Hype Up Your Game Thread
Moderators: Bob the Hamster, marionline, SDHawk
On the home stretch fellahs. I expect end of next week, early the following week for an episode release. I will make it worth the wait, I promise.
<a href="http://s19.photobucket.com/albums/b175/ ... finale.png" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... finale.png" border="0" alt="House Heroes Finale"></a>
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- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
I'll just leave this here...

...And walk away.

...And walk away.
Blip.
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- Pepsi Ranger
- Liquid Metal Slime
- Posts: 1419
- Joined: Thu Nov 22, 2007 6:25 am
- Location: South Florida
The Adventures of Powerstick Man: Extended Edition
New Landscapes
One of the nice things about updating a game is that you can make something that was once sub-par look decent. But one of the nicer things is that you can make something that was once decent turn into something attractive. This can mean including a number of things like action sequences and ambient sound effects. But most likely it means pumping up the scenery.
Last month I released the 100-week version of my playtesting document, which chronicled the changes that were made to The Adventures of Powerstick Man since its original release in December 2000. One of the common themes of the document was the rebuilding of old areas that once looked sub-par. Well, as of Week 101 I went back to the early maps and started re-landscaping them with new vegetation. And for those who’ve read the journal, you’ll know that this mission to improve the landscapes began when I added new rock formations to one of my cave maps in Week 99.

The following screenshots reveal the new look that has befallen my oldest maps in the last four weeks:

This screenshot was taken from the outdoor area of the Nectarine Institute of Research, which is the facility where our story begins. If you compare this to older screenshots (or to the original game), you’ll see how much more personality the detail gives the game now. Up until now, the game only suggested that it took place on a Caribbean island. Now it should reveal this a little better.

This is from the Hitcher Highway. In the past, the map was just a winding road that snaked through a massive forest down toward the swampy shoreline in the south. Now, not only are there new types of trees turning it into a diverse ecosystem, but two large lakes with a connecting river make the scenery less boring. The swamp also has reeds growing from the shallows among other things.

One of several coastal areas where palm trees cover the beaches and moss grows from the cliffs.
And while revisions are necessary to making a decent game better, there is nothing quite like a new addition to story or gameplay. Here are a few more story and gameplay screenshots from scenes later in the game:

Even with the addition of bus passes the Cannonball City Transport can only stick to the highways. So what’s one to do if he wants to get to Sandy Smack Island in a hurry? Why, he takes the Water Taxi, of course.

Who are these people, and what do they want with a frightened chicken?
And what good is new gameplay without an introduction to some new enemies? Meet a sample of the people and creatures you might encounter on your journey through the tropical wasteland:

Where will they show up and how will you beat them? Find out these things and more when The Adventures of Powerstick Man: Extended Edition comes to a computer near you.
New Landscapes
One of the nice things about updating a game is that you can make something that was once sub-par look decent. But one of the nicer things is that you can make something that was once decent turn into something attractive. This can mean including a number of things like action sequences and ambient sound effects. But most likely it means pumping up the scenery.
Last month I released the 100-week version of my playtesting document, which chronicled the changes that were made to The Adventures of Powerstick Man since its original release in December 2000. One of the common themes of the document was the rebuilding of old areas that once looked sub-par. Well, as of Week 101 I went back to the early maps and started re-landscaping them with new vegetation. And for those who’ve read the journal, you’ll know that this mission to improve the landscapes began when I added new rock formations to one of my cave maps in Week 99.

The following screenshots reveal the new look that has befallen my oldest maps in the last four weeks:

This screenshot was taken from the outdoor area of the Nectarine Institute of Research, which is the facility where our story begins. If you compare this to older screenshots (or to the original game), you’ll see how much more personality the detail gives the game now. Up until now, the game only suggested that it took place on a Caribbean island. Now it should reveal this a little better.

This is from the Hitcher Highway. In the past, the map was just a winding road that snaked through a massive forest down toward the swampy shoreline in the south. Now, not only are there new types of trees turning it into a diverse ecosystem, but two large lakes with a connecting river make the scenery less boring. The swamp also has reeds growing from the shallows among other things.

One of several coastal areas where palm trees cover the beaches and moss grows from the cliffs.
And while revisions are necessary to making a decent game better, there is nothing quite like a new addition to story or gameplay. Here are a few more story and gameplay screenshots from scenes later in the game:

Even with the addition of bus passes the Cannonball City Transport can only stick to the highways. So what’s one to do if he wants to get to Sandy Smack Island in a hurry? Why, he takes the Water Taxi, of course.

