#random spaceship sprite generator
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chameleocoonj · 9 months ago
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random spaceship sprite generator where would I be without you <3
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nozonova · 1 year ago
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Practice with random spaceship sprite generator 👾
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rogdona · 5 months ago
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e-l-e-c-t-r-o-n · 22 days ago
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Random spaceship sprite generator
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chromapede · 1 year ago
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[OLD] Used a random sprite generator to make tiny pixel art, then i based monster designs upon those sprites.
(Link to the website I used below.)
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masterweaverx · 2 years ago
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End of the Month Fic Roundup
As we mourn and celebrate the end of this month, I return with my myriad collection of fics and fanfics, with the hopes that at least some of you will enjoy it. I can't do much for reality, but I can do a lot for the realms of imagination and enjoyment.
Firstly, let's go over the random seeds that I've scattered. We've got another Seeker and Sprite segment, for those of you who love teenage superheroes discovering things about themselves. And also, admittedly mostly as a crack idea, there's I'm Fed Up with Zion Ruining the Network for me, so I Recruited Gamers from Another World to Help Out my Host, where Queen Administrator gets creative in her attempts to help Taylor. Finally, I'm proud to say a certain seed has grown enough to be replanted! That's right, Conference Call: Interdimensional Teenage Princess Group Therapy is its own story, complete with TWO new updates!
Of course, I didn't spend the month working just on the oneshots. An Injection Of Chaos has a new chapter, and a fun supplemental report by the PRT. For those of you who like seeing a poor teenage girl struggle with summoning alien creatures through her phone, I present the MLP famous Derpy Hooves! I also started writing a quest in Earth Mythos, an original setting where a generation of people have to adapt to being mythical creatures in a human-designed world. I haven't moved the two updates over to AO3 yet, though I am considering it. Oh, and of course Vista of the Stars has had five chapters put up on AO3, where our intrepid young superheroine FINALLY gets a spaceship!
But finally, as I promised, we have a new chapter of Describing The Series Via References. That's right, after a full year, the RWBY memefic is back! The Vytal Tournament is here, and things are about to go off the rails hard! (I will try to make sure the next update doesn't take a year this time.)
Please remember that writers are artists too, and artists need support! Here is my Patreon if you want to support me long term, and here is my ko-fi if you want to support me short term. I really depend on this for... basically all my income. If you can't fund me monetarily, reblogs are also appreciated!
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hauntingrabbits · 1 year ago
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If anyone's curious about the pixel art it actually comes from this random spaceship sprite generator! 2020/2021 there was a thing going around where people would try to design creatures based on the sprites.
Artists this is your sign to draw your ocs hanging out with their old designs. It is so fun.
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p0stmortem · 4 years ago
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character design using the random spaceship sprite generator
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nabesimart · 4 years ago
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Well these don’t look right.
Grabbed that “random spaceship sprite generator” and sketched some, uh, creachers.
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leaf-storm-40 · 4 years ago
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Found a site that gives you pixels icons, and one of them looked just like a construct
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If anyone's curious there's the link.
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hheartt-eyyes · 4 years ago
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remember when it was popular to go on random spaceship sprite generator and make characters off of the sprites we got? i think we should do that again
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rogdona · 9 months ago
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what's yr inspo for mimi? :3
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mimes!!!🙌🙌🙌as for the animal idk since most of my ocs are ambiguous animals but i guess she could be a fennec fox maybe??
not much inspo tho since i based the design off of a sprite from the random spaceship generator site JSHDJHFS
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transformersvn · 5 years ago
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Calling TF creators!
Hopefully you’ve already seen my Transformers choose-your-own-adventure visual novel demo (if not, I suggest going to useless19.itch.io/transformers-cyoa-demo and giving it a go. Shouldn’t take more than 15 minutes to get through) and hopefully you liked it!
The gist of the plot is: you, Hot Rod, and Arcee are newly born Autobots who have one shot to take out the Decepticons’ war-ending weapon. It’s down to your choices if you succeed or fail.
So, while I think I could put together the full game by myself if given enough time, I think I could make something much cooler by collaborating with all the frankly amazing talent out there. I wouldn’t be creating for this fandom if there hadn’t been such wonderful fanfic out there to draw me in once upon a time.
How about it?
What the project needs:
Writers!
Writers are the top priority right now. The artists can’t draw if they don’t have descriptions and I can’t code if I don’t have a narrative.
The rough plan is to have ~4 encounters to gather supplies (with any one playthrough hitting ~3 of them), then one final ending encounter. Could be more if we get enough writers. How are our intrepid crew going to get to Cybertron? What resources will they have at their disposal once they get there? Are they going for a stealthy approach or some kind of con job?
I know how the story ends, but the rest of it? That can be up to you.
Artists!
Once the writers have gotten a first draft (or things are heavily plotted enough) we’ll know what kind of images we’ll need. They’ll fall into 4 categories:
-Sprites! At the very least nicer sprites for Arcee, Hot Rod, and Optimus are going to be necessary. Starscream’s going to make an appearance (as well as a few others I haven’t mentioned yet but definitely want to have in).
-Backgrounds! Alien planet(oid)s, dingy back streets, spaceships, Cybertron (eventually), and more! The adventure needs an environment to take place in and bring together the world we’re making.
-CGs! Want to help a writer emphasise a particular moment of high emotion? Or have a nice image for the player to end the game on?
-General assets! Ren’py has a bunch of built-in assets - like textboxes, choice buttons, etc - that are easy to swap out with something much more suited to the game style if anyone’s so inclined.
Other talents!
Visual novels are chock-full with random bits and pieces. Can you create music? SFX? Possibly even create mini-games in PyGame? If you have something to add, feel free to suggest it and I'll see if I can find a place to include it.
Eventually we’ll also need editors and playtesters to help clean up the game and make sure it runs smoothly, but that’s still a way off.
...
I’ve probably missed a few things, so feel free to send me an ask if you want something clarified.
Depending on response, I’ll probably end up setting up a discord channel or something? Whatever ends up working.
Looking forward to working with you!
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aion-rsa · 5 years ago
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How Double Dragon’s Abobo Became a Beat em up Legend
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In the late ’80s, video games started featuring over-the-top, meaty musclemen. Metro City had Mike Haggar, a shirtless former wrestler who became mayor and decided that being “tough on crime” meant ridding the streets of criminals with his bare hands, his girlfriend’s psycho boyfriend, and a ninja in Nikes. Circus strongman Karnov scoured the world for adventure and treasure, fighting all kinds of mythical monsters. Bald Bull was trying to dominate both the boxing ring and the arm-wrestling circuit. Gutsman was a jacked construction robot who was later rebuilt as a 40-foot-tall tank centaur.
And then there was Abobo, the gigantic antagonist from Double Dragon. He wasn’t THE antagonist. Hell, in the first game, you fight him within the first two minutes. Despite his low-level status, he’s still far more fondly remembered than the main Double Dragon bad guys like Willy and the Shadow Master. There’s just always been something about this random brute that’s made him special.
Abobo’s journey begins in the original Double Dragon, Technos’ 1987 arcade hit. The game’s story is very simple. A dystopian, lawless, post-nuclear war version of New York City has been overrun by a gang called the Black Warriors or Shadow Warriors or Black Shadow Warriors. (They kind of workshop that name from game to game.) Billy and Jimmy Lee are two martial arts brothers whose mutual friend Marian is captured by gang members. Off they go to lay out everyone in that gang with their bare fists and occasional barrel/whip/knife/baseball bat.
While the cannon fodder is mostly made up of normal-sized guys, out walks Abobo, who makes his entrance by punching his way through a brick wall. From the moment he appears on screen, it’s clear Abobo is meant to stand apart from the rest. He has longer reach, takes more hits, can’t be thrown, and is able to throw Billy and Jimmy like ragdolls. The only guy more dangerous than Abobo is Willy, the final boss, who brings a machine gun to a fist fight.
Weirdly, Abobo has various forms in the game. His initial form is as a bald, pale guy with a mustache. Soon after, we fight Jick, an Abobo clone who closely resembles Mr. T. Later, we face off against an Incredible Hulk version of Abobo. This is post-nuclear war, so I suppose this tracks.
