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Saturday, December 15, 2012

For Me, For Me

I now have a website. Residue is now on sale for $7.00. Blogg posts and tweeets appear on the feeds page, I'll add my cafepress to it later. I'm tired; I need to blend.

Saturday, December 8, 2012

Explosive Homocide

Three new guns have been implemented, making five guns total. Grenades are also infinitely  implemented. The three new guns fire explosive charges. The game now chooses three random guns, but the player can only hold two. You can drop a weapon with the "E" key.

Tuesday, November 27, 2012


I guess I forgot to post the latest youtube vid.

Here is the base character and azure blaster from AE-Redux.

No textures yet, but I'll work those out soon.

Live Live


Adventures' Edge is getting redone. I have started modeling low-poly characters to be used. The azure blaster has been remodeled. Databases are going to be used from meow on to store data. Save file size will no longer be an issue. Residue has a new gun, the hurker. It fires bio-grenades, but needs some work. Grenades are now usable, but need some modifications. I have moved the pickup script to the items, but I still need to add weapon swapping and add the cave level. I should just release Residue now and que sera sera, but I know how you humans are want to react to something unfinished. Maybe after I make these changes I will release Residue.

Saturday, November 24, 2012

Minty freshness

Windon't$ was "annoying me to a vulgar breakdown"; so I tried linux mint via a microSD. The speed is intoxicating. I will soon be using Mint 14 with the mate desktop. All games will now be cross-platform between windon't$ and Linux-awesomesauce. Now, let's try this again; once more, with feeling.

Sunday, November 4, 2012


I feel like I fell an inch short of the finish line. Tried publishing Residue on Desura. First I had to put it on ModDb, but there is a game with that name already. After naming mine Residue (PK), the game had to be authorized. I cannot publish it until it is authorized and I have 10 images for Residue.

Wednesday, October 10, 2012

I put my fingers into many pots.

I'm selling Tees on CafePress. Link is above in my links. There is only one design, but I hope to create many designs covering various subjects. Residue is coming along nicely, I am finishing up the 2-player options. Afterward, I'll add some monsters and guns. It will be sold on Desura when finished, then I'll return to AE (Creating a dynamically-static game is too difficult for me). There will be changes, momentous ones.

Tuesday, October 2, 2012

Phlem Phlan

For the past week I have been sick. The cough still won't go away. Since my last post, I was so annoyed at Adventures' Edge's intermittent crashing that I started a different project. The project is called "Residue". I originally made it so my cousin and I had something to play when we where bored with HALO. Because I was still new wit blender, Residue sucked; thus it was shelved. It has been unshelved as a short fps. You will be able to choose the duration of the game, the level, and your gender; then shoot enemies until the game ends or you die. Since working on Residue, I have discovered that the navimesh causes intermittent crashing when it is on the active layer. Once Residue is done, I'll finish up AE.

Have a death-slime.

Saturday, September 8, 2012


Images of the new map in AE. The Jewel Caves hold the first dungeon you will encounter. The dungeon must be beaten to proceed beyond the first island. There are five milestones  before the beta release of this game, I am working on the third milestone.

Tuesday, August 21, 2012


Vending machine, get items from it. Script optimization almost complete. Considering 3rd person camera and modification of grass textures. Navimesh errors need resolution. Buildings need navimeshes to facilitate npc AI. Clock and cash added to hud. Menu modified to use tabs for navigation, mouse pointer can now access all menu pages.

//warning// overload of things todo
//warning// this laptop sucks

Thursday, July 19, 2012

AE :: Beta-Test 1

Really Mr. Internets; I can upload? Thank yous, Mistah Internets. That was sarcasm; from my brand-new subpar laptop to the subpar public internet access, posting becomes a challenge. Blogger is quite useful, connecting to youtube, but ModDb tends to be slow uploading or linking files. I have been updating my ModDb profile, so I have ignored Blogger. The game is now in the beta-prep stages before release. I am hoping for an August release, but I am not setting anything in stone yet. NPC AI still has to be implemented, but the kopii AI looks good. There are still over 100 kopii to add and almost 200 attacks, but once the setup is done it should go quickly and smoothly. The dungeons are looking like the hardest thing, mostly the puzzles.

No one has the right to be offended by the first two sentences, you either live in America, or you cannot take legal action.

Monday, June 4, 2012

AE :: Needs More A.I.

Dogbutts; that is Fluppii (Canis Machina Minor) and spell-check sucks with Latin. Fluppii needs to be resized and have NPC and wild A.I. implemented. The Kopii can be captured and used, but I need to implement attacks, hud (for the kopii) and a return feature. You can see the aiming objects, those will be made invisible. Muzzle flash does not follow the gun well and an item duplication error has arisen. Let me get my straw hat; it's time to go bug hunting.

Wednesday, May 23, 2012

AE :: Well, We're back; in the car again.

Rewriting everything has taken some time, but I am almost where I was before. I still need to add the kopii and setup the battles, but there have been some improvements. After the battle system is implemented, I'll be able to leave the town and start adding and tweaking stuff. Unfortunately, I have to work tomorrow, so I might not get much done for awhile. I hope people buy this game once released, but I still have to decide how to sell it. Maybe steam or my own website. Enjoy the movie.

