Marvin Cooper Back on Track
May/100
Since I’m done with university work for the summer, Marvin Cooper development is back with a vengeance!
I’ve been a whirlwind of development the last 3 days, getting a lot of stuff done.
It’s great fun working on it again.
New Games!
Apr/100
Full releases (for once)! The links supplied go directly to forum posts on Draglide – the lovely, friendly community forum that I’m totally not shilling in any way at all.
PORTAL TERROR – (Download)
The innocent town of Wilbershire is under a siege of unspeakably vile, nasty evil.
First the entire town was lifted from the Earth and plunged into space. Now, to make matters worse, mysterious portals are opening at random and spewing out hideous monsters!
SAGE – (Download)
Simple Adventure Game Engine (SAGE) is the ActionScript 3 adventure game engine I built in a week.
BLOODY MARY – (Download)
A network toy/proof-of-concept that allows you to control characters remotely (and in real-time) via a database.
TAXI GRAB – (Download)
A game of blatant insurance fraud. You control Ethel, a hideous old woman, as she attempts to shove herself into the path of oncoming taxis.
Megabyte This!! (the arena FPS based on Cube 2) is coming soon. Have fun!
Taxi Grab
Feb/100
So here’s a relatively low-poly (2k or so) taxi cab to be used in a little game I’m making called Taxi Grab (named after a Jethro Tull song, of all things).
The idea is that you play an old lady trying to make insurance money by flinging herself in front of oncoming taxis. It’s only a small task for my degree so I’m not spending a huge amount of time on it, but I like the idea anyway.
A virus!
Feb/100
Two updates in one day! You lucky, lucky people.
I just finished modelling what I imagine the viruses to look like. I don’t know if they will end up like this in the final game, but here we are anyway.
Animation and Large Files
Nov/090
Well I’ve been really enjoying working with AGS so far.
Progress is moderately speedy, considering I am creating character animations and items as and when I need them. I may even be so bold as to say I’m actually getting quite good with character animation in general!
I’m having a few issues with filesize at the moment; the compiled .exe of the game is currently nudging 60MB and I haven’t even got 1/10th of the game in the editor yet. I’m eager to find out why that is, but it’s not really that much of an issue because I can compress the final builds by a huge amount (got the aforementioned 60MB down to 2.3).

Marvin Meets the Snugglewumpus
Watch this space for more.
Working with AGS
Oct/090
So I finished the base 4-directional walk cycles for Marvin, and now I’ve started plugging the assets into the main game engine. I’m using Adventure Game Studio to do everything, as I know it’s very powerful and should have everything I need to do this game.
I’ve just now finished all of the mouse cursors you’ll see in the game, and I’ve also put together the main menu.

Giving Marvin some pointers
More updates soon!
New Walk Cycle!
Oct/090
Okay, I psyched myself up and did a new walk cycle for Marvin (completely scrapping all the animation I’d done already).
I’m actually quite happy with this one – looks like the game is back on!
Gaahhh.
Oct/090
Trying hard to get back into the workflow, but every time I attempt to do some more character animation I’m reminded that I suck at just drawing people, let alone animating them.
Consider this an impassioned cry for help. If you can animate characters and want your name shown prominently in the credits of the game, please let me know.
I’m Not Dead
Aug/090
Just a quick message to let you all know I’m not dead, and neither are any of the projects.
There are very few backgrounds left to draw for Marvin Cooper now, and I daresay once I get back to university I’ll be motivated enough to work even more frantically.
That is all.

Cell Block
Whoops
Jul/090
I have accidentally been dossing about for a week, and have got almost no work done. I’m not entirely sure how this happened, but I blame board games.
To rectify the issue, I spent a great deal of time today on background art (as I should have been doing). At last count there are a wrist-aching 35 or so left to draw.
Here is my take on one of those ‘before/after’ doo-hickeys.

Landing in an Earthquake Zone
I certainly seem to have got the hang of the art style, at least.
Elsewhere, my internet has decided to become glacially slow (for broadband) of late; to the point where most sites take a good minute or more to load, and even then they don’t always load completely, leaving me to mash F5 until I see what I want. It’s a real pain in the neck.