Who are these people, and what do they want with a frightened chicken?
And what good is new gameplay without an introduction to some new enemies? Meet a sample of the people and creatures you might encounter on your journey through the tropical wasteland:

Where will they show up and how will you beat them? Find out these things and more when The Adventures of Powerstick Man: Extended Edition comes to a computer near you.
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- Spoonweaver
- Liquid Metal King Slime
- Posts: 6247
- Joined: Mon Dec 08, 2008 7:07 am
- Location: Home
- Contact:
- FnrrfYgmSchnish
- Metal Slime
- Posts: 721
- Joined: Thu Jun 18, 2009 4:37 am
- Location: Middle of Nowhere, VA
No screenshots just yet, but I have finally gotten to work on Chapter 4's super-secret optional area.
It's made up of a city, a castle, several small wilderness areas and caves, a creepy forest (full of creepy pine trees), and a tower inside that creepy forest where the most powerful of the area's five optional bosses lives. So it's basically an entire chapter's worth of stuff jammed into the already-huge Chapter 4.
There will be a handful of new items you can only find here. For example, there's an item that changes the appearance of your characters... well, three of them anyway. Señor Rialgo is just too damn big to fit in the suit. There's also the "Magic Sauce," which can be used in battle to increase all of your main stats (Attack, Defense, Power, Wisdom, and Speed) by 33% each. You're allowed to buy one Magic Sauce, but if you want more you'll need to steal 'em from a certain enemy in the area.
Speaking of enemies, the random encounters that show up here are tougher than any of Chapter 4's enemies, or even most of Chapter 5's. A couple of them use some pretty neat tricks, too--there's one enemy that can use both "Mitosis" (which spawns a copy of itself) and "Fusion" (which kills it, but gives all of its HP to another enemy, increasing beyond the maximum if possible)... so if you leave one alone for too long, it could spawn a whole army of them and then combine all of their HP into one ridiculously huge amount. Or worse, they could all give their HP to a tougher enemy and leave you with a real monster to deal with. There's also one that uses jump-attacks on you, one that can give its allies Magic Sauce an unlimited amount of times, one huge one with 400 HP (the most of any random encounter so far, though it will probably be dethroned by a certain rare Chapter 6 enemy), and the strongest type of cockroach in the entire game.
If you do manage to get through everything, you'll be rewarded with at least one item for every character (including the most powerful weapon El Garbanzo can find.) That's on top of the buttload of experience and money you get from fighting the five bosses, of course.
EDIT: The "town/castle" outside area is coming close to being finished! I'd say the central city part (around the castle) is just about done, though there's still a ways to go before I'm completely finished.

Maybe a half-dozen or so more houses, some extra wilderness around the east and south edges (there's already some pine forest up at the top), and a cave entrance over to the west... and that's all I have left for this map. It'll probably be Wrongside-ish in size by the time it's done (with one big difference: there's no random encounters unless you wander into the wilderness areas around the edges.)
It's made up of a city, a castle, several small wilderness areas and caves, a creepy forest (full of creepy pine trees), and a tower inside that creepy forest where the most powerful of the area's five optional bosses lives. So it's basically an entire chapter's worth of stuff jammed into the already-huge Chapter 4.
There will be a handful of new items you can only find here. For example, there's an item that changes the appearance of your characters... well, three of them anyway. Señor Rialgo is just too damn big to fit in the suit. There's also the "Magic Sauce," which can be used in battle to increase all of your main stats (Attack, Defense, Power, Wisdom, and Speed) by 33% each. You're allowed to buy one Magic Sauce, but if you want more you'll need to steal 'em from a certain enemy in the area.
Speaking of enemies, the random encounters that show up here are tougher than any of Chapter 4's enemies, or even most of Chapter 5's. A couple of them use some pretty neat tricks, too--there's one enemy that can use both "Mitosis" (which spawns a copy of itself) and "Fusion" (which kills it, but gives all of its HP to another enemy, increasing beyond the maximum if possible)... so if you leave one alone for too long, it could spawn a whole army of them and then combine all of their HP into one ridiculously huge amount. Or worse, they could all give their HP to a tougher enemy and leave you with a real monster to deal with. There's also one that uses jump-attacks on you, one that can give its allies Magic Sauce an unlimited amount of times, one huge one with 400 HP (the most of any random encounter so far, though it will probably be dethroned by a certain rare Chapter 6 enemy), and the strongest type of cockroach in the entire game.
If you do manage to get through everything, you'll be rewarded with at least one item for every character (including the most powerful weapon El Garbanzo can find.) That's on top of the buttload of experience and money you get from fighting the five bosses, of course.
EDIT: The "town/castle" outside area is coming close to being finished! I'd say the central city part (around the castle) is just about done, though there's still a ways to go before I'm completely finished.

