![]()
![]()
![]()
![]()
![]()
![]()
![]()
|
|
August 03rd, 2008 two steps forwards and three steps back, alright7:57 pm by arthur "mr. podunkian" lee comments (4)
okay so i decided to go back to the MMF2 version of the game. doing the game in C++ was fine, but it was way too time consuming, and i couldn't motivate myself to make any more levels or anything while i was trying to get the engine at least back up to spec with the old MMF2 one. not that much news, but...12:39 am by arthur "mr. podunkian" lee comments (33)
school has been hectic as hell so i haven't really been able to work on the underside as much as i would've liked, but today i did something in about 15 minutes that i thought would take a couple of days, and that something is that i've implemented NPCs in the SDL version of the game. you can also talk to them, as i've also reimplemented text boxes, and i've started work on implementing the LUA scripting. so far, it works on a basic level, letting you display messageboxed text and change the character that's shown in the messagebox too. today's my birthday12:06 am by arthur "mr. podunkian" lee comments (15)
give me gifts wahaha. jk. happy birthday to me. more updates8:05 pm by arthur "mr. podunkian" lee comments (12)
ive done a lot more work to the port. i've got working doors (what an achievement) and a fully working version of the "crude oil" enemy. the stungun is in too, and so are all the camera tools. basically it's beginning to look a lot less like nothing and a lot more like something and thats something we can all be happy about. TU SDL updates3:40 am by arthur "mr. podunkian" lee comments (6)
some considerable work's been done to the SDL port of the underside engine. so far i've been working my hardest to get it at least as functional as the MMF counterpart, and from there i'll go on to add more features. not much, but it's a start8:33 pm by arthur "mr. podunkian" lee comments (7)
The Pit demo released3:33 pm by arthur "mr. podunkian" lee comments (2)
forums member Newman has released a demo version of his underside mod The Pit. its pretty (really) hard, and the enemy and save placement could be a bit more fair, but the effort that's been put into this mod is astounding, so check it out here the underside moving to SDL1:58 am by arthur "mr. podunkian" lee comments (16)
as i've mentioned on the forums, i've decided to stop using multimedia fusion for this project, and i'm gonna be porting it over to C++ using SDL. the reason for this is basically multimedia fusion's terrible implementation of "inheritance", and the fact that i'm limited to 26 variables for any object, which wouldn't be a problem if using the "inheritance" would let you rename the variables, which it doesn't, which basically means i have to somehow A) keep track of all the variables in every class i am inheriting from, B) make sure i don't use any of the variables in more than one class (since they're shared), C) do the same with flags D) hope it won't just decide to not work anyways, because multimedia fusion 2 is pretty unreliable. just a quick sketch9:40 pm by arthur "mr. podunkian" lee comments (18)
99.99% original graphics10:19 am by arthur "mr. podunkian" lee comments (37)
heh heh, it turns out that a tile i was using during testing slipped into the main game and that i'd been using it without actually realizing it. the original tile is from cave story (it's the brick tile that looks like a blue brick from mario brothers). i'll be fixing that in future releases, but i just wanted to come clean about it. sorry about any confusion this may've caused and i offer my apologies to pixel. (thanks for sergiocornaga for the heads up.) January 28th, 2008 TU's second best11:46 am by arthur "mr. podunkian" lee comments (5)
the underside has been named 2nd best freeware platformer of 2007 by indiegames.com. you can check out the complete list of 20 here! TU Preview #1 (slightly updated) + TAP release!11:28 am by arthur "mr. podunkian" lee comments (15)
i've finally finished off the modloader and made a couple of tweaks to the almighty paintbrush, and i think (despite the docs not being complete!) that it's worth releasing! update your bookmarks10:11 am by arthur "mr. podunkian" lee comments (0)
i've disabled access through www.superfundungeonrun.com/insignificantstudios because it was causing some problems with cookies on the forums, so update all of your bookmarks! January 12th, 2008 insignificantstudios.com4:54 pm by arthur "mr. podunkian" lee comments (5)
you can now access this page through www.insignificantstudios.com which may or may not be harder to type than www.superfundungeonrun.com/insignificantstudios/ January 09th, 2008 the almighty paintbrush is finished6:00 am by arthur "mr. podunkian" lee comments (6)
the almighty paintbrush is finally at a point where i can consider it finished -- the testers seem to be able to figure out how to work the thing fairly quickly -- even without any real documentation. the modding components of the underside engine have been rewritten, and now the frequent crashes that had occured a week ago are a thing of the past. attention lovers10:35 pm by arthur "mr. podunkian" lee comments (1)
please take your hatred (and love?) to the new forums December 29th, 2007 mod support3:40 am by arthur "mr. podunkian" lee comments (44)
so i've basically finished basic mod support for the underside. you can change a lot of things, including the player's sprite, and a few of the physics values, as well as sound, music, NPCs, dialogue, scripts, etc. forums link8:37 pm by arthur "mr. podunkian" lee comments (0)
i've added a link to the old forums on the top of the website, so maybe you can check it out? it's kind of old, but it might be useful once the level editor stuff comes out! fffff might as well3:34 am by arthur "mr. podunkian" lee comments (29)
