We've got a few team member changes to announce. Some familiar faces have joined the SMC Games team.
First of all a welcome to Cecillia who has joined us as an Artist, she's been helping out with Spirit Timer, but has decided she'd like to join the team and work with us on our projects. We are really happy to have her join us! Her artwork is outstanding, and it's an honor to have her working with us, and look out for new updated characters in the coming weeks!
Next we have an additional welcome to Arin who's also joined the team, she is also now also open to Music Commissions via SMC Games, so if you are interested in hiring her, let her know via PM or contact her on our site here.
We're looking forward to working with you both and really glad you've joined us
Another Spirit Timer Update for you as well:
We're now in VXAce! Thanks to Galv, Tsukihime and regendo! All bugs have now been fixed and now we're working on adding a few of the extra features that we felt would improve the project no end. We're adding Audio/Screen Effects engine which means that as the game progresses and the time decreases the screen will crack, and your heartbeat will increase, upon reaching 0:00 you will be sent to the game over/ending screen!
We're working out ways to bring more immersion into the project, and we are debating what we wish to do with the timer, I'm debating whether it should be removed, and replaced purely by the Effects Engine, in which as your invisible timer ticks down, the screen cracks and you slowly disappear from the world, and have it being that that's the only way of telling how long you've got left
Or make it easier in which you have a small timer in the right hand corner of the screen, so you can SEE your progress. Let us know what you'd prefer in the comments below!
Updates shouldn't be so sporadic now....seeing as we're getting quite close and shaddow is actually updating the blog now
Spirit Timer is near completion folks! We have a wonderful artist working on the final bit of art for the game, yours truly is finishing up sprites and bug hunting. I've got a big hammer and I'm gonna crush out those bugs. I'm not wanting to reveal any secrets here, but I think within the next few days I'll be putting out a call for beta testers. If you are interest PM myself or Jonnie91.
Speaking of Jonnie, this guy has been working hard on custom BGM, ME, SE and BGS to make this game a crazy immersive experience, all the while working on events and even designing a few graphical things for the game. Spirit Timer may not be the longest of games, but expect that it will be one of the greatest.
Keep checking back and dropping comments, we love to hear from you!
I just wanted to let you all know that SMC Games is not dead, Real life has kind of kicked our asses, and we haven't had a lot of work to show for it, most of our progress has been in behind the scenes stuff. Spirit Timer is coming along nicely and honestly very nearly finished, we are almost to beta testing stages, and hope that we will get a lot of testers. Some new custom art coming from yours truly as well as GayBrownies93....hope I got that right lol.
Lots of new events and puzzles and revamping of the story, I know you will all love it. I hope that in a few days we will have some posting about looking for beta testers, so if you are interested, check back with us regularly.
Argh...it's been so damn long since I last updated this blog...most likely because life went down the shitter ever so slightly
So I've been working hard on LOADS of stuff recently, including Musical joys...and mainly boring stuff. So to the point here is yesterdays update from the GMD Drive:
My bad I thought it was meant for Sunday, oh well here is Saturdays update. Split into the two projects I'm working on:
My primary focus this week was bug fixing, eventing and checking up with Lullaby's artist and our scripter to.
My loverly scripter has sorted out the compatability error between Jets Mouse Script and our Lullaby Menu Script. Very happy person XD Also, he started work on our "inventory update" popup that appears every time the player finds an item. As long as I don't cause another bug, like I seem to manage to do it should be working PERFECTLY....once again XD
My artist updated me with lots as her exams have finally finished she's completed nearly all of the stuff that we're looking for. I've finally got a full Logo for Lullaby:
It's beautiful and I love it lol
Also we've got the Title and Game Over Screens:
(can't find the Game Over img right now will have to find it and post later on )
also finished up a few of the scenes, that I started but didn't finish:
and that's about it for the Lullaby Update....
Slenderman's Army Update:
It's all been about map updates for SA this time around...I've improved the old maps, which were rather untidy and didn't make as much sense as it shoulda been:
I know...it's not very pretty.but you don't see very much of the map in game. and in a horror where you can barely see, it's a PAIN to keep bumping into things...believe me XD so I've removed alot of things, but also added in a few extra bits.
With the extension underway, i've especially improved on some of the extra events, one of the big changes is in the room above where I've added in a possible extra bit that you can add unto when you actually complete the main game.
I've still gotta edit ALL of the enemies so that they won't appear if you've got all 8/8 pages in the orignal maps, as i'm adding in the ability to backtrack to unlock and view extra bits and pieces.
I've also been working on a list of musical stuff including tracks for:
One Night 4, VXace.net ReStaff Release Feb, Breathwind, RPG Maker Fantasy/Futuristic Packs, Lullaby, Slenderman's Army, Various Forum Requests...
