there will eventually be an animation of him turning around to fire behind him.

I have also been spending a good amount of time doing the designing for what the final game will be, but I will talk more about that in an upcoming post.

The next step is adding in sound and music to the game engine, which probably should have already been done by this point.

June 23, 2011

Chicken Bandit Checkpoint 2 Reached

I reached my second checkpoint yesterday, which includes:

-Early workings of the world map: moving around and visiting locations

-Saving and loading the game

-Store screen and purchasing items

I also added in some parts of the next checkpoint, whenever the graphics became available. Here is a final sprite of one of the enemies:

June 15, 2011

Site Remixed!

Our website has just been redone with a new header image. We're pretty sure none of you knew that the About, Games, and Etc. words in the old header image were actually links to different sections of the website. Well, now you can look through the rest of the site. The games page will be updated so it looks much more appealing and well probably add a few old games and prototypes that we never really finished for you to check out.
Here's some ninja turtles I drew in the mean time. (I mean nice time)(I nice nice time?)

More updates on the chicken bandit game will be coming. ...Also GrandFeather is not dead.

June 13, 2011

Chicken Bandit

Railroad's first checkpoint game has been reached. The basics of the main part of the game (robbing the train) are all done. I just recently started setting up checkpoints for the games I'm working on, and a full list of every specific thing that needs to be finished to complete the checkpoint. This makes it way easier to stay on task and makes me wonder why I never thought of something so simple before. It is much easier than my other development strategy, which was basically "think of something that isn't done yet and do it."

So basically what was finished with the first checkpoint:

-Player movement with accelerometer
-Shooting gun and reloading
-Lassoing objects on the train. Works by clicking the player and dragging to the object you want to grab. Once the object is lassoed, you must tap the object repeatedly until it is pulled off the train. Heavier objects take longer to pull down.
-Money collection
-Different train car types
-Simple enemy. Pops out from the top of train and windows and shoots at the player.
-Health system and dying.
-End of train sequence with round statistics (basic for now.)

And here is the main character sprite in action, The Chicken Bandit:



I also worked a lot on the game engine to make sure that it works correctly on as many devices as possible. The game should scale to any screen size, and have letterboxes to maintain the aspect ratio.

The next checkpoint involves the world map, visiting locations, and purchasing upgrades for your character.

May 19, 2011

Cowboy Android Game

Back in January, after City of Doom and before Caveman Basketball, we started another game for Android. This time we wanted to try to make a game that's designed directly around the features of the phones. After a while of coming up with different ideas, we finally decided to make a game based around a cowboy robbing a moving train. The player would control the cowboy-on-horse by tilting the device left or right, to speed up or slow down. Clicking the screen would fire your gun in that direction and a click-drag would throw your lasso to capture bags of money.

Early Crude 'Mockup':


Some character concept art by Vinh:



We managed to lay down some of the basic gameplay before I decided it was time to rewrite my Android game engine. The first one I wrote for Angry Boulders was very hacked together, as I had no idea how the Android platform worked when I first started using it. I finished up the newest game engine in about a week or two, which now uses open gl for graphics rendering.

We set the game aside to do the caveman basketball game, and then to finish school work, but we now plan on taking some time to try to finish this game and get another Android release out there.

April 26, 2011

Vinh's Cave Story Art

Some awesome Cave Story paintings by Vinh "Gutter" Duong:





Click to experience the full size.


SharkArm Studios will break out of its hibernation very soon. Stay tuned.

January 22, 2011

Caveman Basketball Begins!

We started a new game a couple days ago, currently called Caveman Basketball! It will be a 2vs2 basketball game set in prehistoric times that allows up to 4 players (network or local.) It is going to be our entry in Tigsource's Versus competition which started about a week ago. Here is our Tigsource entry post and a couple early game sprites:

The ultimate Prehistoric 2vs2 B-Ball showdown! Grab your cave-jersey and tie up your loin cloth because this is going to be one boulder-shattering game!

Featuring:
-Naturally select your B-Ball players (Cavemen, Cavewomen, Dinos, Dinowomen, and more)
-Visit prehistoric B-Ball courts, referenced from ancient archeological B-Ball sites that may or may not have actually existed
-Matches take place before the emergence of the concept of "unsportman-like conduct", so anything can happen (clubs, boulders, slingshots, fists, claws, etc.)
-Slam dunk your way to the top and leave your opponents for extinction

January 7, 2011

City of Doom Art

City of Doom fanart by Vinh "Gutter":


Click for the fullsize image. Thanks Vinh!

He actually had this done a while back when we were working on the game, but I forgot to post it.

September 24, 2010

Grand Feather 3D?



Though, this may be just one too many D's.
 
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