Redirecting you to bearmacstudios.com.... BearMac Studios

Pages

Sunday, April 22, 2012

TEASER!

Here we go everyone it's project DISCO re-envisioned. I felt it would play better as a side scroller. So here's the story: you play as a robot set to explore alien ruins on distant planets armed with an material transfer beam that can deposit atoms into a platform, but it's power is limited, you can only spawn a few blocks. There will be different block types and I'm thinking of adding some enemies. It's very basic right now, but it will be working very soon! 


 Oh no, I can't place blocks there! It's out of range!
That's close enough though!

Well keep an eye out for future updates and be prepared to get some gameplay!

P.S. We are in need for some 3D artists that can texture and some people who can make some fitting game music! Let me know if you want to join the team!

Tuesday, April 17, 2012

BearMac Studios is not dead!

For awhile I've been neglecting my project and this blog as well as my YouTube Channel. But I would like you all to know that I am planning on releasing some new stuff soon! here are some things to look forward to:


  • Project DISCO is metamorphasizing into a 2.5d sidescroller, seems like a downgrade, but I'll be able to do so much more with it there!
  • Some super easy ways to make your game look just a little bit more pretty!
  • More tutorials!
  • More updates!
  • And..... Downloads! I will find a way to let you guys download my games as they progress, so stay tuned!
P.S. the reason I have been absent is because I have been focusing more on school, with graduation coming up I see myself having a lot more free time to work as I please. Thanks to all of you that are still following here and on the Youtube!

Thursday, February 23, 2012

Wednesday, February 22, 2012

Some Fixes!

So today I decided to sit down and take a look at the game, and I found out.... you can't really lose! What fun is that!? So I added a way for you to die. It's not a huge thing if you lose, it just restarts the level you're on. So just adds a little more point to the game. On a side note, I sat down really quick and I added random load screens so you get something different (almost) every time! Just wanted to throw a post up real quick so thanks!

Tuesday, February 21, 2012

New features added!

So today I took a look at what I said I was going to add to the game and I added some stuff. First and foremost I implemented a save game function, now as soon as you get to a level it automatically saves your progress. I'm not going to make it to where it loads you up to exactly where you were, they're not huge puzzles, so that would be kind of pointless (Check point system? maybe?). I added some music at the title screen from freesound.org. It's just a placeholder until I can actually get something composed for it later. I also added a custom mesh, nothing too fancy, just a hexagon with a "rocky" feel to it. I'm starting to form my opinion on where we'll be going with this next as far as artistically. We'll see where that goes. It's going to be story driven, but not your contemporary story that's for sure (humorous?). I also added a loading screen, it's not a scene that I put in between each level scene, but a texture that I fill to the screen right before a scene loads. So just wanted to do a quick update. I know I'm filling you guys up on text, but I'm going to have another video up soon! Tutorial or Demo? We'll see!

P.S.
I added a new page to the blog dedicated to scripts! Any scripts I upload in the future will be there!

Monday, February 20, 2012

Future Features!

This has been keeping me up all night, so just to get my thoughts down I'm going to write this out.
What I plan to add in the near future:

  • Save System
  • Point System, or Story line?
  • More Puzzle types
  • Rigid body movement?
  • switches and what not
The thing that's been keeping me up has been the save system. I have a sort of Idea of how to tackle this, but here it goes. I'm going to use the playerprefs class to save an integer, this integer will be directly linked to the level completed. So by this method I will be saving only one variable, and in between maps. For instance;

Player clicks "Load Game"> Level Completed variable = 2 > load second level. 
or
Player clicks "Load Game">Level Completed variable = 0 or null > Display message "No Game Started"

My problem is that I don't want a million loading screens for every time in between levels, so I need a variable that won't change in between levels and every time a level is completed it will add one to the Level Completed variable which is saved by the playerprefs class, but I'm getting tired so now my brain is wandering to new problems that didn't exist before, and probably won't exist in the morning. So I say to everyone reading. Goodnight, and also, thanks. ;)

Sunday, February 19, 2012