But it was NES port that really delivered the ultimate form of Abobo, whose appearance was seriously altered for the 8-bit console. With orange-brown skin, Abobo is still bigger than everyone else, but also looks inhuman. He has a giant, bald head almost the size of his bulky torso, and a black arch on his face that is apparently a mustache merged with a frown! While the NES version had its own quasi-fighting game mode with everyone redrawn with a bigger and better sprite, Abobo looked exactly the same. You just can’t mess with perfection!
Abobo sort-of-but-not-really appeared in the sequel, 1988’s Double Dragon II: The Revenge. In a game filled with giant enemies, there was a guy named Bolo who looked exactly like Abobo, but with long, black hair. Actually, in retrospect, he looks a lot like Danny Trejo.
Huh.
Abobo sat out of the next few Double Dragon games, as the Lee brothers busied themselves fighting mummies and chubby clowns. But he returned in a very unexpected crossover: 1993’s Battletoads/Double Dragon: The Ultimate Team. The game featured a bizarre team-up between the Dark Queen from Battletoads and the Shadow Warriors. As Double Dragon didn’t have too many memorable boss characters that could stack up to the likes of a giant rat in a singlet, they went with what they could get.
As with the other bosses in the crossover gamer, Abobo was depicted as an absolute giant compared to the Lee Brothers and the Toads. He was also very generic-looking, appearing as a shirtless, bald guy with no ‘stache. Due to the sci-fi nature of the crossover, his storyline ended with him getting booted off a spaceship and sent spiraling through space itself.
1993 also gave us the Double Dragon animated series. Somehow, this thing ran for two seasons (26 episodes) and Abobo was there from the beginning. The first episode was a weird Saturday morning-style retelling of the NES game’s plot, down to Billy Lee having to fight his “evil” brother at the end. Abobo acted as a henchman, alongside a very colorful take on Willy.
In the cartoon, Abobo was a bald muscleman with blue skin, meaning he has the same mysterious complexion situation as Captain N’s King Hippo. Abobo was also strangely competent on the show, all things considered, although the only fighting he ever did was throw oil drums at Billy and miss every single time. He spent more of his time annoyed at Willy, who was depicted as a psychotic cowboy with a laser gun — one-half Yosemite Sam and one-half the Interrupter from Late Night with Conan O’Brien.
The second episode introduced the Shadow Master, who immediately showed disgust at his underlings’ failure by magically bonding Willy to a giant mural of punished souls. Abobo tried to run for it, but succumbed to the same fate. The two would remain in that mural for the rest of the series.
While there was a fighting game released based off of the Double Dragon cartoon, Abobo wasn’t part of the roster. It was just as well. Double Dragon V: The Shadow Falls was a really bad game and Abobo had bigger things on the horizon.
Abobo was about to go Hollywood!
In 1994, Imperial Entertainment Group released the Double Dragon movie, a total cheesefest that couldn’t make back its $8 million budget. But Robert Patrick’s scenery-chewing main villain made the movie almost watchable. The story takes place in a version of Los Angeles that’s a cross between The Warriors and No Man’s Land from the Batman comics. Billy and Jimmy are teens who get roped into a plot that involves two dragon-shaped necklaces that form an all-power medallion when put together.
Initially, Nils Allen Stewart plays the gang leader Bo Abobo. As head of the Mohawk Gang, he’s there to act all intimidating in a goofy ’90s bully sort of way, but he really doesn’t actually do much. He takes part in a car chase and teases a fight scene, but nothing happens.
Then, the villain Koga Shuko transforms him into a literal steroid freak with some experimental machine. From there on out, Abobo is played by Henry Kingi in a bloated, rubber suit. Despite being a muscle golem at this point, Abobo STILL doesn’t actually fight anyone and is instead kidnapped by Power Corps.
Abobo eventually sees what he looks like in the mirror. Broken over what he’s been transformed into, he turns on Koga and…still doesn’t fight anyone. He just gives Power Corps some advice to help turn the tide against the bad guys. At the end of the movie, he asks the Lee Brothers if they could be buddies and recklessly drives their car.
Yeah, it’s…almost something. Not the awfulness of Super Mario Bros, but not the good-for-the-time quality of Mortal Kombat. It’s also not quite as fun-bad as the Street Fighter movie, but it does share one major similarity to it.
