Hey guys. The final release of the Rockman X DiVE CBT Comic has been released and added to the Comics section. Direct link here.
Unlike the previous post, these are high-resolution pages. I also have added a new, not seen before, final page for a total page count of 3. This will be now the definitive version and canonical location of the comic. Any corrections or fixes will happen there and any old posts about the comic will be kept as they are for historical purposes. This is a practice I pretend to continue for future projects. The feedback has been great, and I am glad you guys enjoyed it.
It’s been forever since I added something to the Comics section, but with new tools under my belt and more experience, it was about time I set out to do some improvements. Nothing too drastic for now, but I expect to do markup clean up and dig up some missing content that should be there.
Until the next update. Remember to share and comment!
Ok, hopefully you had the chance to play the closed beta test that finished some time ago, or read about it or watch some videos to give you some introduction to the game because this comic contains spoilers. If that is not a problem, keep reading! It’s very short, two pages, and full color! I will make a new post sometime later with some insights.
Hello guys, here’s the first update of Fall of 21XX in 2018. I am trying to keep the release cycles shorter, so instead of one gigantic update every year I have decided this update had some good progress and it should be released.
HD Mugshot Artwork.
HD Ending Artwork.
Keyboard navigation through most screens.
Main menu interface with bullet buttons.
Keyboard input for the menu.
Fixed many bugs in Violen’s attacks.
As usual, code got reorganized and easier to work with.
Well, I still have a long product backlog to go through with, but this is fine for now. Hopefully, you like it and notice all the little details and improvements. Enjoy!
Hi guys. Well, this update took longer than usual but it is finally here. I present you the first major rewrite of Fall of 21XX, a game that I published back in 2004! Even though I was happy with the results at that time, I knew it was incomplete. This update is not complete either, and I had to make an early cut to provide this update, otherwise, there would be nothing this year. After this I can focus on some other major features I have planned for this game.
While I decided not to change the name of the game and just to bump the version up, I take a holistic view of all these planned updates and call them the Fall of 21XX Redux project.
Increased the number of lives to six.
Fixed seams in background tiles.
Fixed the spike tiles.
Made windows size bigger and user-configurable.
Adjustments in the script.
Changed the typewriter sound.
Read more after the break if you want to know more details.
Bad Box Over gets a new level and a new character: Bad Box Art Roll.
Well, she’s not exactly a standalone character, but as shown in the previous teaser, she joins Bad Box Art Mega Man in his cruise of mayhem.
I didn’t know exactly how this would pan out more than a year ago when I put together the teaser, but everything is there: Passenger Roll? Check. Roll throws bombs? CHECK!
So a little explanation is in order for those who are not using touch controls. If you want to throw bombs, just press the space bar. That’s it. So essentially you have three weapons now, your regular shot (press control), bombs (press space), and your truck (run over enemies).
Everything else came organically as I resumed development earlier this year. I picked up a stage theme, song and enemies, and a boss along the way. This time it is Yellow Devil! It was a real joy to tune and extend the engine to account for all of this and I’m happy to be able to deliver in spite of my crazy schedule and natural disasters.
Here’s a little summary of the changes in this update:
Passenger Bad Box Art Roll. Throw bombs with the space bar.
Bombs destroy spikes!
New map: Level 3 and new boss: Yellow Devil.
New cutscene and teaser.
New Level Picker. Choose where to start.
New Pause menu. Exit to the title at any time.
Fixed many annoying bugs.
And here are the sprites I edited for Bad Box Art Roll
Rockman Xover offline
A lot of things have happened since I started this game. Probably the more relevant one is that Rockman Xover, the game this one was meant to parody, is no longer available in mobile app stores. Or even worse, even if you happen to have it, the servers that backed it for gameplay have been shut down, making it impossible to play. Ah, the joys of modern gaming.
That’s a real shame. I think I was just starting to explore this style of gameplay and it has a charm of its own once you put some effort into animations and transitions. Not going to lie, making games is difficult. Even if the game looks simple or is easy to play.
The next update will probably be the last level. So yeah, even for a four-level casual game, I think it has grown a lot for a game that was meant to be a parody. And a sandbox for programming experiments. Many of the concepts that I have implemented here will be ported to my other games in development, like Bass Abyss. Now that’s a game that has become too big to manage sometimes.
Probably I’ll give Bad Box Over a little break before I finish it and resume some other projects that I have in my backlog.
Almost forgot. A video of this new level, of course, full of spoilers: