“WILL YOU STOP IT??!?!!”
I must admit, I suffer from a big problem that I believe most of the readers of this blog share with me: I am passionate about what I do.
I know it makes us be very dedicated, very interested and makes us give all we have to what we do.
I’ve asked Vlad some times already “when can we start showing the game?”. He always passes the ball back to me by replying “its not done yet, but you should be able to judge what you can and can’t show”. He doesn’t say it that way specifically, he’s not as eloquent as me, but I read between the lines.
But I fear I have shot my self on the foot so-to-speak.
By posting very basic and relation-less images on the blog, I’m showing 10% of what I want to show, and you are getting 10% of what you need to make a proper appreciation of whatever it is I post. So, I’m afraid I come across as the irritating kid at school that had a gameboy and wouldn’t let anyone play, or kept the ball to him self whenever he didn’t like how the game was going (wait, I think I did that…) but anyway, the guy that everyone thinks is arrogant. Thus the title of the post. “Will I stop it?” Well you can’t really answer. If I asked “Should I stop it?” then you would have a say.
But the answer to the original question is NO. I will not stop it.
In fact, I will risk a bit more. I’ll show a bit more stuff, that you can fully appreciate and give comments like some of you have in previous posts. I can’t believe a set of screenshots can risk a project. If anything it can help it grow. And obviously it won’t give you access to the amout of artwork and code that we developed for it.
If this is a thing for the “big” games why can’t it be for the flash games as well? Teasing, promoting, saying it will be done in… whenever, saying its state of the art… mouse clicking, I don’t know, but I’m sure you get a feeling for what I’m saying.
ANYWAY, I’m showing it off what me and Pedro (the new coder) have been busy with in the past couple of months.
and some of the cast:
You can probably guess this game is based on that delicious turnbased strategy game – Advance Wars.
All the characters are 3D, as well as some buildings in the map, and they all animate and have their little death and pain and shooting animations and we’ve insisted in putting a bit of comedy and fun in it, which we hope you will enjoy once it comes out.
As for Pedro, how has been leading the coding on this game, all I can say is that I have beaten and have been beat by the game’s AI, so… it all evens out and it feels rather good. The game is still in development and we are dealing with the small things now. The minimap is an example as you can see we are still struggling with it.
Hope this one has been more insightfull and we’d love to hear your comments!
Marco
Posted: December 17th, 2009
at 12:00am by Marco
Tagged with FlashGameBlogs, Hajime, Units
Categories: The art of VGS
Comments: 5 comments
It doesn’t look like it, but we’ve been busy!
Just letting you know that while Vlad works on some money making projects we still have this urge to publish our own games, so we are putting a bit of an effort on creating content for the game ideas we have.
Here’s just a little teaser.

We appologize that we can’t show more, but soon enough we’ll have more info!
sit tight!
Marco
Posted: October 29th, 2009
at 3:38pm by Marco
Tagged with FlashGameBlogs, Hajime, Units
Categories: The art of VGS
Comments: 2 comments
Pulling it appart
Some of the art of M:A:D has to be done following rules from the coder’s side. Even though this may sound limiting, in some cases it helps the artist reduce the image number and keep his assets organized. For the case of the units in M:A:D, we created a hierarchy based movie clip. The mechs have legs, the drones don’t, because they… OOPS, best not say everything.
The unit is made up of a body, a set of legs and the weapon. Reason for this is that the weapon should rotate independently from the body and the legs are just a 10 frames animation. The body was created in 3D and animated to rotate in order to have a realistic depiction of the lighting on the unit, to make it the same as the structures. as the unit rotates the rotating body moves along the frames to match the frame to the rotation, while the legs are a movieclip being rotated.
The other element on display there is the the structure being slightly damaged and we used smoke to illustrate that. Dents will be added later. The smoke is done with on 16×16 particle being scaled rotated and having the color and transparency changed.
Hope you like the little sneak peek inside the backstages of some of the art in M:A:D.
Posted: July 21st, 2009
at 12:00am by Marco
Tagged with Buildings, FlashGameBlogs, Lightning, M:A:D, Topdown, Units
Categories: The art of VGS
Comments: 7 comments
A level mockup of M:A:D
Another shot we took somedays ago. Here you can see a full level mockup with both player and AI positioned and some terrain detail.
The destroyed cities are part of the game by the way… we just won’t tell you what for, that’s how evil we are, muwahahahahah!

Images courtesy of Marco, general bla bla bla courtesy of Vlad!
See you all soon…
Posted: July 17th, 2009
at 12:00am by Vlad
Tagged with Buildings, FlashGameBlogs, M:A:D, Topdown, Units
Categories: The art of VGS
Comments: 3 comments
M:A:D Screenshot #1
Hi,
Sharing a simple screenshot we took some days ago showing buildings, units and the first version of the GUI.

All feedback is welcome and see you soon!
Marco
Posted: July 15th, 2009
at 9:30am by Vlad
Tagged with Buildings, FlashGameBlogs, GUI, M:A:D, Topdown, Units
Categories: The art of VGS
Comments: 8 comments



