There have been many explosions going off at Binary Cocoa this week! Mostly animated pixel art explosions in Tiled. Stephen has been pixel arting his brains out and is loving every minute of it. Too bad his code skills are still not up to snuff otherwise he would have made six games by now (not that they would have been super great). Here’s a screenshot of a top down dungeon searcher game he was fixing up in Tiled:
It needs some work still but it’s getting somewhere!
In other Binary Cocoa news there has been an update to Collider that people can get through Steam! Joseph and Braxton did a major overhaul to the collisions system in the game and it runs much smoother now. We’ve found ourselves on a couple torrent sites, and we’re flattered, but we want everyone to have the latest version which can be found on Steam. We’re getting close to releasing a new game mode called Serpentine and it is awesome. It might even be our first multiplayer over the network mode if we’re lucky enough! We know that many of you have been asking for this and we are listening. We just don’t know all the hows and whens yet.
Wet Blanket is also on its way! Stephen sat down today and did a good art chunk today and that’s looking spiffy as well. Should arrive in December! Keep your ears to the ground! Watch out for trains though.
We’re making some space jets! We’ve been secretly working on a game that’s in the vein of Strike Gunner and other star blasters alike. Here’s a screenshot of the game so far!
Those of you that are following our Twitter account might have already been seeing this, but we’ll divulge more information on this game here in the blog. We have two players made so far and they both do barrel rolls when you lean left or right hard enough. They’re both animated with 15 frames so their movements are pretty smooth and give you a sense of flying though space in a space jet. We’ve been creating enemies and space station environments that the player will be able to fly through and we think it’s going to be pretty fun! We’ll see anyways.
Stephen has been working on Wet Blanket mostly with his time, so that is Binary Cocoa’s top priority right now. We’ve been working on a multiplayer over the network system that we’ll implement in Egypt and Collider aaaaaand….we have way too many projects on our hands right now. But we love them all! We’ll keep spreading the news as it comes! Thanks for keeping up with us!
Hey everyone! Things have been going quite swimmingly with Wet Blanket over the past couple of days. There’s still 11 days left to make a difference if you want this game about not making friends! We’ve been making some updates as we’ve been play testing the game and we hope they make the game flow better. People have been super kind to us thus far. Help us spread the word!
In the meantime Stephen has been working on some new art for Hexapod Defense Force! We figured that since Stephen(me) has sort of improved at art over the past couple years that HDF might benefit from having some spiffy new art. Here’s a sneak peak!
I rendered this space jet in Blender and then I screenshot a render of it. It was super fun! I’ll be using lots of Blender models when I update HDF and I think it’ll make the game look more slick. At least I hope so. Results have been decent thus far.
Egypt is also improving! Joseph has been pondering on how to improve our lighting system and his brain has come up with some answers. Braxton usually lurks in the background and pushes bug code sometimes.
Check back in soon for more Binary Cocoa goodness!
Lots of new things have happened this week! Joseph said we couldn’t install firemen’s poles but that we could continue to work on Collider. His reasoning against the poles included something about what other people would think when they saw our office.
Whatevs. He’s probably right.
Braxton has been muscling the development work on Collider and has made some really colorful advancements! Since it would take a lot of paragraphs to explain what they are let me sum them up in a screen shot:
Basically you defend the core from invaders and you set up a lot of nodes that connect to protect it. The yingyang looking power up is a replicator node that replicates another node type. It replicates for a couple seconds, pauses, and then replicates a different type. It can prove to be a strong ally in the game, but also a setback as it does pause and let enemies in every now and then. One must be wise with these things. Or just get a thousand of them. That seems to work too.
Stephen has also been creating much artwork for a still untitled game that’s in the works! Here’s a little taste of what’s to come:
Our good friend Jesse Horne will be coming out for a couple days to help begin the code with this game. This is going extremely helpful since our two main developers both have day jobs and Stephen has no coding skills…yet.
Anyway, we’ll be rolling out the coding sessions soon and doing all sorts of fun things in the months to come. We got a new trash can for the office and that’s pretty cool. I guess we can buy more string cheese now that we can throw the wrappers away.
Well! See you all soon!
We have an office! Yes, all those scathing rumors are true. After some contemplation we decided that it would be nice to have a dedicated space for work and to proudly display our arcade cabinet. It was also apparent we needed some human interaction apart from spookily eyeing people from afar. The savages have treated us very well so far.
Joseph and Braxton have been busily cranking out much work on Collider. The latest game mode consists of a core that the player must protect from invading outsiders. It reminds me of the popcorn we have on our mini fridge that we must protect vigorously from mooching heathens.
I really do like our neighbors here in our office complex. It’s not you, it’s me and my deranged writing style.
Stephen has been churning out more artwork and music. Lately he has been working on a mystery project that we’ll reveal a bit down the road, but here’s a screenshot:
Vikings has been developing as well, but more in speculation than actual work since Collider has been on the forefront. We hope Collider will be done soon! We have all the game modes we want in place with Core Defense being touched up at the moment. Then we will try to give the whole thing some visual flare.
Keep in touch for some more news! We have also been streaming some of our coding sessions which you can follow here:
We should have a widget on our site soon that will let people know when we’re online.
See you then!
Because we all work day jobs it’s hard sometimes to keep up with all the Binary Cocoa goodness. Like a lot of game artists and programmers, we work long hours during the day and then devote as much of our free time as possible to our latest projects. Learning Blender is both exciting and time-consuming, but I’m slowly making progress. My newly-acquired Blender skills now include coloring 3D objects and rendering objects with manipulatable movement paths.
Our goal is to incorporate 3D objects into Vikings. A lot of games are exporting sprite sheets from Blender that they can use in 2D games. This makes the game appear to have more depth while still viewing it from one dimension. It also saves time when you only have to draw one object, which can render and animate. For Vikings I was asked to make a coin that flipped. Using the tutorial that I referred to in my previous article I was able to accomplish this quite easily, although it may look a little cheap. Hey, I’m still getting the hang of it.
My next goal is to try to add more objects, reflections and an atmosphere. Possibly animate a gorilla eating a banana in a sauna if I’m feeling ambitious. Keep in mind that that it takes a lot of animators to make a movie or a game. Next time you watch a movie stick around for the credits to see how many animators’ names pop up. The lists are usually so long you get bored, so grab a snack while you’re at it. Then go change your laundry, because it will still be going.
Joseph and Stephen attended a tech conference in Salt Lake City in 2013 and gave a presentation on developing 2D games with the Löve framework. Part of the presentation was showing a video that showed Stephen’s drawing process at a really fast speed. Here is the video that they showed: