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revolverroach
Still Alive

Age 40, Male

Game Developer

Philippines

Joined on 3/25/07

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revolverroach's News

Posted by revolverroach - July 9th, 2023


Hey y'all! Took a day off from Madness Retaliation 2 dev... to do some more game dev.


Here's my entry for #GMTKJam a Reversal of the light-gun arcade classic House of the Dead where instead of shooting the zombies, you're the one summoning them! GLHF!


https://revolverroach.itch.io/dead-of-the-house-for-gmtk-gamejam


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Posted by revolverroach - July 6th, 2023


The MR2 dev train keeps on rollin'! We've added hotkeys, weapon specific kills, character class skills, fixed gun models, and multiple simultaneous commands.



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Posted by revolverroach - July 6th, 2023


Last week's episode we got movement, shooting, and the 3D models were added to the game (with a few issues). Check it out here.



Week 4 I wasn't able to upload my dev-logs because upload were terribly slow. How bad is it? To illustrate, here's a screenshot of my current upload. It's under 4 minutes and yet it's a 2 hour upload. Oof! Dev-logs on hold until my ISP fixes my up speed.


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6

Posted by revolverroach - June 28th, 2023


Hi! I released a game called LightStrike82 here on Newgrounds. It's a 3D play-in-browser game inspired by gamejams and Tron '82. I made it as part of my R&D for Unity development. You can check it out HERE. There's also a PC build available HERE.


Schedule for Youtube videos on Madness Retaliation 2 is Thursday, Friday, Saturday and Sunday. Might have some bonus content too (depending on R&D results). Stay tuned!


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9

Posted by revolverroach - June 24th, 2023


Capping off the week with a showcase of all the MR2 melee weapons in Blender. I use a trick for texturing that lets me use a single texture sheet across all the models.



This week was all about weapons. I unveiled 36 weapons in total across four videos. Next week we shift back to Unity to see how the game is shaping up!


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8

Posted by revolverroach - June 23rd, 2023


Yo! I restarted development of Madness Retaliation 2. To ensure fans can see what's cooking I'm putting up behind-the-scenes videos showing the game being made in Unity, modeling gear in Blender, and even discussing MR2's game design.


In the latest ep I speed-model four LMGs and two Snipers (the AWP turned out real good) Next week we'll be shifting back into Unity to build out game systems with the new 3D assets.



It's been a rough road getting back but we gonna do it for real this time. If ya got questions, shoot me a message here on NG or on the revolverroach community discord


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15

Posted by revolverroach - February 5th, 2021


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Hello everyone!


Took me forever to post this as I lost access to many of my accounts. As I get back on, I'm making sure they're secure. I think the best way forward is FAQ format so here we go:


  1. What happened to me? Sickness + covid + bad luck + bad decisions led to 2020 being the most horrible year of my life. It took all I had just surviving. 2021 comes around and the shitstorm has (seemingly) passed. What now? Pick up the pieces. Move forward.
  2. Where can you find me? I'll be more active here and I'll for sure make time to reply to all the kind messages people sent. I've got a Discord if you want to chat with me and other like minded people. I've got a Patreon if you want to help me get this train rolling. Subscriptions are not required but very much appreciated. I've also got an Instagram where I post art for fun.
  3. Am I still making games? That's the plan. Quiet now because I've got my nose to the grindstone getting the work done but when things get kicking you'll know.
  4. What's the status of MR2? PC died in 2020, lost a bunch of stuff. I've cobbled together a potato PC and I was able to recover roughly 80% of code and 50% of art assets/3d models. Building a demo right now. No exact release date but it'll be out this month. Here's a look at where I'm at specifically.


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This is a thumbnail sheet of half of the armor sets in MR2. These are hand drawn studies and for the past week I've been modeling these in 3D.


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Here's a happy little accident. The texturing method I'm using allows models to be skinned Animal Crossing style! Side by side here are in-engine renders of the good old L33T agent beside a dude with a link T-shirt. Textures are 128x128 PNGs so for the standalone build (not the NG WebGL build) I'll open this feature up to players so they can dress up their dudes.



FINAL WORDS. For all of you who got sad, mad, stressed, and otherwise affected by me ghosting, I'm truly sorry. For all who kept believing in me, thank you from the bottom of my heart.


2021. Let's get it done.


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Posted by revolverroach - August 29th, 2019


Hey guys, follow up FYI, got hit with pneumonia thanks to the damn typhoon. I'll be discharged in a day or two. Thanks for the patience. Can't wait to get back to work! (no sarcasm, I hate being stuck in a bed all day)


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Posted by revolverroach - August 25th, 2019


quick up. typhoon season here in PH, knocked out my internet and power for 2 days. the game is ready for upload once i'm back online


here's a lil something to what your appetite

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Posted by revolverroach - August 16th, 2019


It's easier to explain visually than in words so watch the video or scroll down for the TL:DR.



TL:DR - Unity's most recent release introduced me to the LWRP (Lightweight Rendering Pipeline). I tried it on Monday and it had such a marked improvement on my game that I've decided to delay the release by 1 week. The week I've allocated will be spent implementing LWRP. This involves updating the materials, removing extra lights and scenes, and checking each 3D model for errors. I feel bad about delaying after I set the release date but I think the final game will be so much better if I use this new tech.


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