Sunday, December 2, 2012

Evasion Breakout is released!

Our first 3D game is finally completed. It's a small escape game called Evasion Breakout. There's not much of a story to it since it's mostly a game to test our 3D engine. However, it can still be fun to play at least once. Try it out on TEKOROBO.COM right here: http://tekorobo.com/games.php?id=9

The game was made with the Away3D 4.0 library. It was a bit difficult at first since there aren't many tutorials, but we managed to make it work in the end. There's still a lot we want to test though and we plan to improve with every new 3D game we make.


Tuesday, October 2, 2012

Going from 2D to 3D

I wanted to show something different for this post. Sort of going with what I showed two posts ago (the rotating skull). We've been looking a lot into 3D in Flash and what we can do with it, and one of the things we're working on is making future Escape Games in 3D. We have one in development right now that uses Away3D and it is advancing a lot faster than we anticipated. It will probably be completed before Zombie Hunter Kimbley. I'm working on an editor right now that will allow me to easily take a 3D scene and turn it into an escape game, and once it's done we'll be able to use it to make multiple First Person 3D games. Here's a screenshot of the current version of the editor.


Sunday, August 19, 2012

Zombie Hunter Kimbley: Screenshots from the actual game!

Things are still advancing slowly, but they are advancing at least. A few weeks ago we released our latest game, Escape the GCA Lab (The prequel to Escape from the THK58). If anyone hasn't tried it, you can play it directly on TEKOROBO.COM here: http://tekorobo.com/games.php?id=8

As for our next projects, we have a few things in development right now, but there's not much to show except of course for the game I've posted a few times about already, Zombie Hunter Kimbley. This is probably the game we've worked on the longest so far. The game itself has been in development since 2010, but I started developing the engine in 2008. The engine was created, then drastically modified to use the mouse instead of the keyboard for movement, then re-done completely to work better, and then about two weeks ago I had to re-code most of the functions because it lagged too much when you would try to walk around in large maps. (Evil Office Fish Man is the only game that was created using the first version of the engine) 

However, after all this time it's really starting to feel like the end is approaching. Most of the graphics for the game are done, and now half of the maps are done as well, so finally after all this time I can show some screenshots which are not in some random room, but in actual rooms that you will encounter when you play the game! Here's three screenshots to get started. In the coming weeks I'll be posting some more as the maps and events get completed, and we'll also be releasing a trailer for the game very soon. 

Tuesday, July 31, 2012

Looking ahead

It's been a little while again since the last post, but I guess it's just because we haven't done anything super interesting. Anyway, for those interested I just wanted to mention that the latest game in the Twin Moon Galaxy series is already released, but it's currently only available on a few websites. I'll post it on tekorobo.com and on other websites on Friday of this week. The game is a prequel to our first game Escape from the THK58.

Besides that, work continues on Zombie Hunter Kimbley. I'm slowly starting to develop the actual levels of the game which will bring it closer to being a real game. I'm not sure how much longer it will take for it to be completed, but I can guarantee that it will be done in fall of this year.

However, while working on those projects, I've also spent some time working on tests for future games. Here's a little test I made during the weekend. It's a skull made in 3dsMax that is displayed and rotates in real-time in flash. You'll need Flash Player 11 and it might run badly if you don't have a good video card since it's just a test and the model has way too many polygons.

Saturday, June 23, 2012

So many objects

It's been a little while since the last update, but they will probably be arriving much faster for a while, and that's because there's a lot being done right now. However, before I get into that, I'll start with something a little simple. As far as Zombie Hunter Kimbley goes (The Action RPG I'm working on), well I finally finished rendering and preparing all of the objects for the game. 249 objects in total are prepared for the game. It took a while, but it's not over yet. Now I have to test the objects and do any fixes when needed. Sometimes it can be something as simple as moving an object one or two pixels to make it fit with other objects.

Anyway, to go with this update I prepared a new screenshot that shows some of these new objects. Not too many though but you can see the difference between the earlier screenshot and this new one.


Wednesday, May 2, 2012

Project(s) Update


It's been a little while since my last post, but that doesn't mean we're not working on projects! I spent much of the last few weeks working on the next Escape Game we'll be releasing. That game is pretty much done and should be released in a few weeks. As for Zombie Hunter Kimbley (The Action RPG which I posted screenshots of previously), well it's moving along slowly, but surely! 

I still don't have much new to show. Mostly because the only work I did on that game recently was modeling a bunch of 3D objects. However, I'm also working on the intro and ending animations so that we can release a trailer soon. For now, I'll leave this screenshot from the intro here for you all to see! As with everything else posted before, it's still a work in progress!



Friday, March 16, 2012

Change in contrast


I almost missed this! I was working on the game today and just realized I could do a much better job on the brightness and contrast of the game, so I did a quick test and I find that it looks a lot better. In this picture you can see what it looks now after the brightness and contrast fix, and how it looked better.

Sunday, March 11, 2012

Another Zombie Hunter Kimbley screenshot



Most of the work done during the weekend has been on coding, so there's not much to tell or show. However, I rendered a few objects to start filling some empty rooms, so here's a quickly taken screenshot of a hallway with some objects. The hallway is still missing a lot more detail though, but little by little it's starting to feel more complete. On another note, once I have a few more things done, I'll be releasing the first trailer of the game. Probably in a week or so.

Saturday, March 10, 2012

A look at our map creator



While developing Zombie Hunter Kimbley and other action RPGs, we don't actually have to code every little thing. After I created the engine for the game(s), I also created a map creator. For those who have used RPG Maker, it works kind of like that. The map creator allows us to quickly create maps, objects, NPCs and place them where we want. We even have an event system that allows us to easily create events to develop the story of the game. In the end, there's almost no coding to do besides tweaks here and there. Of course, programming the engine and map creator took a long time in itself, but it was worth it.

First Zombie Hunter Kimbley screenshot


With developement of Zombie Hunter Kimbley advancing, we're finally at a point where we can show some of our work. Therefore, I am posting the first ever screenshot of the game. Nothing too special. Just a shot of Robert Kimbley fighting zombies that all look the same. We only have one zombie made right now, but in the finished product there will be more variety with the zombies!