Much like Street Fighter, the Double Dragon movie had its own fighting game spinoff. Rather than a one-on-one fighter featuring digitized actors (which was the original idea until it wasn’t deemed viable for the deadline), Technos put together a Neo Geo animated fighter that isn’t so well-known these days due to how run-of-the-mill it was. It looked like your average SNK fighting game, with no real identity of its own. The game was released for arcade, Neo Geo CD, and PlayStation.
The 1995 fighting game was loosely based on the movie’s plot and featured some FMV clips. Showing up from the movie are Billy Lee, Jimmy Lee, Marian, Shuko, and Abobo. The rest of the roster is made up of original characters, though Technos did redesign Burnov, the Big Van Vader-looking boss character from Double Dragon II: The Revenge. Abobo more closely resembles his initial, more human-looking form from the movie, complete with mohawk, although he’s cartoonishly big in the game. Fortunately, he occasionally transforms into his blobby, tumor-like mutant form during certain moves and winposes.
His ending in the game features him eating a lot of meat at a restaurant, demanding to eat meat so rough that it’ll make his teeth bleed. Heh. And Roger Ebert said video games aren’t art.
Read more
Games
Double Dragon and Kunio-kun: Retro Bundle Coming Soon
By Rob Leane
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Double Dragon 4: Story & Multiplayer Modes Detailed
By Matthew Byrd
After the inexplicable crossover, animated series, failed movie, and fighting game tie-ins, Double Dragon as a franchise was finally spent. As the arcade scene died down in the late ’90s, the side-scrolling beat ‘em up disappeared for a time, and it would be a little while before nostalgia for it would kick in.
Fortunately, there was still some juice left in the fighting game genre, and in 2002 the Neo Geo had just enough time left before SNK’s hardware line was discontinued. The company Evoga developed what was, for a time, meant to be a Double Dragon fighting game, but ultimately the team wasn’t able to secure the rights and was forced to make the game with a knockoff cast of characters. The result was Rage of the Dragons, a tag-team fighting game featuring Billy Lewis, Jimmy Lewis, and Abubo…
Abubo does not have a tag partner and is instead a mid-boss so powerful that it takes two opponents to stop him. He’s depicted as a low-level mob boss with a ponytail, sunglasses, pink tank top, and overly-long, muscular arms. It’s a decent enough redesign of the original, but…Abubo? That’s the best they could come up with?
As for the official Double Dragon, it made its comeback a year later. Double Dragon Advance for the Game Boy Advance took the original arcade version, updated the graphics just enough, added more stages, enemies, and attacks, turning this installment into a souped-up take on the classic. This of course meant the return of the real Abobo!
2012 would be a banner year for the musclebound henchman. Since 2002, I-Mockery’s Roger Barr had been trying to develop an Abobo-based fangame, and in early 2012, the free-to-play masterpiece Abobo’s Big Adventure was released to the public and we were better for it.
Using 8-bit graphics, the game follows Abobo as he searches for his kidnapped son Aboboy. Each level is based on a different NES title and features a dizzying amount of Easter eggs. There’s a Double Dragon level, underwater Super Mario Bros. level, Urban Champ, Legend of Zelda, Balloon Fight, Pro Wrestling, Mega Man, Contra, and finally Punch-Out. The game is an absolute blast, especially for anyone who grew up with the NES and features such whacked out moments as:
Abobo mating with the mermaid from Goonies 2, which gives him a forcefield powerup made up of Abobo/mermaid hybrid babies, one of which begs for death!
An Abobo vs. Amazon wrestling match that includes the summoning of Hulk Hogan, Ultimate Warrior, Roddy Piper, and Undertaker assists in the form of Pro Wrestling sprites.
Taking on Krang’s giant robot body with Kirby in the abdominal area.
An incredibly long and over-the-top ending that gets extremely and laughably violent. If you’ve ever wanted to see a muscular child drink blood from the Shredder’s dismembered arm, this game is for you!
In terms of OFFICIAL nostalgia, 2012 also saw the release of Double Dragon Neon for the PlayStation 3 and Xbox 360 (and later PC). Using 3D graphics, the game was a modern update of Double Dragon’s playstyle while playing up the 1980s aesthetic. It was a lot more ridiculous than the original series. In fact, it’s more in line with the Battletoads crossover since this game also lets you launch Abobo into the deep recesses of outer space to die.
