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What is Epic Battle Fantasy?
Epic Battle Fantasy is a series that got its start in the mid 2000s. Created by Matt "@kupogames" Rozak, the main games are JRPG at its core, each sequel having more features than the last. Follow the adventures of Matt, Natalie, and whoever they recruit along the way. While being very lighthearted and goofy, it is also full of fun gameplay mechanics.
As a kid I didn't get a game console until I was around 8-9, so until then I spent my time playing PC games, Arcade games emulated on MAME, and Flash games I found on the internet. I first found this series on Armor Games back when EBF3 was new.
EBF even has a few spin-off games, the main ones being Bullet Heaven 1 & 2 (Bullet Hell shmup and the reason why I refuse to call Vampire Survivors and its clones "Bullet Heaven" games) and Adventure Story (action platformer).
Every game can be played for free on Matt's Newgrounds account (and probably other places like Flashpoint), the versions sold on Steam/itch.io have additional content and bugfixes that make them better experiences.
Additionally, Matt's website provides information on all of his games. Devblogs, fanart showcases, and more can be found there.
#EBF#Epic Battle Fantasy#Indie games#JRPG#Indie RPG#Blu’s Niche Games#Kupo Games#Matt Rozak#He has a Tumblr account too but it hasn't been active in years#<- apparently incorrect the blog is active again#<- aaand now it kinda isn't again lol
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Smiling through
I’m about to start a new tumblr for Desperate Fun Productions, which I envision as an umbrella covering my several wastes of time:
1. Music
2. DJ efforts, even though they are becoming increasingly perfunctory
3. Zines
4. Streaming
Basically, somewhere I can promote all these without flooding my personal social media and yours with unwanted shilling. Now, I want you to be like Philip J Fry, but I can’t bring myself to cynically badger you with constant reminders.
However. Facebook is not my cup of tea – it wants my money more than it wants to connect me to like-minded people – and Twitter (never X) is right out. I’m not supporting that far-right fool by any means. Nor Tiktok. That app is a sleeper agent for the CCP.
And while I’m telling you that, I might as well tell you that from tomorrow, I’ll be streaming Fallout: London on Thursdays, 7-9pm NZT. https://www.twitch.tv/cranky_rabbit/
I’m also starting to explore coding in the MEG-4 fantasy console. If I understand this, I can simply embed the web version in a post or something... or just upload it to somewhere like Newgrounds. I’m aiming to re-create basic arcade games, and have a nice collection by the end of September next year. This tumblr would be a nice place to have a devblog.
Also I intend having at least three EP-s worth of music by the end of September, one of industro-ambient-noise, one of electronica you can at least nod to, and one of more lo-fi nonsense like Frog Salad. (I wonder if the Stickyfrogs got my loot package yet? You should follow them. Frogs doing nothing but being frogs.)
Sorry. And again, having all of those uploaded and ready for purchase before Wellington Zinefest, QR codes and all.
And of course zines. I think I have some ideas of what I could zine about – such as “obscure tapes I have in my collection” - could be worth a go. I’m wondering about returning to the A6 format – half as large as the A5 zines I publish. In 2030 or thereabouts, retire the smallies and re-release as an A5 compilation.
But... I’m woolgathering. At some stage, I need to pull the pin and get on with it. I just don’t know if I should.
And here’s the song I reference in both this post’s title and my umbrella name.
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Oh hi there, didn’t see you come in. Welcome to my extremely improvised home woodworking studio.
What’s this I’m building? It’s the arcade of tomorrow! I call it the “Instant Arcade - just add venue!”. It is inspired by the Babycade which was made by my dear friends at Glitchnap. But I want to make Automat’s version a bit more versatile.
The idea is to have a complete indie arcade kit that you can easily transport on a tram or possibly in large car I guess. It must contain everything you might need to set up an indie arcade. This list includes: arcade cabinets (probably small ones), a f*ck-ton of controllers, wired power (with a long-ass cable), speakers, projector, lights, soap bubble machine? and whatever we find that’s funny and interesting! Oh and it should also look very cool and interesting! We’ll get to that later.
The materials used to build the machine so far are our old babystroller, a wooden table-like board and a chopped up drawing board for kids that I found in our trash room. #trashgames amirite? See you next time players, lovers and friends!