Maybe a half-dozen or so more houses, some extra wilderness around the east and south edges (there's already some pine forest up at the top), and a cave entrance over to the west... and that's all I have left for this map. It'll probably be Wrongside-ish in size by the time it's done (with one big difference: there's no random encounters unless you wander into the wilderness areas around the edges.)
Last edited by FnrrfYgmSchnish on Tue Sep 22, 2009 1:19 am, edited 1 time in total.
- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
(copy paste from: www.bluepxl.com)
Hello everyone!
Today I decided to start a new segment of blogs. Every friday I’ll post information about a type of zombie, or character in my game! Today I decided to start it out as simple as it gets, the standard!

You’ll see this little guy running around just about everywhere. They use to be ordinary citizens, now they’re just some brain hungry savages. Very weak to just about anything you can throw at them, be it fire, gas, voltage, or bullets. The only thing they’re likely to tolerate much is explosives. If an explosive is thrown at them, it will split them in half, but not kill them. Instead, they’re torso will chase you around, much slower of course.
These are the most common zombies, and are often found more then one at a time. On rare occasions they may drop some items, such as health or ammunition. Why a zombie would be carrying around morfine and shotgun shells, I dont know. I guess it would’nt be best to ask them eather…
Well thats all for today’s Lets meet, come back next week where we meet “The Police Zombie”!

Hello everyone!
Today I decided to start a new segment of blogs. Every friday I’ll post information about a type of zombie, or character in my game! Today I decided to start it out as simple as it gets, the standard!

You’ll see this little guy running around just about everywhere. They use to be ordinary citizens, now they’re just some brain hungry savages. Very weak to just about anything you can throw at them, be it fire, gas, voltage, or bullets. The only thing they’re likely to tolerate much is explosives. If an explosive is thrown at them, it will split them in half, but not kill them. Instead, they’re torso will chase you around, much slower of course.
These are the most common zombies, and are often found more then one at a time. On rare occasions they may drop some items, such as health or ammunition. Why a zombie would be carrying around morfine and shotgun shells, I dont know. I guess it would’nt be best to ask them eather…
Well thats all for today’s Lets meet, come back next week where we meet “The Police Zombie”!

Last edited by Blue Train on Fri Oct 09, 2009 4:16 am, edited 1 time in total.
Blip.
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- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
(copied from my blog: www.bluepxl.com)
Sorry for the day late post this time everybody, but today were meeting “The Police Zombie!”

This zombie is very similar to the standard zombie. They both run just as fast, do the same damage, and are weak to most things you can hit them with exept one; Bullets.
When shooting a police zombie, they only take half the damage from it that the standards would take. As if that didnt make it hard enough to kill them, they also have twice the health that the standards have. So, it would take 4 bullets to do as much precentage damage as 1 bullet would do to the standard! So if you run into one of these, the best thing to do would be to hit them with a blunt object, or something explosive.
Ironicly, when killing police zombies, theyre more likely to drop ammo rounds, since they did use them in their past lives. Sometimes, on rare occasions, they will even drop grenades!
So basicly, police zombies are a lot harder to kill with guns, good luck with trial by fire!

Next time, we meet “The Doctor Zombie!” bye bye everyone
Blue PXL-
Sorry for the day late post this time everybody, but today were meeting “The Police Zombie!”

This zombie is very similar to the standard zombie. They both run just as fast, do the same damage, and are weak to most things you can hit them with exept one; Bullets.
When shooting a police zombie, they only take half the damage from it that the standards would take. As if that didnt make it hard enough to kill them, they also have twice the health that the standards have. So, it would take 4 bullets to do as much precentage damage as 1 bullet would do to the standard! So if you run into one of these, the best thing to do would be to hit them with a blunt object, or something explosive.
Ironicly, when killing police zombies, theyre more likely to drop ammo rounds, since they did use them in their past lives. Sometimes, on rare occasions, they will even drop grenades!
So basicly, police zombies are a lot harder to kill with guns, good luck with trial by fire!

