the-tophat-demon
the-tophat-demon
The Tophat Demon's Dumping ground
17 posts
I'm just going to put anything i make that's not a video game or a cartoon on this here blog. www.bitendosoftware.com
Don't wanna be here? Send us removal request.
the-tophat-demon · 8 years ago
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Don’t question it.
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the-tophat-demon · 9 years ago
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No context allowed.
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the-tophat-demon · 9 years ago
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I just completed a 5 chapter long fan fiction. Written in boredom when my classes were going a bit too slowly, over the course of a year it filled up about 40 pages of real paper. In terms of digital paper, it took up a bit less than that.
Enjoy:
http://bitendosoftware.com/fanfic.html
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the-tophat-demon · 9 years ago
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IT’S A PUN, SEE?
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the-tophat-demon · 9 years ago
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I made some more 3d models of the characters from my cartoon!
Not sure if I wanna make a full 3d episode just yet, though. I’ve got this KILLER game idea that I’m probably going to scrap.
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the-tophat-demon · 9 years ago
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I made this Garry’s Mod ragdoll of my Sonic OC AUTHENTIC VIDEO GAME CHARACTER.
It’s supposed to look like something you’d see in Quake 1 but the texture is a bit too bright.
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the-tophat-demon · 10 years ago
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Hey, I remembered this blog existed!
So, this is Total Invasion II, a sequel in development to, well, you probably figured it out. As you can see, it’s not very subtly inspired by games such as DooM and Wolfenstein 3D. However, since I have yet to really understand Raycasters, I am simply using OpenGL. 
-The game is rendered at 320x240, but with use of render targets and other OpenGL sorcery, it is stretched to fit a 960x720 window
-It uses a system similar to DooM’s blockmaps, which basically means the level is split into a bunch of squares to speed up collision detection.
-Working weapons system (However, only the Sickle in the screenshot actually does anything)
-Doors and switches (Switches can open locked doors)
-Teleporters (Terry Trap bait)
-Medkits (That don’t do anything)
-Dopefish shrines everywhere
One annoying thing, however, is trying to keep everything from blurring.
OpenGL isn’t really designed to have such sharp textures, so I basically have to make all textures sized weirdly or else they’ll be rendered blurry.
Basically, if I have a square 170x170 texture, I’ll need to make the actual texture 256x256 and put the drawing in the top left.
Anyways, I’d talk more about the game itself, but this is a pretty hefty wall of text as it is, so I’ll save it until a later time.
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the-tophat-demon · 10 years ago
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Hey! I finished Super Neckbeard! It’s on my website! *Various celebratory noises*
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the-tophat-demon · 10 years ago
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Ah yeah, this blog still exists, doesn’t it?
Anyways, Super Neckbeard is still going strongly. As you can see, the first boss battle is currently under construction.
I added a new weapon, a dorito. It just bounces around and generally is pretty useless, but at least it gives the tendies a purpose, as they are required to use this weapon (don’t ask how). Anyways, there are many more platforming-related things added. Ladders and moving platforms, both of which I have never attempted before. Also, I don’t know if I included this in the last post, but the dialog system is fully implemented and only slightly buggy. The simple plot is simple.
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the-tophat-demon · 10 years ago
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Super Neckbeard is a go! I made the weapon some weird trading card thing. It moves...Strangely...and is hard to describe. Also, this is the first time I attempted to program some sort of dialogue system. I plan to have an extremely simple story-related thing for this.
Also, tendies. Lots of tendies.
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the-tophat-demon · 10 years ago
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Sorry for the inactivity, I've been forgetting this blog exists. I've even made 2 more games since my last post! However, I'm kind of dry for game ideas right now, so I've been focusing on my dumb cartoons. However, tiny little ideas have been rising through the deep dark depths of my subconscious. I think it might be called...Super Neckbeard...
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the-tophat-demon · 11 years ago
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Woops!
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Ok, so for the last week 7DFPS has been going on, so I've been working on my entry, Total Invasion. I'm actually quite proud of it, it's a bit more polished than my other games.
I don't know if I'll continue working on ProImpulse, I've been running out of ideas for it.
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the-tophat-demon · 11 years ago
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ProImpulse - 11/2/14
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Alright, so not THAT much has changed in terms of gameplay since last post. Anyways, the game is going to have 3 worlds each with 3 levels. The first is a castle, the second is an airship, and the third is SPAAAAAAAAACE!
There may or may not be a final boss, it depends on how lazy I am. 
-Added two new levels
-Added fireball launchers
-Added moar HUD
-Added pause screen
-Winning dance
Not much has changed, but I also work on my animated cartoons along side this, so expect development to be slow.
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the-tophat-demon · 11 years ago
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You remember that death game I was talking about? Well, it turned into this. So why did this happen? Well, the original idea, while easy to program, didn't really work that well. I felt it would get very boring after a while. I wanted to make a game based off the Green Demon challenge from Super Mario 64, but the reason that worked is because:
1. It was very difficult, but not impossible
2. The game was 3D, so you had more freedom of movement
Anywho, the game's now called Proimpulse. It's a side-scrolling platformer where the main character has a jetpack. I plan on making the level design more DooM-like, with maze structure and keycard doors. While developing this, I felt it began to feel alot like Birden (a previous game of mine) but without the bullcrap controls. So I guess you could call it a spiritual successor?
And yeah, there's cheat codes in the game. It just makes development a little less frustrating. While the controls and level design is better, it's still as hard if not harder than Birden.
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the-tophat-demon · 11 years ago
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Something something death incarnate
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So, I'm planning on making a game about escaping Death. The game will work like the Green Demon challenge from Super Mario 64, where Death chases you and you must run away. Death can move through walls, and maybe if I'm feeling lucky I'll add more complex AI.
I'm trying to go for an 90's Commodore/DOS look. Obviously, there's gonna be a black background so it'll look more authentic actually in-game. Also, there's two characters because why not.
I'm a little torn as to whether to make it in Flash or QB64. If I do it in flash it'll get played more, but It'd just feel right to make it in QB64.
TL;DR: DOS-Style run-away-from-Death simulator!
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the-tophat-demon · 11 years ago
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What is this?
I'm turning this blog into a dumping grounds. My projects, abandoned or not, will have screenshots posted here. I will also have more updates here than my website, it's more convenient this way.
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the-tophat-demon · 12 years ago
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Blog! Blogbloglblog blooooooog!
This is my blog. I am just your average indie game developer, you can check out some of my games here: www.bitendosoftware.com, but I don't update it often. So you can see my latest games here : http://gamejolt.com/profile/x54321/70195/
Anyways, that's all for now.
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