This game also gave us the first – and, as of this writing, only – polygon Abobo. This time a towering, hunched over brute with lots of spiked armbands. All that AND the mustache!
But of those two 2012 releases, Abobo’s Big Adventure is surprisingly the better game in terms of its portrayal of the big man, as it solidified his status as nostalgic beat em up icon.
In 2017, Arc System Works put together Double Dragon IV for the PlayStation 4, Xbox One, Nintendo Switch, and PC. Rather than emulate the arcade original’s aesthetic, the game took its art style from the NES games. That meant the return of the classic NES Abobo as not only a recurring enemy but an unlockable playable character. Double Dragon IV actually lets you play through the story mode as various enemy characters, but honestly, who else would you pick in that situation? Well, maybe Burnov.
Sadly, playing as Abobo in Double Dragon IV leads to a non-ending. I know you can’t improve on “Abobo punches Little Mac’s head off so hard it transcends time and space,” but at least TRY!
Around the same time, another game tried to play up Abobo’s ironic/iconic status. River City Ransom: Underground was released for the PC in early 2017. The River City Ransom series has always had ties to Double Dragon, but this high school brawler goes the extra mile by putting Abobo on a big pedestal. First off, he’s the school principal. If you attack any of your teachers, you’re sent to Principal Abobo’s office to suffer a serious slap on the wrist, shoulder, jaw, spine, etc. Sometimes he’ll even enter classrooms by punching holes through the brick walls, all while shirtless and talking like the Hulk.
Even better than that? Abobo’s not only the school principal but the Mayor of River City! No wonder everyone’s always kicking the shit out of each other! God bless Mayor Mike Haggar for being a true trendsetter.
The Double Dragon/River City connection only grew stronger when 2019 brought the absolutely must-play River City Girls. As the story goes, River City Ransom heroes Kunio and Riki have been kidnapped, so their badass girlfriends Misako and Kyoko go on a violent rampage to save them. Early in the game, while Misako and Kyoko fighting in a classroom, there’s a projector playing a short film about a boy learning about puberty.
It just so happens that the kid in the video is being taught by Abobo, who thanks puberty for his monstrous size and strength. This, my friends, is foreshadowing, as Abobo shows up later in the game as a boss.
Misako and Kyoko confront Abobo about their missing boyfriends, and Abobo admits that he isn’t sure whether or not he kidnapped them since he kidnaps a LOT of people. They throw down and we’re treated to the most powerful take on Abobo yet, considering the length of his life bar. Once defeated, Abobo admits that he has nothing to do with the missing boyfriends, but gives the heroes a lead by talking about his side job as security for an upcoming concert.
In 2020, Arc System Works released a collection for PS4 and Switch called Double Dragon & Kunio-Kun Retro Brawler Bundle. It collects 18 8-bit games, including the three NES Double Dragon games, River City Ransom, and all the old spinoffs from the River City Ransom universe. And who’s on the cover?
Yes, despite technically being in one game out of 18, and not even being the final boss of any of them, Abobo gets a major spot on the cover of this huge collection among the games’ hero characters. Finally, the world understands that Abobo is a star. Now we just need Abobo to appear in Guilty Gear Strive and then we’ll really be cooking.
The post How Double Dragon’s Abobo Became a Beat em up Legend appeared first on Den of Geek.
from Den of Geek https://ift.tt/2Gl5jJ9
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xv-drw · 4 years ago
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Source pixel art: Random Spaceship Sprite Generator
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ghostsonabiketonowhere · 7 years ago
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Ghostman: The council calamity retrospective
Well christ, it’s been a while, hasn’t it? I know literally nobody follows this blog, but as of this writing, i’m waiting on the steam direct fee i paid to be fully processed (Basically, in a week i’ll be able to publish the game)
I’d like to take a second and stroll down memory lane for a little bit, and why it took so fucking long to make this game, this is basically going to be a list of every time i tried and failed to make a game, so strap in, these aren’t in chronological order either, and i’ve kinda forgotten the proper order.
