Monthly Archives: October 2013

Box Art WIP

Box Art WIP

Promotional material and marketing are among the things that indie game developers often fail to utilize.

Learning from that, and not wanting Foxhole to fizzle into obscurity, I am making some more art!

I’m going to put my all into this piece in order to really grab the attention of anyone who comes across it. It has to look professional and exciting.

In my experience, the indie games I come across simply don’t know or don’t bother to express their characters and scenes with powerful expressions and composition while including subtle information about what the game is all about.

My background in art and cartooning should prove to be an advantage in this area.

In the context of marketing, I have been doing a lot of research. The game is not yet ready for me to start a press release campaign or landing page. But soon enough I will use these concepts and more to give Foxhole that exposure factor that is so important.

For the time being, my social media campaign includes IndieDB, Game Maker Community, TIGForums, Tumblr, and Twitter. I update each outlet with new information, especially during new updates. I also make posts about Foxhole on message boards related to gaming and comics.

This is all a lot of work. Will it pay off?
I am the kind of person that believes luck has very little to do with any project’s success. If I do what I am supposed to do, and do it well, everything else will fall into place. If it is not a success, it is because I did something wrong, or not well enough.

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Progress Report

walter sportball_tempresize

I’ve done very little for the next build of the game. Life gets in the way and such. I’m moving to a new home soon. That’ll take up some time.

In other news, I am trying to cook up plans for trading my time between the Foxhole game and the comic. I’ve neglected the comic for a criminally long time. I still think the game will have a higher priority though. It’s all still up in the air. I would like try out my improvements in art skills with the comic. It’s also more immediately rewarding to finish a comic page than a small game update. It may help me to have that kind of variety.

Please be patient on updates while I get things sorted out.

Changelog (v0.16.1a)

***Your previous custom stages will no longer load correctly due to format changes.

  • -“Plant” control now does nothing except prevent you from crouching or aiming vertically, allowing you to aim diagonally while still. Renamed it to “AIM” as a result.
  • -Fixed an oversight that caused your configuration for “plant” (now “aim” control) to not save. Whoops.
  • -Included “Shift” and “Ctrl” labels for when you set those buttons during configuration.
  • -The “help” button now includes that the middle mouse button can be used to edit objects.
  • -Relay dishes on the overworld will have a different sprite after being destroyed.
  • -Fixed a certain way-too-hard jump in the Puzzle Box level.
  • -Made some optimizations to point-collision checks.
  • -Slightly increased delay before a stage ends right after completing a goal.
  • -Fixed a bug that could possibly id the wrong entity as an Actor’s killer upon taking damage. This could have, for example, caused Zuka to be knocked back in the wrong direction when being attacked by multiple enemies. Or it could have given credit to a stage hazard for your kills.
  • -Improved damage events so that non-lethal damage and lethal damage trigger seperate scripts that are unique to the Actor that called them.
  • -Created a new Actor type, a BreakableObj. The relay dishes now fall under this. They respawn like enemies and can be destroyed. They use physics and can also be solid to other Actors, but not to projectiles (so that bullets can cause them damage).
  • -Goal_Relay and the Relay_Dish spawner must now be placed seperately. For stages where the relay has already been destroyed, the Goal_Finish will be placed at the same spot as the Relay_Dish spawner.
  • -Checkpoints will save the facing Zuka had when she passed them.
  • -You can now set the initial facing of the Playerspawn.
  • -The FPS counter is BACK!
  • -Zuka’s weapons now fly out of her hands like they were SUPPOSED TO THIS WHOLE TIME!
  • -Crush damage is now implemented. Necessary because of the solid moving objects.
  • -Fixed a bug that caused the radial menu to double-register input.
  • -Controls can now be configured in the pause menu.
  • -Overall stability of the radial menus, most notably the control menu, has been improved.
  • -Rockets deplete ammo 250% faster.
  • -Prevented some explosion sound effects from compounding.
  • -You can now also use the fire buttons to perform a walljump, like it was in earlier versions.
  • -Improved audio and visual effects for rockets.
  • -Three new stages that use the new stackable crates!