this is your early christmas present okay guys? this is the surprise. the surprise is here... here it is, the surprise: surprise coming soon4:04 am by arthur "mr. podunkian" lee comments (17)
wowowowowow let's all try to guess what it is!!! December 12th, 2007 interview12:58 pm by arthur "mr. podunkian" lee comments (13)
i gave a short interview with the fellows at indygamer blog. you should read it and support them and care for them with the same kind of care you would give to your grandmother, or a kitten, or a kitten that is also your grandmother through some sort of a strange buddhist reincarnation/time distortion thing. November 23rd, 2007 dear derek yu3:58 am by arthur "mr. podunkian" lee comments (90)
dear derek yu, fearless leader of the indie games movement, Arthur dude, the “general art direction” stems from Cave Story. C’mon, the game looks great, and we all want to play it… just admit the visual style is not original so we can move on with our lives!it has really opened my eyes to the fact that i'm actually a horrible person who steals people's art styles! before we begin, let's completely ignore the fact that i've never denied my influences from cave story, and that in my interview at planet freeplay i even started my response with the words "the graphical style i use in the underside is [...] influenced by cave story." not ignoring such facts would clearly undermine the fact that my visual style is "unoriginal!" let's also just disregard any of the games i did before cave story was even released, you know, like: super fun dungeon run, 2000-2001, which features the same sort of simplistic character designs and four frame running animations i use in the underside. you know, with the same sort of character dimensions and everything. ![]() super fun dungeon run 2, 2004, a similar but more detailed version of the same art style. ![]() operation sitting duck 2, 2003-2004, which featured the liberal use of VERY SUSPICIOUSLY CAVE-STORY-ESQUE DUST-PUFFS. how preposterous of me for future-stealing something. ![]() circy 3, 2004, which featured hmmmm, let's see, the same sort of low resolution pixellated art style that is so distinct and so specific to studio pixel games. and look! the tiles, they're 16x16 blocks, how uncannily cave story of them. and various other games i don't have on hand as they've been flushed away in the annals of time. let's also disregard the common elements of small characters with stubby limbs, dotted eyes that are offset, etc. you know, the kind of art that's in the underside: you see, derek yu, it's completely impossible that one of the main reasons i enjoyed cave story was because it resonated a lot with my own art style ("i really liked the graphical style of the game because it reminded me a lot of my own style and it also had a cool retro vibe to it", under the question Do you remember the first time you played Cave Story? What were your first impressions and did you play right through it?). that's just stupid! in fact, i made absolutely sure to use a similar graphical style in the underside not because it was what i was doing anyways, but because i wanted to create controversy, since creating controversy creates publicity, right? but for us to discuss that in your terms we really have to ignore the aforementioned fact that i never denied my influences from cave story. we also have to ignore the fact that you've made it a point to remind people how terrible of a person i am for stealing from such a seminal part of the indie games community that you've worked so hard to create! nevermind the fact that in some cases there's absolutely no reason for the underside to be mentioned at all! and let's also ignore the fact for the (now almost) two years the game has been in development, i've done a relatively good job of ignoring the unnecessarily harsh comments that are basically thrown my way. otherwise it might seem like i'd been trying to draw attention away from the "cave story debacle" (a term that your site coined) whereas you and your staff have been trying to draw attention towards it (6 of the 8 mentions of the underside on tigsource compare the underside to cave story in some way or another -- the word cave story appears on the underside website all of three times). basically, that just wouldn't work too well with "the truth", which is that i'm a horrible person for stealing cave story art and that i've been doing it to gain a reputation. so again, thanks for this image, without it, i would have had a hard time figuring out exactly what i meant when i said that "cave story is an obvious influence on the game, [and that the] the general art direction stems from my art style [from] far before that (comment 54)". i should be so lucky to have the concepts of "influence" and "inspiration" explained to me by a fellow game developer whose seminal work "eternal daugther" was "inspired" by castlevania and metroid, and shared the same sort of gameplay/enemy design similarities to its predecessors as the underside does to its predecessors. or "trigger happy 2" to metal gear solid. i mean, besides the art of course, which to my understanding, now becomes the ultimate deciding factor between a "ripoff" and "a game that is inspired by another game." anyways, derek, i'm glad we've ignored the whole of my interview text, and my past works, and basically anything on this website as well, as they might've perhaps giving us a little too much insight into my decisions in making the game, since that would've been a lot more work than just being an immature five year old and constantly drawing attention to a fact that's been openly stated from the very start. i realize now that i should've just admitted from the start that not all of the ideas in my game are original, and i finally understand why i should admit that my art style is unoriginal based purely on the fact that you choose to ignore my artistic history and rather ignorantly jump to the conclusion that i'm a horrible thief right. but hey if it weren't for ignoring facts i wouldn't be thanking you here so gosh, thanks a lot, man! - arthur "mr. podunkian" lee November 20th, 2007 some notes regarding what's been changed since the preview12:05 am by arthur "mr. podunkian" lee comments (10)