XOXO Kjell
#automatarkad#arcade devblog#instant arcade#indie games#indiearcade#gothenburg game scene#gamedevgbg
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yesterday i polished up this biggo mushroom enemy! after you shoot him a few times he gets angry, so he stampedes around. pretty simple guy but they can be annoying!
#gamedev#indiegame#indiegamedev#indiedev#pixel art#sprite art#pixel animation#pixel gif#colorful#retro#indie#pixel aesthetic#game maker#devblog#halt#rpg#action#arcade#indie games
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Gunkid 99 is now out on STEAM!! It only costs $5.99 and there’s a 20% launch discount!
There’s also a demo available if you like to try it out :)
Steam page: https://store.steampowered.com/app/906600/Gunkid_99/
Join the community on Discord!
Social Media Twitter: https://twitter.com/yongjustyong Instagram: https://www.instagram.com/gunkid_99/
#gamedev#game development#indiedev#indiegamedev#video games#gaming#pc gaming#pc games#steam#steam games#new release#indiegame#indiegaming#game dev blog#devblog#devlog#pixel art#arcade#gamemaker#sales#screenshotsaturday
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3 4 8 22 23 for Hyde Kido?
3 - a song that reminds me of them unfortunately i'm far too pretentious about my music taste for this one
4 - how many people i ship them with two major ones which i will leave up to your interpretation because it's funnier that way but honestly i'm cool with anything that isn't like. with his menagerie of older (or younger i guess) sibling figures
8 - your favorite outfit of theirs i like his regular uniform honestly. i have no idea how to explain it other than it gives him a kinda like. """fluffy""" look. scraggly i guess. [incomprehensible] he's like a feral calico kitten to me. you understand.
22 - when do you think they were at their lowest? good question honestly. i mean there's the obvious answers in most of the arcade mode routes for the rest of the cast, specifically hilda's. but honestly like... despite it being an understatement to say he wears his heart on his sleeve it's hard to tell what he's thinking half the time. probably just the period in time right before the chronicle mode stuff starts up. he just seems lonely and bored and despite the stress and just the whole Whatever The Fuck Is Going On With The Hollow Night he seems to slightly prefer it to the monotony of his regular life
23 - future headcanons i...technically don't have any actually. all i'm saying is like. listen. if you've seen half of the writing on like the devblog. and unknown actor's lyrics. and even just a good portion of the stuff about him in-game. you'd also be saying your goodbyes already too yaknow
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Working on a new version of Pop the Maze. Wanna be a beta tester? Send me a message!
#popthemaze#arcade#indiegamedev#mobilegame#maze#devblog#betatesting#testflight#indiegame#unity3d#touch sensitive#puzzle#gameplay
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Devblog #1
Audio Blog #1
Hello and welcome to the first ever devblog for Spacial Delivery, a quirky game about delivering packages in space in the quickest time and without damaging the company car (that's coming out of your pay if you put a scratch on the company property!) The goal of the game is to collect all the packages in space using your rocket-powered-delivery-van and bring them to their destination planet in the shortest ammount of time possible! Your overall score at the end of each level is determined based on your time, the damage you’ve taken, and the number of optional packages you’ve picked up and delivered. As of writing this blog (April 20, 2019) this game is fifteen weeks in development. It’s been a wild ride for us over at Half and Half Studios and we hope you’ll join us as we talk about one of the most important aspects of creating a game: Sound.
Not many people thing of sound as vital when it comes to games, but sound can make or break the feel of a game. We wanted our sound, both sound effects and music, to match the aesthetic and feel of our game.
Firstly, we worked on the sound effects for our game. It was decided that whacky-goofy sound effects were perfect for this game instead of gritty, realistic sounds. We feel that this choice perfectly matches the bright-pastel and low-poly look of the game. After the decision, it was only a matter of going online and finding royalty-free sound effects to download. All the files had to first be downloaded as MP3 files, then converted to WAV files to avoid any legal issues with the final product. For the time being, this was acceptable as there were more pressing matters in the development cycle to pursue. We accepted the possibility that these sounds could be placeholder and changed at a later date, we weren't married to them at all.
When we came back to focusing on sound, we realized that we had a major discrepancy in the overall quality of the sounds. Some sounded high-resolution and clear, while some sounded incredibly compressed and crunchy. From there we decided that when it came to sound design, the whole game would adopt the crunchier more arcade-y style of sound effects; our reasoning being that it is almost-impossible to take a low-resolution sound effect and make it higher resolution, as certain parts of the sound are lost during the compression and cannot be brought back without fully re-recording the sound ourselves. It would, instead, be easier to bring the quality and resolution of all our sounds down to the lowest common denomination of our sound, and then bringing it down even further!
