Cobra Blade - Games

Cobra Blade

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  • Posts: 60
So far I've made 3 games, and have very early builds of a 4th that can all be seen here.
My goal is to try and have all my games powered by one engine, it'll make life a lot easier when it comes time to updating them, which on the Apple side of things is a constant as Apple isn't shy about killing off older tech and apps.

The other issue of having my games spread across multiple engines is when they cease. My original game Soulless was created in 2008 with a program called Power Game Factory that died when Apple dropped PPC emulation in OS X.

Powerslam was created using BlitzMax in 2012 and I never want to touch actual code again after that, but that too was discontinued.

After that I came across Stencyl, here is one of my early posts of me re-creating Soulless in Stencyl. As Stencyl is also tiled based like PGF it made it easy to make a 1:1 port of my game and I also added more enemies and improvements alone the way. Unfortunately, Stencyl was only 32-bit back then, which I didn't realise would be a problem until near the end of the project as I started hitting the memory wall.

This year, I released a beat 'em up called Brawler that I created using MMF2 and I also have another project, Bioroid that is probably 8% done.

Anyway, that whole write up is to set the scene, because my goal is to get my Stencyl port of Soulless out there as the 1st step in bringing all my games into a single engine. As it is my 1st, and it was already completed in Stencyl 2, if I can get it fully working in Stencyl 4 it'll be just the 1st step. That is why I've made this journal entry, as there will be a lot more to cover as I try to recreate my other games in Stencyl. Akemi helped by updating the Ladder and Water Packs kit that Soulless depended upon, and Justin is going above and beyond fixing a lot of the issues the prevent being able to successfully import my Stencyl 2 project into Stencyl 4. With the progress he has made already I'm really confident that this is actually going to be possible, and Soulless will soon be powered by Stencyl.

So I'm thinking about what is next for me and Stencyl, Brawler only came out this year so Apple won't be looking to tear that down for a while yet, so my next move may be to begin recreating what I've done of Bioroid then continue working on that project with Stencyl. Then there is something completely different. I recently came to the realisation my old favourite game series Battle Arena Toshinden is clearly dead for good, and I've been entertaining the idea of creating a game heavily inspired by it with Stencyl with my typical pre-rendered style.

Cobra Blade

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  • Posts: 60
With this Stencyl release of Soulless, I wanted to do something special. The game originally came out in 2008 and a lot has changed since then. So with this release, I plan to create some kind of in-game art gallery showing the evolution of the characters and have an option added that lets the player choose what soundtrack they want to use, the original from 2008 or the updated one.

Cobra Blade

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  • Posts: 60
I'm hoping to have this out by Halloween of this year to celebrate Soulless' 13th anniversary.
It is possible some things like the gallery may have to be added into a later update so I don't miss the deadline however the alternative soundtracks will be in the initial Stencyl release of my game later this year.

Cobra Blade

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  • Posts: 60
Something I'm creating now is a local high score system. I'm kind of surprised there isn't just support for this kind of thing built into Stencyl by default. Also doesn't seem to be any kits or templates for this either. So once I'm done and I have gotten Soulless out I'll have to rip out the high score system I'm creating and make it available on the StencylForge for everyone that wants a local high score table in their games.