Bill’s excellent adventure:
There’s incredibly little to say on this one, after reading a 4chan thread on games development i downloaded GM:S, tried making a platformer, saw my art, didn’t see any progress after trying a little bit, and gave up.
Mugman:
Mugman was the first time i tried making an adventure game, other than the main character, i had no ideas for the game and dropped it like a rock.
Radiation Seat:
Radiation Seat, for the more dedicated gamers in the audience, is just a synonym for nuclear throne, i tried messing around with random generation in GM:S, realised i’m not very good at coding and gave up, the game actually kinda works though, so theoretically if i’m a moron/psychopath i could try working on it again.
Asterodis:
First real game i ever made, it’s an asteroids clone, but with a bunch of the stuff i saw in Vlambeer’s game feel talks crammed in, it’s essentially idenitcal to a tutorial on youtube except shooting takes away points and there’s a limit to the number of bullets on screen.
Poltergeist (Aka: Ghostman when he was a person)
I posted a lot about Poltergeist (the version of ghostman with good art and a completely different setting), the secret to this was having a good artist, Robert Thomas helping me out, we never finished it, and Bobby got caught up in school work, but that’s almost over so if he’s willing to pick up the pen again, i’m willing to do the coding and fix the reall weird bugs (randomly the game would massively lag for a reason i never figured out, i assume it had something to do with the way AGS handles characters over non walkable areas)
Grall and Foegart goto whitecastle:
I’d had the idea of wanting to make a high fantasy adventure game after reading a couple of discworld novels, these games didn’t get far, but it did have an interesting character switching mechnic similar to DOTT, this also appeared in a couple of other half finished games i’d made, why i thought it’d be funny to make a game based on it when i’d never seen Harold and Kumar go to whitecastle? Iunno.
H.E.L.L:
H.E.L.L (Hyper Energetive Love Lab) was a shot at making a VN, i’m probably going to still do this, so i don’t know if putting here’s sensible but eh, fuck it, i’d had the idea of a reality show crossed with a death game for ages, and tried writing a short story about it, which went nowhere.
Gender Girl:
Gender Girl was the first video game i ever made, it was a scratch program with the cat repainted to be pink, moving left killed you by a spike, moving right displayed a message that gender girl had liberated herself (Hohoho, very ludonarratively insync, 12 year old me), i uploaded it to the scratch website, and it, containing swear words(such a rebel was i) it was deleted 5 seconds after publication, truly, a light gone from the world, what did it have to do with gender? If i remember literally nothing, or you were supposed to cut your dick off with the spikes.
Yeah.
PAGAN:
Pagan was a pokemon rip off i was making, i didn’t get far beyond changing sprites and types, world design is hard, as of writing it’s still on my site, i ought to take it down buti just don’t have the heart, poor Pagan.
BORB (Ghostman 1)
Borb, as it’s affectionatly called in the files, is ghostman 1, it’s the source of the Alien King sprite, and the Ghostman sprite used in Ghostman: The council calamity, and was distributed amongst my friends for like, 5 seconds, it’s 4 screens and one “Puzzle”, which doesn’t actually work because the last time i did work on it, it’s fun to see how my humour changed, in GM1 we’ve got the classic line “It’s locked up tighter than a jewish bank” and a character named Snil, whose ribbing snarky asshole persona was basically every persona i used to write until i started playing dnd with my friends, and had to make more than 1 character, i don’t really like anything about GM1, but i find it oddly charming, it’s terrible perspective and total lack of story or theme (You’re kidnapped by bandits and the game ends in leaving on a spaceship having never seen a single bandit.) just makes it like lenny from of mice and men, it probably should die, but i can’t help shooting a game that thought the way to add taste was to remove the words “Fuck off” from a wall.
Rebet:
Rebet’s the first time we see the actual character “Rebut” appear, in some weird tron like backround, i remember wanting to make something that looked like tron, and failing, other than that Rebet remains a total mystery, even to me, andi made the fucking thing, looking at the code, i remember a little bit more about the game, the main gimmick was having a variety of ray guns that could effect peoples emotion, the example in the tutorial was a “calming ray” to prevent a drill seargeant from screaming at you, this didn’t go anywhere.