Two people of our four-person team were focused on making all existing sound effects extremely compressed. One person was using Pro Tools while the other used Audacity. The developer using Pro Tools first tried to change the sound from a 64-bit uncompressed version to an 8-bit uncompressed WAV file. The experiment was a mild success, with the sound effects having a noticeable dip in quality that the team desired; however, it wasn’t enough to completely satisfy the goal of having arcade-y sound effects. The Pro tools user then tried experimenting with stretching out the sound effects then compressing them back to their original length. This caused some audio fidelity to be lost in the process after repeating this process over and over again. The end results are very promising and are satisfying the request for low-resolution sound effects. The Audacity user achieved the same goal of creating crunchier sound effects by first changing the bitrate to 8000hz, exporting as a WAV file, and then changing the compression of that WAV file to uncompressed 8bit. After careful consideration, the team has made the decision to use the method that the Audacity sound designer was using as it is easier, cheaper, safer, and has actual steps that anyone can follow, instead of just randomly compressing and stretching the sound effects like the Pro Tools user was doing.
As for the music of the game, we had less of a clear vision when it came to what type of music our game should play. Seeing as none of the team members were focused on composing, we decided to reach out to freelance composers offering their skills. A mutual friend of one of the team members answered the call and agreed to make a few tracks for our game. His end-results were a series of five songs, each about a minute long and fully loop-able. The style of the songs he made were created in the style of sci-fi 8-bit chiptune-y, heavily influenced by the soundtrack of FTL: Faster Than Light. These tracks were satisfactory to the team and we put them in. It was later that we decided to add a different style to go along with (and contrast) the calmer music we already had. Our new vision for the music was two-fold: lull the player into a false sense of security with the calmer music that plays on the title screen and menus and then hitting them with more intense music during actual gameplay. The style of the “intense music” was inspired by synth-heavy Eurobeat music, commonly associated with the 1998 anime Initial D as well as the Drum and Bass style of music. The other two sound designers were in charge of creating music for the game. One focused on the calmer portions of the music, creating minute-long loops while the other made Drum and Bass music and imitated the Eurobeat style excellently.
Overall, the sound design of the game is proceeding at a great pace; all sound designers know their tasks and are steadily progressing towards their goals astoundingly. Within the next few weeks, I predict that the game’s sound will be completed and satisfactory for all parties.
https://youtu.be/Pp7w4S4nhew
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Here\'s A simple Strategy to Explain A Problem with ACTIVITY
20 Greatest WordPress Gaming Themes For Gaming Web sites 2019
It is time to recognize the ideal gaming blogs of the year. Blogs listed really should be either primarily about board games, or include enough relevant content material to be considered a 'gaming blog'. Tech Guided is a technology and gaming neighborhood internet site that publishes articles on the very best Pc, CPU, video game cards and other useful gadget evaluations that is necessary for a smooth gaming expertise.
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Why Everything You Know About GAMING Is A Story
The competitive gaming industry has been on the high rise for pretty some time. With all the insane quantity of investments involved, we were bound to have a WordPress gaming theme created for accommodating eSports gaming organizations. And, PixieHuge serves this exact objective. Since of these limitations, most gamers do their "true" gaming with a console, Pc, or dedicated portable hybrid like the Nintendo Switch. On the other hand, Microsoft is looking to change the rules with xCloud , a new platform to stream games to your phone or tablet, rather of running the game on the device itself.
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Entire world Order Softwares Create SPORT Push Option Effortless
20 Best WordPress Gaming Themes For Gaming Web sites 2019
Producing a gaming web page with WordPress has by no means been much easier. Your gaming blog needs a kick ass theme to help it stand out from the thousands of other blogs on the web. Loads of theme choices, on the net retailer compatibility, mobile-prepared layout and tons of other goodies await just about every Respawn user. Kick issues off now and you will have a gaming site up swiftly. For all issues Indie game and geeky, land your self on this web page that is dedicated to delivering the most up-to-date news updates, indie game development, gaming features, and top picks critique. IndieWatch is the web-site to study about indie game attributes from across the globe.