Next time, we meet “The Doctor Zombie!” bye bye everyone
Blue PXL-
Blip.
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- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
;D thanks RMV! If you didnt already know, Spoonweavers coding it for me, but i havnt talked to him for about 10 days now (hes on vacation or something i take it.
) but the games looking good besides that, I think we could have the first boss done in time for the halloween contest!
Blip.
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- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
(copied from www.bluepxl.com my website.
Hello everyone! This week we take a look at the doctor zombie!
<a href="http://s743.photobucket.com/albums/xx76 ... doctor.gif" target="_blank"><img src="http://i743.photobucket.com/albums/xx76 ... doctor.gif" border="0" alt="Photobucket"></a>
Doctor zombies worked close with the infected at the early stages of the virus. Because of this, they have mutated to become not only stronger than most zombies, but they can regenerate health as well. Most normal zombies will take 1 health point away per hit. Doctor zombies are able to take two away! shocking!
As if that was enough trouble, they also regenerate their health after being wonded. They take 3 shots of a standard pistol, shotgun, or pipe to take down, but if you only do 2 of the 3 damage, they will run away, Regenerate their health, and come back with a vengance!
Fear not, traveler! because once a doctor zombie is defeated, they will likely drop health, or even some drugs to boost you run speed for a bit of time! Just make sure you dont let one get out of your site long enough for them to heal themselves!
Next week we take a look at our first boss: The Mad Doctor!
Hello everyone! This week we take a look at the doctor zombie!
<a href="http://s743.photobucket.com/albums/xx76 ... doctor.gif" target="_blank"><img src="http://i743.photobucket.com/albums/xx76 ... doctor.gif" border="0" alt="Photobucket"></a>
Doctor zombies worked close with the infected at the early stages of the virus. Because of this, they have mutated to become not only stronger than most zombies, but they can regenerate health as well. Most normal zombies will take 1 health point away per hit. Doctor zombies are able to take two away! shocking!
As if that was enough trouble, they also regenerate their health after being wonded. They take 3 shots of a standard pistol, shotgun, or pipe to take down, but if you only do 2 of the 3 damage, they will run away, Regenerate their health, and come back with a vengance!
Fear not, traveler! because once a doctor zombie is defeated, they will likely drop health, or even some drugs to boost you run speed for a bit of time! Just make sure you dont let one get out of your site long enough for them to heal themselves!
Next week we take a look at our first boss: The Mad Doctor!
Blip.
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- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
(copied from www.bluepxl.com probably the last one to be copied from there.)
Sorry for the very late post everybody! I've got some good news!
First off, the good news. Today we meet our first boss! His name is "Mad Doctor".
<a href="http://s743.photobucket.com/albums/xx76 ... doctor.gif" target="_blank"><img src="http://i743.photobucket.com/albums/xx76 ... doctor.gif" border="0" alt="Photobucket"></a>
The mad doctor once worked at the hospital in grinnington, one of the first hospitals to treat the infected. Because of it being exposed at such an early time, it offered him more time to mutate with the virus. When you first find him in the garage, your "new friend" immedantly recognizes him.
<a href="http://s743.photobucket.com/albums/xx76 ... ng0026.png" target="_blank"><img src="http://i743.photobucket.com/albums/xx76 ... ng0026.png" border="0" alt="Photobucket"></a>
He also recognizes his co-worker's parts around the floor.
The mad doctor is a doctor zombie, so every hit he does causes 2 damage. The big difference is he has 20 health. Hes very agile as well, he runs around the edge of the room so fast you can hardly see him, but when he strikes he slows down. Thing is, he strikes on random.
If you somehow survive his attacks, He will drop whats called a "Health extender", which will allow you to choose one of your two players to have +2 health. After that you head for the highway.
Sorry for the very late post everybody! I've got some good news!
First off, the good news. Today we meet our first boss! His name is "Mad Doctor".
<a href="http://s743.photobucket.com/albums/xx76 ... doctor.gif" target="_blank"><img src="http://i743.photobucket.com/albums/xx76 ... doctor.gif" border="0" alt="Photobucket"></a>
The mad doctor once worked at the hospital in grinnington, one of the first hospitals to treat the infected. Because of it being exposed at such an early time, it offered him more time to mutate with the virus. When you first find him in the garage, your "new friend" immedantly recognizes him.
<a href="http://s743.photobucket.com/albums/xx76 ... ng0026.png" target="_blank"><img src="http://i743.photobucket.com/albums/xx76 ... ng0026.png" border="0" alt="Photobucket"></a>
He also recognizes his co-worker's parts around the floor.
The mad doctor is a doctor zombie, so every hit he does causes 2 damage. The big difference is he has 20 health. Hes very agile as well, he runs around the edge of the room so fast you can hardly see him, but when he strikes he slows down. Thing is, he strikes on random.
If you somehow survive his attacks, He will drop whats called a "Health extender", which will allow you to choose one of your two players to have +2 health. After that you head for the highway.
Blip.
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- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
Yeah, i got lazy on this one, mostly due to lack of modivation.
Blip.
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