Ice Cube Dev Blog #8 - The [Cut]Scene of the Crime


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Ice Cube Dev Blog #8 - The [Cut]Scene of the Crime

Hey, what's up everyone. This update is sort of long overdue update, but I just simply haven't had the time to work on the Ice Cube game project since school started back. Some of the recent displays of creativity on the GB forums though (such as this and this) have inspired me to start MAKING time to work on it. This is something I really enjoy being able to work on and share with the GB community.
 
As I've mentioned in earlier threads, I have a pretty good idea at this point of a detailed plot to the game, the levels, and main enemies. Today, I decided to start working on what will be one of the main story telling devices in the game, cutscenes. I anticipate that the story will unfold both through animated cutscenes using "in-game" sprites and assets, and cutscenes with limited or no animation that utilize a slightly more detailed art style. What follows is a work-in-progress version of the latter type of cutscene that I envision will be the first in the game.

 Ice Cube relaxing at home.
 Ice Cube relaxing at home.

Keep in mind, this is a WORK-IN-PROGRESS. It obviously is incomplete and still needs the background stuff to be added in to the scene. Even what's already in the image is subject to change.
 
The bottom portion of the screen is left open for text dialogue to eventually appear there.
 
So, what do you guys think of the larger scale and slightly more detailed art style? Is my lack of art skill beginning to become apparent or is it still sufficient to convey the basic idea? Any feedback would be greatly appreciated.
30 Comments

Ice Cube Dev Blog - Mini-Update #4

 

 
 
 

Ice Cube Dev Blog - Mini-Update #4

Here's a warning for all you would-be gangstas and punk-ass bitches out there: Knocking down Ice Cube is only going to make things worse for you.

Now Ice Cube is really mad!
Now Ice Cube is really mad!

Next full update coming some time later this week...
Thanks for all the support, encouragement, and suggestions you've given me so far Giant Bombers. This project would probably already be dead in the water without you.
34 Comments

Ice Cube Dev Blog - Mini-Update #3


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Ice Cube Dev Blog - Mini-Update #3

So, this little mini-update is to get some input from you guys on some things I've been doing some thinking about:
  • What should the difficulty settings be called? Right now I'm thinking (in increasing difficulty): Bitch, Gangsta, Cold Blooded, Most Wanted
  • Would you guys be interested in Facebook/Twitter connectivity? Basically, automatically posting to them whenever you finish a level or complete an achievement.
  • As for achievements, what do you guys think some cool achievements for the game would be? What should you do to get them? What should they be called?
  • Running...a few people have asked about it. What do you guys think about running in beat 'em ups? Is it necessary or desirable?
37 Comments

Ice Cube Dev Blog #7 - Stop Trying to Hit Me and Hit Me - Part 3

 

 
 

Ice Cube Dev Blog #7 - Stop Trying to Hit Me and Hit Me - Part 3

Alright, so after a couple of mini-updates, here's a full fledged new dev blog entry. This time showing off the first draft of the four-hit combo system. I think it might be a bit slow at the moment, but I might keep it that way for the time being. It won't be difficult later on to increase the pace of it a little bit.
 
So, tell me what you think. In particular, I'm interested to hear if you guys think the whole combo flows smoothly, especially the last part, and what you guys think of the sounds.

CONTROLS: Arrow Keys - move, X - punch
46 Comments

Ice Cube Dev Blog - Mini-Update #2

 

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Ice Cube Dev Blog - Mini-Update #2

Well, again I don't quite have a new demo ready, but I just wanted to throw an animated "shoryuken" gif your way. The actual animation in the game will be faster than this, but I slowed it down a little in this gif so you guys can clearly see the individual frames of animation.
 
Check it out here: http://www.littlebomb.com/temp/punch3.gif
 
Sorry about the white portion of the effect blending in with the white background. I threw the gif together pretty quickly and I didn't think about it.
16 Comments

Ice Cube Dev Blog - Mini-Update #1


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Ice Cube Dev Blog - Mini-Update #1

I don't think I'm quite prepared to do an entire new update, but I thought I might as well keep my streak of daily blog posts alive with a little mini update. I'm currently working on implementing a full four punch combo (two jabs, a straight, then a rising uppercut). Here's a little preview of the combo's finale:

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It's still a work in progress, but you get the idea...