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This weblog aims to generate a actual community that cares about subjects like technology, gaming and gadgets, giving news and testimonials. Moreover, it permits the readers to interact with the rest of neighborhood by way of comments and polls, but also allowing them to create guest posts. Green Man Gaming's publishing arm functions with developers to aid publish and marketplace their personal games, supporting them every step of the way. Their vibrant on line community also connects gamers and rewards them for in-game activity. This gameplay data makes it possible for them to further enhance the overall gaming expertise.
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How To Improve In TOUGH In 60 Minutes
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ARCADE DEVBLOG #02
Second build day, second blog post. My initial plan to build the Wang Electronics cabinet has been put on hold until probably my next build day. This is because a pressing issue came up:
Me and couple of peeps from Indiespelgbg.se are organizing a gamejam in collaboration with Retrospelsmässan here in Gothenburg. We had the idea that it would be cool to show the jam games on arcade cabinets during Retrospelsmässan. RISE kindly let us borrow hardware and we decided to build with cardboard which is a cheap and easily manipulated material perfect for these temporary cabinets.
We made two cabinets that put special limitations on the game. The two-screened one obviously demands that the game uses two screens with players facing eachother (or maybe one player running around the cabinet), just like the Bennifer Cabinet. The other cabinet has its screen facing the ceiling, which is sort of asking for a top down game, for maybe 4 players, similar to the Buttfighter or Knô. It will be interesting to see what the jammers come up with.
One of the cabinets will possibly be dedicated to Pico-8, since that is a handy way of switching between games (in the event of multiple games on the same machine) and also has very retro aesthetics.
Stay tuned for updates on the cabinets and the games that will run on them.
XOXO KJELL
#indiespelgbg#arcade devblog#arcade cabinet#cardboard arcade#retrospelsmässan#retro games#local multiplayer#videogames#indiegames#cardboard slojd#makey makey
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Introducing the Enemies in World-3.
World-3 is horror/halloween themed and is reflected in the enemies' design. The enemies have also gotten more difficult to deal with. World-3 is already pretty far into the game after all, it only makes sense that the difficulty would ramp up.
First up, the jumping Pumpkin, it throws up 3 projectiles into the air upon death. The Pumpkin might seem easy to deal with because of its relatively slow movement speed, but those projectiles can often hurt you if you're not paying close attention.
The Bat. Once it sees the player, it will not stop giving chase. It also has the fastest movement speed (thus far) among all enemies, making it an immediately threat that must be quickly dealt with.
Ghost. The Ghost reacts much like a certain character in a mario game. Come face-to-face with it and it will turn transparent, making it impossible to hit. The Ghost is also the only enemy type that can pass through solid wall.
Floating Skull. The Skull shoots the fastest(and biggest) projectile yet. To balance the difficulty, it also takes slightly longer to charge up its shot compared to previous projectile-shooting enemies.
There is an demo available on Steam! Try it out if you haven’t already. I always appreciate feedback :)
#video games#games#game development#gamedev#indiedev#game dev blog#devblog#devlog#indiegame#arcade#arena shooter#twin stick shooter#gaming#demo#pixel art#itch.io#gamemaker#screenshotsaturday
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Meet Ari Cader
Before we begin this week’s devblog post for Arcade Spirits, a quick reminder:
It’s not too late to join the club and play the demo build! At risk of repeating myself, contribute $5 or more to the monthly Patreon fund and you’ll be able to dig up the link to the demo. Even if you’re reading this after May 1st you haven’t missed the boat on that; you pledge and it’ll charge up front for access. And anybody who accumulates $25 or more in backin’ bucks during the whole development process will get a full copy of the game when finished!
Right. Now, let’s talk protagonists.
Technically speaking, the protagonist of this game is you. You, or some character you’ve devised. I say this because at the start of the game, you can pick your own name, your own hairstyle, your own skin tone, and your own pronoun set (he/she/they). While defaults are provided for folks who just bang the enter key — that being Ari Cader, a nice young woman — really, these details are up to you. (I’ll just refer to this character as “Ari” for simplicity’s sake.)
But Ari isn’t a complete tabula rasa. Ari’s got a history, a long trail of failed attempts to get started with her life, and various family complications to get tangled up in along the way. She’s come to accept that life is just gonna take a dump on her now and then, and has a “go with the flow” attitude about it. So when an opportunity comes along to (zomg spoilarz) work in an arcade, well, Ari has some doubts…
…but YOU are the one who decides why Ari takes the job. You’re the one who decides Ari’s motivation, Ari’s reaction to events around her, and Ari’s decision-making when faced with any crisis.
