Archive for the ‘Game Projects’ Category

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Ninja Senki Music

February 14, 2010

The music for Ninja Senki is all done! Patrice Bourgeault was kind enough to compose all the songs for the game. I’m really grateful because with his help, Ninja Senki will have an awesome complete soundtrack!

We wanted to have an authentic NES feel to the music in order to match the graphical style of the game. Here’s a first snippet, which is the song for the “road at night” stages:

Hope you enjoy it!

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Ninja Senki Details

November 25, 2009

Since I didn’t describe too much what Ninja Senki is about, I decided to post a small update on the status of the project. I don’t want to say too much either because I hate when developers or gaming websites spoil everything about a game before its release. It’s fun to have some surprises left! Here it goes:

So, what’s going on?
The art of the game is all done. I might still modify some small stuff though. Most of the code is done. Right now, I’m coding the two last bosses. I still have to build all the levels  (which is the biggest part left to do) and integrate music and sounds.

For what platform is it?
PC only for now. I might port it to MAC later.

What’s the development tool used to create it?
Game Maker 7. I also used Matt Thorson’s Grandma Platforming Engine as a basis, which is super simple and works really well to build a platformer quickly.

Did you play Ninja Robot Haggleman (Retro Game Challenge) on DS?
Yes! I played it on the japanese version of Retro Game Challenge which is called Game Center CX. This is a huge inspiration for the visual style along with other classic ninja games like Ninja Jajamaru Kun on NES.

It’s too violent! Can you remove the blood?
C’mon! The explosions of little red balls are cute!

Release date?
I hoped to release it before Christmas but I’m already working more than full time at my day job, so realistically it might be in January. Miyamoto once said something like: “A delayed game is eventually good; a bad game is bad forever.”

That’s it for now!

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Ninja Senki

November 9, 2009

Here’s the trailer of Ninja Senki. I’ve been working on this platformer almost every evening (night) of the last few months. Ninja Senki features a blue ninja, shurikens and revenge! The game is going to be a bit hardcore, so be warned:  it will require skills. The amazing music for the trailer was composed by Yan Thouin.

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War Chronicles of a Ninja

October 27, 2009

In addition to my fantasy breakout game project, I’ve been “secretly” working on a small action packed ninja game. The development of the game is going very well. In fact, it is pretty much feature complete. However, I still have to build a bunch of levels, create some new enemies, debug and do more polishing before releasing it. I hope to release it before Christmas. Here are some screen shots:

pixeltao_ns01 pixeltao_ns02 pixeltao_ns03

I should also upload a video in the upcoming weeks.

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Breakout Fantasy

July 12, 2009

Here’s a mockup screen shot of a fantasy themed breakout game I’m currently working on.

pixeltao_breakout

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Galactic Mockup

June 7, 2009

galactic_mockup

Another idea I had before developing my actual shmup project was to make a character that could float using an anti-gravity suit. I also wanted to make the game entirely hand-drawn instead of doing pixel art. In the end, I couldn’t come up with anything good for the gameplay and the task of making high-definition graphics was really painful. The amount of work was too much for only one person and I also realized that what I really love to do is pixel art.

Therefore, I abandoned this idea. However, like I said in a previous post, I still plan to use the characters and the setting of this old idea for a future game project.

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NES-Style Wizard

May 18, 2009

pixeltao_wizard pixeltao_wizardx2

An old wizard on a quest to save his kingdom!

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Unnamed Shmup

March 30, 2009

pixeltao_shmup1

I’ve been working on my first ‘indie’ game for about seven months. To give a short description, it’s a shmup with a little twist. I can’t reveal too much about the gameplay yet, but since I’m not a big fan of ‘bullet curtains‘ the game will be more oriented towards quick reflexes and split-second decisions than towards being in a trance in order to beat a level. That being said, it will be a bit more forgiving than the standard shmup.

The visual style is shaping up. The mockup shown here is therefore a good preview of what I’m aiming at, but the final version of the game might differ slightly.

More developments will come, but in small doses. I think that generally, when too much is revealed about a game before its release, it spoils the feeling of discovery when playing that game for the first time.