i just now checked the comments on the underside preview download (i totally forgot the download page had a comment link at all), and so i just wanted to let you guys know a bit about the stuff that's been changed since the preview (in terms of the game engine heh heh heh): new design11:23 pm by arthur "mr. podunkian" lee comments (4)
i've finished a new design for the underside website because the old one was making me barf. i'll be filling in the other sections soon as well as rewriting the about section just in case you have no idea why you're at this website. November 16th, 2007 music i need it help someone help me9:38 pm by arthur "mr. podunkian" lee comments (8)
hey guys i need a musician, please email me at thepodunkian atzorz total-klik.net or leave a comment here if you're interested at all and i kind of need you to have heard and be able to generally mimic the style of music i've used in my game so far. underside cameo2:36 pm by arthur "mr. podunkian" lee comments (5)
silvernova's freeware platform mini-rpg, final vision featured a cameo of the underside's main character, ip. not entirely TU related10:25 pm by arthur "mr. podunkian" lee comments (3)
but the pxtone player extension i wrote for multimedia fusion 2 is available for download here. October 08th, 2007 pxtone3:22 am by arthur "mr. podunkian" lee comments (12)
so before i continue, let's get all of the "HEH HEH CAVESTORY" out of us. alright. wh...wh... thanks...12:05 am by arthur "mr. podunkian" lee comments (2)
whoa, much love and thanks to steven davies for the donation. i'll give you a little blurb in the game... you know, in the secret developer room or something heh heh. October 04th, 2007 feeeeee foooooooo fffffff9:47 pm by arthur "mr. podunkian" lee comments (11)
i said i wouldn't but i'm known to lie to little girls just a quick update9:38 pm by arthur "mr. podunkian" lee comments (11)
not that anyone would know what i mean when i say this but ive just now rewritten the enemy movement code and ported all of the scripting system stuff to lua, which means my scripted events and dialogue system will be a lot more flexible now. now that i've confused you with words you can go to sleep assured that i'm still working on this. August 28th, 2007 i'm not dead yet5:11 pm by arthur "mr. podunkian" lee comments (9)
lively city (rad room version)7:41 pm by arthur "mr. podunkian" lee comments (4)
June 20th, 2007 stop crying2:39 am by arthur "mr. podunkian" lee comments (31)
i've started work on the underside again. progress slowed4:19 am by arthur "mr. podunkian" lee comments (20)
so apparently i'm an idiot and've spelled "missile" wrong every single time i mention it in the game. whoops. ideas for my next project4:19 am by arthur "mr. podunkian" lee comments (3)
i've been thinking about what i could do after i finish the underside, with respect to spinoff games, and i've been playing around with the idea of a tactical RPG, something along the lines of final fantasy tactics, starring the underside safety committee. the idea is still a little fresh in my mind, but an idea i've been playing around with in my mind is the idea of placing signs on the battlefield, that say things like "watch out for falling objects" (which would prevent damage from projectile based attacks in a range of squares around it) or even simple signs like "caution" which would increase a unit's defense. insignificant forums & devblog2:38 am by arthur "mr. podunkian" lee comments (1)
i've set up a forum system on total-klik for the underside, and other insignificant studios updates. check it out by clicking here. moving platforms4:49 am by arthur "mr. podunkian" lee comments (9)
i've recently added moving platforms to TU, which was a lot harder than it should have been because of some choices i made when i was building the engine, but i've finally got them implemented, so now i can go and make some babies cry or something. here's a picture, which really doesn't show much of anything. interview at planet freeplay5:50 am by arthur "mr. podunkian" lee comments (3)
you can read an interview i did at planet freeplay by clicking here March 30th, 2007 text wrapping bug fixed.11:31 pm by arthur "mr. podunkian" lee comments (2)
i spent all day making it so that the text knows when to start a new line since a lot of you were complaining about that too. it was harder than i thought it'd be because i used variable width font, but it's done and now i can fall in love again some stuff i'm playing around with10:16 pm by arthur "mr. podunkian" lee comments (7)
i've done the first ever implementation of bitmapped variable width fonts in MMF2 to my knowledge. what this pretty much means is that i'll be able to fit more text into the text boxes. wallpaper for you loveable cuties~!3:28 am by arthur "mr. podunkian" lee comments (4)
if you like the underside so much that you would not mind it tainting your desktop, check out these cute wallpapers! the underside preview1:47 am by arthur "mr. podunkian" lee comments (44)
March 04th, 2007 TU preview soon11:47 am by arthur "mr. podunkian" lee comments (0)
i'll be releasing a preview build of the underside shortly. January 22nd, 2007 the underside website launched3:28 am by arthur "mr. podunkian" lee comments (1)
i've decided to launch a website for the underside project. |
|