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Ice Cube Dev Blog #6 - Stop Trying to Hit Me and Hit Me - Part 2


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Ice Cube Dev Blog #6 - Stop Trying to Hit Me and Hit Me - Part 2

Alright, so I've made some minor modifications and additions for you guys to check out. The walking speed has been increased. Also, the hit detection will allow for some higher/lower hits now. I've added in a few sound effects and slightly altered the way it looks when you make impact.

Also, I forgot to mention this last time, but keep in mind that eventually grabbing/throwing will be implemented. So, in the final game once you get close enough to an enemy, you would automatically grab the enemy. This makes the awkwardness of some of the punches you can pull off now a bit of a moot point.

I think some of you may have missed a couple of entries, so I'll recap some of the decisions/planning that I've done as far as the levels/plot of the game. I'm looking at 10-12 levels spanning a lot of different environments from the hood to the moon. The co-op partner will no longer be Eazy-E as originally planned but will instead be Cube's cousin Del. Some of the primary boss characters that I'm planning include Ice-T (aka Lord187x), Soulja Boy, The G-Unit, and Bone Thugs-n-Harmony.

Expect possibly one more update this week and then more updates in the coming weeks. I'm going to try to keep them coming as frequently as possible.

CONTROLS: Arrow Keys - move, X - punch
  



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Ice Cube Dev Blog #5 - Stop Trying to Hit Me and Hit Me - Part 1


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Ice Cube Dev Blog #5 - Stop Trying to Hit Me and Hit Me - Part 1

Alright, so here we are on the road to making a classic style beat 'em up game. Consider for a moment what the most important part of that experience is? It seems pretty clear to me that it's the beating 'em up. So it's very important that the attacking and hitting feels right. That's why I'm taking the time to get it right, and you guys will likely be seeing a lot of demos with very minor changes and updates. I want to make sure I don't make a big mistake and travel too far down the wrong path. So, I thought the easiest way to avoid that would be to just drop as many intermittent builds as possible on you guys and get your feedback.

The main things I want you guys to notice in this build and comment on are:
  • Main menu mouse over/click sounds
  • Walking: animation smoothness, speed
  • Punching: responsiveness, speed
  • Hit Effect Animation: Should the red squares be bigger/smaller, different color, fade out faster/slower, move faster/different general direction?
  • Moving Up/Down: Does moving in front of and behind an enemy look natural?
  • Hit Detection: Is a hit occurring when you think it should? Should you have to be closer/farther away on y-axis(up/down) for hit to count?

I know there's still a lot of changes to be made so try not to be too harsh on me...don't hold back too much though.

CONTROLS: Arrow Keys - move, X - punch
  

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37 Comments

Ice Cube Dev Blog #4 - Ice Cube: The New Blue Bomber


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Ice Cube Dev Blog #4 - Ice Cube: The New Blue Bomber

After two months with no updates, here is my second post in two days. I was going to wait until Monday or Tuesday to show you guys anything, but I just couldn't wait to see what you guys think about this new title screen...it's a little homage to what is in my opinion one of the most memorable title screens in the history of gaming:

Title
Title
Take a look at it here: http://www.littlebomb.com/temp/demo3a/IceCubeGame.html
5 Comments

Ice Cube Dev Blog #3 - Returning is the New Starting


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Ice Cube Dev Blog #3 - Returning is the New Starting

Well, it's been a long time...too long. I'm sure a lot of you thought this project was dead, but I'm here to let you know that after a long delay I've finally gotten back down to business on this Ice Cube game. For at least the next month or so, I can guarantee weekly updates. Currently, I'm working on getting the collision detection of the hits perfected, and I'm not quite comfortable letting anyone see it yet because it's still pretty sloppy. What I do have for you to see is the initial preloader and the logo that says it's made by me...it's not much, but I felt obligated to show something new in this post.

I'm not really sure about what the animation of the beverage going down and the "Loading..." message look like because right now the game is so small that I've never seen them in action, and I haven't gone through the trouble of rigging up a fake simulation of a slow download. Once the filesize is large enough for me to see those animations, I'll tweak them and get them looking correct.

  

EDIT: The preloader in this version does have a bug in it that essentially negates any preloading. Also, I just wanted to add that I've sketched out a rough overview of the game and reworked my original plot idea a little. It's a bit ambitious, but the way I have it sketched out right now would put the final game at 10-12 levels with full co-op support throughout (the other person playing as Ice Cube's cousin, Del Tha Funkee Homosapien rather than the original idea of Eazy-E).

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