I present you with screenshots (!) for Treachery in Beatdown City!

Now, bear in mind, this is all very early. The HUD is nowhere near complete and there’s a bunch of debug text and back end stuff present for tracking how things are working… but right now the fight is playable, and you can beat up a couple of guys… if they don’t kick your ass first.

First screen, showing Brad pounding John’s face in. Right now we’re just playtesting using a single enemy sprite, but we will avoid having the same enemies together in fights, or if an enemy does repeat, one will be carrying a weapon.

Second screen shows Brad on the opposite end of the beatdown stick. Continue reading

Sprite animation: 2 badass women showing off their fighting skills

First up is an enemy character, a blond haired, leopard print wearing scrapper… I don’t have a name for her yet. As with most of the enemy designs, she’s loosely based on a quick sketch I made of a person I saw walking down the street one day. I added some purple here and there and BOOM, new character. I went back and forth with the hair between keeping the wavy fro vs. a flat top (which seems all the rage these days, where are we, 1991?), but I think it came out pretty well.

Her one-two attack is a nail scratch attack that can cause a bleeding type status effect, influenced almost completely by my brief stint with Marvel Avenger’s Alliance. Status effects are going to play heavily in the pacing of battles in Treachery in Beatdown City.

Next is a character you’ve already seen, Lisa Santiago.

Here she’s showing off her boxing/MMA roots with boxing style jabs followed by an uppercut plus some MMA style leg kicks to slow her opponent down and a clinch grab followed by some face punches to that no good punk (who also doesn’t have a name yet).

Hope you like the animations, let me know what you think in the comments or on twitter!

From Concept Art to Sprite: Ugly John

I get a lot of the character designs that I’m using on the city street levels from people that I see on the street. I saw a guy who sorta looked like this while I was on my way home one night. It was late, and I couldn’t in reality take a picture, so I did a quick sketch while continuing to walk (I’ll get that uploaded one day). When I finally got to Sketchbook I just let it flow, and this was the result. Part of my inspiration came from the guy having a sleeveless shirt on, and I immediately thought he looked like an ugly version of John Lennon, hence the name Ugly John.

I’m not sure how, but I was able to take the design to a sprite level with very little trouble. My wife says he looks like he’s got balls for a forehead… and I’m fine with that.

He’s on fire! New sprite art & my project has a name!

Coming fresh off of a successful Global Game Jam 2012 (which I will be posting about in the next day or two) I spent a better part of my free time this week animating this out.
I think it’s pretty successful, timing could maybe use some work toward the beginning.

The beat ’em up now has a name, Treachery in Beatdown City. The intro/trailer will be posted on youtube by itself around the 15th of this month. You can check it out now in the January episode of Super Tight around the 6:55 mark, or just watch the whole hilarious episode. I promise you’ll enjoy it. You can also check out the bandcamp page for InversePhase to listen to the tune he composed for it.

I’ll be posting more to this space so keep an eye out, or just follow me on twitter (the button should be somewhere on my sidebar).

Let me know what you think!

Introducing my third hero character: Bruce!


In keeping with avoiding brawler and Steven Segal movie stereotypes, my third character is a Jamaican gentleman named Bruce. Bruce is the fastest character, but unlike Streets of Rage 2 he isn’t some little kid (not to knock that kid, he was pretty unique/cool). He’s a man in his mid twenties & loves Capoeira & Hong Kong movie style martial arts, making him a very agile & interesting to use character. He also likes to smile a lot, because things just don’t get to him, at least not visibly.

Bruce is hard to animate because a fast walk cycle can look strange with the type of stance that Bruce uses. Another thing that’s a challenge is I have to keep in mind is how best to avoid creating an over powered fast guy, or a repeat of the whole Raphael being absolutely terrible in Turtles in Time (bad range, poor damage output, quick to die, etc.)

I’d like add that things are moving forward a lot more with development. Brad can now hit an enemy until he dies & Brad can even grab/move with the enemy in limited capacity. Also, I’m working hard on something that I hope to feature here before the middle of January 2012. Happy New Year!

A new challenger: Sprite art for my female protagonist, Lisa


So here she is, Lisa Santiago, the female protagonist of my Brawler Game Prototype (yeah, that’s just what I’m calling it these days).

I always had in mind a female lead that didn’t follow any of the female in a brawler game cliches like being the weakest but the fastest & being especially good with her legs, etc. Lisa is actually the middle ground character (aka good mix of speed & strength, like Cody in Final Fight & Axel from Streets of Rage who looks just like Cody…) and she fights using a style that’s boxing based with some take downs and other MMA inspired moves thrown in for good measure.

Let me know what you think!

When sprite art goes bad

I sketched this character based on a dude I saw on the street roughly and went straight for the smaller/deformed 8 bit version of him, and I don’t know what it is, but I really don’t like the sprite. I made a walking animation him walk before I decided I really didn’t like his design. I then changed the design slightly so he was capless, but I still hated it so just gave up all hope. It’s just interesting to me how easy it is for a character design to completely fail. I mean, am I crazy or is the art just not good?

Also, in other news Game Maker development is going slowly, but surely. Brad is walking and can punch air (no collision yet)… but that’s about it for now. Progress is progress though so I can’t really complain.