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revolverroach
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Age 40, Male

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Philippines

Joined on 3/25/07

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revolverroach's News

Posted by revolverroach - August 9th, 2019


As we enter the final stages of development I'm working on the spit and polish around the game. Here's an animatic for the intro movie I've been working on for the past 2 days. This is the first time I've composed an in-game cinematic and it's been a ton of learning. Can't wait to show you guys the finished product next week.


As always, if you like my work please consider supporting me on Patreon.com/revolverroach. We just started a Patron's Discord which I plan to be active on during weeknights.



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6

Posted by revolverroach - August 3rd, 2019


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We're in the home stretch! Started on July 22 and will finish on August 16 which amounts to 26 days. The plan is to cut 3-4 days for each game so that I eventually launch on the first of every month.


Thanks to all the people who supported me on the Patreon.com/revolverroach as well as those who sent me messages of support!


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16

Posted by revolverroach - July 31st, 2019


One of the most cost intensive parts of game development is asset generation. Even though the game is making is quite small, I'm coming up on the 100s mark for individual 3D models. Once I'm done I'll post a full sheet of the guns and armor in the game but for now, here's a little blender render of the big bad Auditor.


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8

Posted by revolverroach - July 25th, 2019


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Taking a break from 3D modelling to brush up on my 2D. Riebeck plays his banjo on Brittle Hollow as it slowly collapses into a black hole. A little fan art for #OuterWilds by Mobius Digital Games. A captivating game about space mysteries and the end of a universe.


MR2 progress updates on Monday!


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3

Posted by revolverroach - July 22nd, 2019


Quick update. After many trials, I've finally settled on a custom shader. In the Unity3d test render below, those are 3d models of characters and lockers with a shader generated outline. The UI elements are just pasted in to add a bit of flavor. I've written more about it in patreon.com/revolverroach/posts


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11

Posted by revolverroach - July 19th, 2019


9 years ago I started my journey as a game developer. That came to an abrupt end as I took a job in the corporate world. But now I'm back, older but more experienced. As an independent developer I've committed to make a video game every month.


Of course, the first game I release in August can be none other than Madness Retaliation 2.


In past years I've tried getting this project off the ground with little success. Now that I've quit corporate, I've got the time to put in the work. If you're a fan of the game and want to help me out, please support me on Patreon.com/revolverroach. I just launched it and will be updating it regularly from now on with progress of the game. It'll also give you more details about my future plans.


Here we go again. Feels damn good!


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21

Posted by revolverroach - September 21st, 2012


9/14
- Fixed bug that caused game to slow down if Equip screen is repeatedly opened/closed
- Fixed issue with item de-syncing when switching between characters
- Fixed bug that made characters stop animating

9/21
- Updated UI
- Updated Graphics: now using all old sprites as placeholders for final graphics
- TODO: Combat Engine

Finally back. Work kept me busy with back-to-back rush projects. Managed to eke out a bugfix last week although I wasn't able to post. Still, some people did notice.

New version today, mostly graphical updates. I'm almost done connecting my combat engine to this latest build. Just a few more fixes and it'll be ready for some proper testing.

As you can plainly see, MR2 will NOT be out in time for Madness Day. However, I do look forward to playing and watching all the Madness related content that will be flooding the NG portal tomorrow. Also looking forward to playing an hour or two of Borderlands 2. However, I am royally pissed that the Siren's Phasewalk is gone. Instead, I get some sort of choke hold. Bah. Nothing better than walking into a group of bandits undetected then exploding into existence. It always reminded me of Dio's ZA WARUDO. Still, if B-Lands 2 doesn't click with me, I've still got Dark Souls waiting on the shelf.

Anyhoo, beta will continue, combat coming soon, and advanced Helluva Madness Day everyone!

Update 9/14 & 9/21


7

Posted by revolverroach - September 2nd, 2012


Updated on Friday 8/31 but forgot to make a post about it. Update again today.

CHANGES
9/3
- GUI Mapped but not yet functional
- Equipment testing
8/31
- Selected/Move Markers
- Move AP Cost display


Posted by revolverroach - August 22nd, 2012


Update is that there's no update yet. From the last beta version, you can guess that I'm adding the GUI. This is a tedious step. Will update when it's stable.

OFF-TOPIC - Finally got to play a game of TF2: Mann vs. Machine. Kind of cool. Lag was horrible though. Pic related.

MR2 Beta Phase 2: Update 8/23


Posted by revolverroach - August 6th, 2012


= = = = UPDATE 8/14 = = = =
Quick update. First of all, a wild Krinkels appears! Thank you, sir, for the support!

Next up, comment answers: Yes, massive flooding in Manila. I was stranded for a night but otherwise unharmed. Lots of people had flood damage and I've been going around helping where I can which is partly why I've been offline. The flooding also caused a few issues at work which we've now resolved.

Last but not least, BETA UPDATE! Very minor. Facing, weapons and character icons. Equip menu triggers but has nothing in it yet.

BUGFIX: Fixed a bug where feet would keep animating even when the character is not moving. Thanks to beepbop for figuring out what triggered the bug.

That's all for now. Peace out!

= = = = ORIGINAL POST 8/6= = = =
As many have noticed, I've been updating the beta client as I go. I only update when I think that the version is STABLE, but not necessarily active. Some "bugs" such as two Characters being on the same tile is not a bug at all. It's just that the collision detection is turned off until a scenario is loaded. Still, it's great that people are pointing it out.

Not the most professional way of doing things but it does allow you to see progression, and me to see bugs as I put in each new feature. We'll keep this system until we think of something better.