Archive for the ‘Uncategorized’ Category

How’s This?
August 9, 2014

Well I got some feedback and people seem to like the blue and yellow explosion just fine, all it needed was some more details

exploding hurts

I detailed the frame where he’s half exploded, refined and added more spark effects, and made the fadeout at the end smoother. Here’s what it’ll roughly look like in game:

roughly

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Death Animation
August 3, 2014

Hello everyone.

Just thought I’d share what I’m currently working on, it’s long overdue really..:

This is the work in progress death animation for our main character. We don’t want him to have a bloody or gratuitous death animation, but still to clearly imply an overload of pain.

I took the same spark effect used when an enemy dies and recoloured blue and yellow versions, I’m not sure if they’ll still be used in the final product but it gives a good idea of what it’ll be like.

Let us know what you think, or maybe you have something better to suggest than a blue and yellow explosion.

Status Report
June 8, 2014

Firstly I would like to apologize for the lack of posts over the last two years, and sincerely thank everyone that’s shown interest in our game. With that out of the way, I have some good news and some bad news.

The good news is that we’ve continued to work on the game over the last 2 years and the game has seen steady progress since the last available demo. What progress exactly? Well here’s a new demo for you to see for yourself:

This demo features areas that will be in the final game, music by Sam English, new graphics, one new enemy, and the main character’s dog is now in the game. The dog doesn’t do anything more than follow you around, but as the name of the game suggests; the dog will play a very large role in Fetch Quest.

It’s still not a polished demo, there are bugs but it’s fully playable and stable.. So wait, why release a buggy demo?

Which brings me to the bad news.
Fetch Quest is currently made with Gamemaker8.0, and if you’re familiar with YoYoGames you’ll know that GM8 is no longer supported and it’s all about GMStudio now. Basically, James has to convert the entire game to work with the new software, which we both agree is worth the effort as it has some great new features for example- MAC support.

Sorry again about the two years of silence, it won’t happen again.

I’ll leave you with something you won’t find in the demo

FQ will feature swimming

Keeping Things Moving
June 28, 2012

So this isn’t the big update I was hoping for, we’re both pretty busy people. But we are still making solid progress. We’re on to developing the actual first game areas, and working on some pretty cool things right now.

There’s a lot I would like to show you, and even more I’d like to tell you. But I’m restraining myself so I don’t spoil it all.

For now we can show off a mockup TakaM made with our updated tileset.

If you have any suggestions for the game, were always listening.

Until next time, take care guys.

We’re Still Alive
March 24, 2012

And we’ve actually been making quite a bit of progress these last couple days.

I don’t want to show too much quite yet, so hey! look at this little guy:

Mole

Expect a big update hopefully within the next couple of months,
James

Progress Report
August 6, 2011

Unfortunately there’s not much to report. I haven’t heard from TakaM in awhile and assume he’s been busy. Anyone interested in this game shouldn’t worry too much though. I’ve worked with TakaM a long time now and we’ve both gone through slumps like this occasionally, but we always pick the projects back up after awhile. Hopefully this one won’t last long and I’ll be able to update you with some actual progress next month.

Thank you for everyone keeping up with this site,
James

Oh Hi Everyone
June 23, 2011

This is just a small post to let everyone know whats going on.

TakaM and I would like to thank everyone who left us feedback on our updates, we are now satisfied with the engine and have begun working on the actual game. On top of that Sam has been working on the music and has a couple samples completed already. So yes we are still working on this, however it might not go very fast because TakaM and I both have jobs that eat a lot of our time.

I personally would like to thank the YouTube users SLakcR and idealsoft2008 for posting videos of our game. We’re flattered and hope to give you more content to work with in the future.

Currently we are working on the first cutscene, TakaM may post a sample of it when we get it looking good enough.

Take care,
James

Engine Demo 1.1
May 26, 2011

Sorry if we kept anyone waiting, but here’s the new engine demo featuring a lot of changes based on feedback from our first demo.

Mirror

Controls
Arrows – Move
Z – Jump
X – Sword
C – Ball
Enter – Pause [use this for options]

[all can be done midair]
Up + X  –  Uppercut
Double tap Left/Right  –  Dodge
X [while dodging]  –  Sword Dash
Down + X[midair only]  –  Ground Stab

The first thing you might notice is that wall jumping is a bit easier, we slowed it down, made the jumps a little more generous, and simplified the wall jump shafts.

We have added a new dodge ability which can be executed by double tapping either left or right, there are options in the pause menu for the double tap speed required (let us know what speed you find best), and an option for shoulder button style dodging set to the A and S keys. The dodge is useful for passing through enemies and swinging your sword during the dodge will trigger the sword dash.

Bushes have been changed so they’re no longer an obstacle and allow you to pass through the plant enemies much easier.

The plant and dragonfly enemies are now much easier to kill, as per many’s complaints. We will still have plenty difficult enemies later in the game, but for starter enemies we decided that these should be a little more forgiving.

Those are the main changes, we’ve made further tweaks to the enemies, the way the sword behaves, and other things but they’re not as much fun. We also added a new room, an extra 50 gems and another health piece just so there’s something semi new to do.

Unfortunately we still haven’t worked in customizable keys or controller support, it’s definitely coming, but until then Joy2Key will have to do sorry.

With all that said, we hope you enjoy and please leave a comment below with your thoughts and criticism.

Composer Acquired
May 8, 2011

First off, James and I would like to thank everyone that emailed to apply for the role as official composer for Fetch Quest, we received more inquiries than expected and there was a high level of quality throughout.

So without further adieu, we’d like to welcome Sam English to our humble team as the composer for Fetch Quest, feel free to peruse his portfolio and leave a comment below letting us know what you think. We look forward to working with him and sharing his talent with you.

Also, we’ve been making changes to the engine and gameplay based on feedback from our 1.0 engine demo, if you have any ideas or changes to suggest don’t be shy! We will have an updated engine demo ready in the coming weeks so stay tuned.

First Engine Test Demo Released
April 26, 2011

We’re pleased to announce we are ready to release an Engine Demo,

Mirror

NOTE:
This isn’t so much a ‘get people excited for the game’ demo, as it is just us fishing for bugs and criticism. None of the rooms you see will be in the final game, and many of the graphics will change. We just wanted to make sure our engine is bug free and fun to play before we start working on the actual game.

So please! Let us know what you think.
Currently not much to do as this is just an engine demo, but you can try and find the 5 health upgrades and 100 gems.

Controls:
Arrows – Move
Z – Jump
X – Sword
C – Ball
Enter – Pause [use this for graphic options]

[all can be done midair]
Up + X – Uppercut
Left/Right + X[hold] – Sword Dash
Down + X[midair only] – Ground Stab

F1 – Info/controls
F2- Restart
F3 – Record Video (series of screenshots)

Hope you enjoy.