Friday, May 11, 2012


Here are some images of items and clothing with a view of the game running. The clothing are mostly done with textures, the items are just representations for the menu. Most of the rewrites are done, and the use of external modules makes everything cleaner. Internal scripts are starting to be externalized for legal reasons and I am creating the items for use within the game. Once the items are done I'll finish the menu and start importing the Kopii.

Coins (columns from left to right) "unit" (only an iron coin) "coin", "nyan", "luna", and "bone".

I have started working on the food items, once they are done I'll setup all the items  and finish the buildings. Afterward, it's just a matter of adding the dungeons and kopii.

Friday, April 13, 2012


I have a track for my game titled child. Hopefully the link works so you can listen to the song. The save file has been rewritten to be more compact and easier to work with. There are several support scripts written to handle major functions. While the town map is unfinished, it does load a house and the player family. House roofs have been redone and I will start working on the other buildings soon. The player controls are easier to do with the support scripts and the character load script is smaller and faster. Once I have enough to make a good video I'll post a project on moddb.

Monday, April 2, 2012

aMule by any other name.

The program aMule was taking quite a few resources from my pc, so I shut it down. I was sick for the first part of last week, and in north Mississippi during the second half, so I did not get much done on my game. Currently linux won't allow my scripts to run properly. My scripts use pickled support files that hold commonly needed data, but python always looks for the files in the root directory. Creating the files in the root directory requires root permissions; thus preventing the save file from being created for the player. I truly enjoy linux, but I find reasons to dislike it as well.

Tuesday, March 27, 2012


Here are a few maps from Adventures' Edge. The Hawaiian islands where used as a base template for the islands in the game. I am considering adding AO maps to the materials; per a tip on blender artists. My laptop is still slow, but my desktop is extremely powerful, even if it is a few years old. An instructor of mine put my desktop together after he helped me select the parts. I speed up firefox by going into the about:config and lowing the javascript timeout paramerters. If it takes longer than one second, it is too poorly coded; because of the tweaks, my laptop seems to be faster.

Tuesday, March 13, 2012

SHA is so MD5

The overworld maps are finished, along with town, dock, and dungeon icons. Because I was lazy with the map modeling, I used the remesh modifier. The remesh modifier is good, but complex models should be broken down to use it effectively. My job does keep me from working on my projects, but it is a good job and I enjoy it (when I don't mess up). Mattline1 is following my blog, and the things he has posted are really good. I prefer first person camera modes because of their ease, so I don't think I'll be doing anything too complex.

Thursday, March 1, 2012

Gainfully Underemployed

I recently acquired a part-time job helping with plant arrangements, and I hope it works out.The islands in AE have been modeled and most have textured. These islands will be used to show the map overworld; they will not be playable. Once done, I shall start working on the playable maps.

Tuesday, February 21, 2012


Blender 2.62 came out recently; I downloaded it and tried it out. While I did not try out everything, I did try the remesh modifier. It looks good, but I think it needs some tweaking. I would avoid using it on organic game models, but it seems perfect for terrain. Adventures' Edge is going slowly; my birthday was this month, then I had a tooth removed; both events just shot this month. The map has been reworked to contain 16 maps, instead of 40+. I realized that I cannot just splatter towns wherever, I should plan things out more carefully. There will be ~10 dungeon-like structures and 256 kopii total. After looking at the data structures, I decided to rework the datablocks and combine some of the kawaii stats. By the end of this month I should be done with the majority of the design document and I'll be rushing to finish the game, but smaller maps should help. Anyone have a dungeon generator?

Saturday, January 21, 2012

Prox :: holy ship

I shall be entering the 2012 Blender Summer Game Competition with a game titled "Proximity". The Kawaii characters that will be used in this game will be uploaded for public use; a link will be placed after BlendSwap has approved the file.

Wednesday, January 11, 2012

AE :: Maptastic

Here is the map for Adventures' Edge; it is based on Hawaii (hope they don't mind).

Thursday, January 5, 2012

AE :: My cat does not eat dead trees

While I have implemented the battle system within the game, it is still very simple. There is only one kopii (Fluppii) and one attack and the player cannot battle yet; but the player controls are there. I have been doing minor cleanup an reorganization within Adventures' Edge to make it easier to edit later on. I still have a lot to do, and here is the todo list.

* Allow player control of kopii
* modify death and return states of kopii
* modify trained kopii AI and make them tougher
* allow NPCs and player to update their looks
* make player preview in menu
* create save menu
* create NPC AI
* create "in battle" state for NPC and player
* create build system
* create obstacle types
* modify item menu
* create player stat menu
* create kopii party menu
* create kopii swap menu
* modify catalyst script
* create growing system
* edit sun and moon
* edit level loading system
* create remaining buildings
* create attacks and effects
* create kopii
* create remaining maps
* create minigames
* create shopping and vending systems
* create velocity script
+ handle daily worl modifications
+ handle NPC death
+ handle ***** *****
+ handle *****
+ handle NPC movement

I am probably forgetting some things, but that is a rough estimate.