It’s a curious balance, needing to tell a story about a particular character while needing to leave holes for the player to fill in. I’ve done it to a limited extent before in Neverwinter Nights, but this time around, I’m much more focused on allowing the player to do some real roleplaying. Often, the choices you make have no immediate, splashy impact… but they allow you to subtly express Ari’s reasoning behind what she does, and her feelings about what’s going on around her.
The game will remember many of these decisions and call back to them later. For instance, when you decide why you ultimately step out the door and check out the arcade job, the game remembers your motivation (“It should be funny, at least,” or “I’m looking for hope,” or “I choose to trust in science,” or “What the hell, let’s do this”) and Ari reflects on that motivation later in the story.
Now, before your hopes soar skyward, ground them a wee bit. It’s impossible to offer absolute freedom; there are still sets of options to pick from, and Ari does the talking for herself much of the time. But my hope is to allow you to guide both Ari’s steps and Ari’s thought processes through to a conclusion that resonates with you personally, on some level. This is YOUR version of Ari, and Ari’s journey through interesting times. Make it a good one.
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Gunkid 99 - Final World! Major update!
Let me start by wishing everyone a happy Lunar New year! After more than a year of development, we've finally arrived at the end-game! World-5 will be the last and final 'World' in Gunkid 99. Rather than having a new theme, World-5 will mash-up everything you've seen thus far to create the most unique and challenging stages yet.
Because the difficulty has been upped significantly for this final 'World', the pacing will need to be adjusted accordingly. As such, there will only be four stages instead of the usual seven.
Here we have the bounce-pads originally of World-4 implanted into World-2's lava stage. Needless to say, bouncing around in a lava-filled stage is not safest of activity so players will have to pay extra caution to the environment!
Environmental hazards are not the only things that have been mashed up. Enemies too are no longer restricted to their original worlds, so be on the lookout for some unusual combinations as enemies from the four different worlds come together. In this particular stage, the laser-traps of World-4 have also leveled up into an 'extreme edition', with every inch of the stage being reachable by lasers. Certain attack-patterns (like the one above) will force players to utilize the dodge-roll or get hit!
A new enemy?! Previously, the rule has always been that players will need to collect a certain number of weapons before they can clear a stage and progress to the next one. Well, this rule has been upended in World-5 so get ready for a surprise... ;) Gunkid 99 is currently having a 15% discount for the Lunar New Year sale on Itch.io.
I'm nearing the end of development. All that is left now is to tie up loose ends and make sure that the game is bug-free. Release date to be announced soon!
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I finally HAVE A STEAM PAGE!!
Really excited (and anxious). As some of you may know, following the recent change of Steam’s ‘Upcoming’ tab (just a flood of ALL releases) to ‘Popular Upcoming’ (only the upcoming games that are gaining some attention), WISHLIST has become a more important tool than ever before to an indiedev.
So Wishlist 99999 if you’re interested! I’d really appreciate it!!! :)
Also, after gathering valuable feedback from the initial release of the demo, I now present you :
DEMO_v2
Try it out, let me know what you think. As always, feedback is always appreciated :)
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This post will be a basic introduction on what kind of a game 99999 exactly is. To put simply, 99999 is a fast-paced, high-score, arena-shooter inspired by Super Crate Box.
And just like in Super Crate Box, you earn points by collecting weapons which spawn randomly across the map, and of course your weapon then changes. The huge number at the top of the screen is a count-down that happens when you leave your weapon uncollected for too long. I chose to do this to ramp up the urgency and increase the pace of the game. As you progress through the game you’d unlock more theme-Worlds, more stages, and of course, more weapons.
You can also equip special abilities and choose your weapon loadouts to utilise different strategies and customise your play-style.
In the above gif the ability, “Explosion Collection” is equipped. This Ability creates a mini-explosion that kills enemies upon contact whenever the player collects a weapon.
Here is another ability. “Final Stand”. It activates when the Player has only a single heart(health) remaining by wiping out all enemies currently on-screen. That’s it for the basic introduction of 99999. It’s currently still in development, but you can try out the demo in the meantime!
Wishlist on Steam! Demo!
#video games#games#pc gaming#game development#game dev blog#gamedev#devblog#devlog#gaming#indiedev#indiegames#arcade#retrogaming#arena shooter#pixel art#steam#itch.io#demo#wishlist#gamemaker#screenshotsaturday
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