Wing Wang:
This is literally an empty ags game, there’s nothing in it, i don’t know why i haven’t deleted it.
Ye Men of Valour:
Ye Men of Valour was a weird idea, i’d read a book called “The decline and fall of the British Empire” (Based upon the work, the decline and fall of the roman empire) and decided to make a game based upon a variety of British figures from across time entering into a house they must escape, only to be killed by Aliens, the goal of the game was to get players to reload the game with the knowledge that following the puzzles as they were laid out would kill them, and use a different method to escape, Ye Men of Valour really ended up going nowhere because i was in a pretty dark place and wasn’t motivated, like at all, i’m gonna put this in the “Might come back to it” pile.
Ghostman 2:
Ghostman 2, like Grall and Foegart, had a character switching thing, this ended up breaking the game, so i scrapped it, Ghostman 2 was when the idea of Ghostman being a space adventure comes from, following from Ghostman 1, where you leave on a ufo with an alien, it’s what i thought would happen next, if i remember there was literally no story, just the characters, and switching gimmick.
I.A.C.M
I.A.C.M was a project i worked on with Bobby very breifly, the idea was to make an adventure game set inside a mentally disturbed girls mind, this basically didn’t pan out due to AGS engine limitations, the sprites sent in were too big and ended up looking kind of lame squashed down.
You cannot name this file, insect.:
This wasn’t a game, this was shit poetry at a time in my life where i knew my poetry was godawful, there was no story here, just a Shodan like figure who’d insult me, like personally, i’d write insults about myself into a script and then play it.
Robot Initation:
Adventure game, starring “some random guy named mike”, drew the first character sprites, hated them, didn’t want to improve them, gave up.
Assault and Battery/BatteryMan:
This was a go at 3d platformers made in unity, fell apart because the models i’d made in blender weren’t done properly at all, breaking practically everything.
PirateTextAdventure(ActualTitle):
Sounds exactly like what it is, never got a single line down for this.
Shield Slide:
A rip off of free ski based on the idea of riding a shield i think i saw i a lotr movie? Never got to prototype.
AAAH!
AAAH (Aimless aeronautical adveture, huzzah!) was an experiment i wanted to make, an adventure game that was procedudrely generated, every game would involve a one minute timer, which upon reaching zero, would result in the player dying, the story was the player had just survived a plane colliding with another plane in midair, and had to find a way to live without a parachute just using debris, lessons learned: Random generation is hard, i also ripped off the title from AAAAAAAAAAAAh for the awesome.
Sweet Goodnight:
Sweet goodnight was an rpg i planned to make about dying alone in a spaceship, it never got far beyond idle doodles and some game design docs that i’ve since lost, may go back to this in future.
Spaceman and Woodboy:
A mario and luigi superstar saga ripoff, never got to properly playable state, GM:S is hard.
Quest of Halden:
Shit rpg.
Ghostman: CNC :
Ghostman: CNC (Caverns and creatures) was a weird idea, i wanted to make an Rpg based on my dnd campaign, but for some reason i felt the need to justify it with a weird ghostman shell, may go back to this one.
Legend of Negro:
I don’t know why the fuck this is on my computer, i tried pissing around with a legend of zelda game maker thing.
Generic Units:
Supposed to be an xcom like, fell apart.
Airman/Pacifist run:
Something i still want to do, an fps with non violent weapons and stage hazards that you have to use to defeat enemies, got as far as modeling a single gun.
Sepsis man:
A 3d platformer starring a drinks machine, modeled main character, gave up.
Slime Game (actual title, again.)
Slime game (Or Slime Quest) was going to be an incredibly clever subversive take on the Rpg genre by having the grand villain actually be a low level mook, think cave rats and dungeon bosses, that kind of thing, stopped making it because i thought “Woah, that’s dumb, and lame, and i really don’t like making art for ideas that are dumb and lame!”
Zug’s Glorious road trip for the glory of the party and wealth of the nation:
ZGRTFTGOTPAWOTN for short, this was a text adventure based on wormhole shenanigans and Soviet propaganda films, never really got that far, fun little fact, Zug’s the name of the alien in my twitter profile pic.
Ghostman: The council calamity:
I didn’t quit, i made the game.
THANK GOD FOR THAT.
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