So it just doesn't seem to stop. I have had a VERY busy week XD
So I forgot to update yesterday...Shoot. So time to show off a double update today:
So yesterday was all about the eventing. I swear I've already written about eventing but Meh I shall continue...
I was been working on the main bulk of the eventing for the first Chapter of Lullaby. It's not much to show off...but still i've worked on it...
Well today has been ALOT more interesting. Lullaby was on the back burner for me today as upon recieving a tasty LP from @DP3. I realized that Slenderman's Army is actually being LP'd by more than someone who we requested:
For people who would like to see DP3's Recording here it is:
Quite a laugh XD Now due to the fact that this forum doesn't allow more than TWO media links per post I will just share one more for you. This had to be my favourite Recording of Slenderman's Army so far:
Anywho, so due to this spark of people uploading youtube videos of Slenderman's Army. I decided to improve on a few things that I didn't originally plan to update....
1. I updated a few of the maps, and removed the tint. I mean I am harsh. But I am NOT that harsh. You couldn't see where the hell you were going in the second half of the game. It was bad enough Slenderman appeared outta nowhere and sometimes, just sometimes spawns right on top of you... (really love that intentional bug) you just couldn't see.
2. I added in some SE for when the Ghosts attack you. So you actually know WHAT the hell is going on. and why you all of a sudden can't move.
3. Changed the Control for the flashlight from F5 to F....seems abit more natural than F5 doesn't it (and also means I can still bug test)
Upon completing these beautiful updates, I decided that it was time to Advertise abit more...so I created a IndieDB profile for it. You will find a link in my Sig.
There were around 4 other random YouTuber's who recorded Slenderman's Army and I'll also link them at the end for those interested in watching the playthough. (also if by any chance you ARE one of the youtubers...DO TELL ME , andI will love you forever )
So yeah today has been a day of Advertising, Bug Fixing and Youtube Video watching and replying!!!
Here are some links for you guys if you wanna check out their LP's of Slenderman's Army for yourself:
That's me signing off for today
GMD Rewind 2
Welcome to my second GMD Rewind It's been a while since I did a big work load on RPG Maker, cause I've been so busy...and I couldn't assed. Any who here is a rewind of my recent posts over on the GMD Thread on RPG Maker Web:
Wow... I realized I've been away from this Blog for TOO long! Shoot...Okay, so I'll have to add in another blog post for my latest update XD
SMC's Game Making Drive 2013 Day 8
WHY GOOGLE CHROME....WHY YOU GO BACKWORDS AFTER I HAD NEARLY FINISHED THE GODDAMN BLOG ENTRY
*sigh* So lets try this one again
I thought I'd finally finished with Anna's House Main Map. Then due to being a FEW PIXELS OUT...the "completed" map now looks like this:
I'll situated in time for tomorrow, It was all so organised too...all the overlays completed, all passability that was done BY HAND was finished also! WHY RPG MAKER...
I started thinking a bit about these maps, and perhaps introducing the use of the mouse during these maps ONLY. So that you can quickly "warp" to each Full Map without having to wonder around. Is there any other Mouse Scripts for VX apart from SMS by Woranta? IF you do know of others, let me know PLEASE. As sadly that one is ever so slightly buggy...It's a bit rough in regards to clicking and sometimes doesn't respond to well, unless it's just cause of my touchpad? *sigh*
I still am hating Databasing right now
I've restarted it again, I was getting fed up with it. Damn my OCD
Anywho night all and will update more tomorrow
SMC's Game Making Drive 2013 Day 7
It's time for Day 7 of the Game Making Drive. If you are wondering why I've missed a few days check here.
I've been working on Anna's House again, I updated you all on the progress a few days ago. I'm almost done with Anna's House. As mentioned before we have two styles of mapping. I'm working on one of the Main Map. So I've finished Anna's Room in the Anna's House Main Map:
As you all know the Main Maps have less detail, as upon entering the map you are given the option to zoom into the Room Map. This alternative view idea may seem an unnecessary addition, but upon playing the game you will notice that the use of the Two Map types are actually rather important.
As said in my GMD Rewind Blog, I've been working ALOT on the database. It's rather difficult to tell EVERYTHING I'm going to need. I hate my own hatrid of disorganization. I think i've finally got all the Database sorted out. Then I realize, oh i needed to add the Evidence Item>>> Stained Dress. That means I have to copy the entire database and paste them all down one. I hate databasing
Whilst we are on the discussion of Items, I thought I'd share with you all the way Item's will be organised in the game:
We will have two main forms of Items. Currently we are calling them Evidence and Story. Each Item Types are controlled in different ways. You will be told what type of Item it is from the Inventory Screen.
These items have to be picked up, without these items you will not be able to progress to the next scene/chapter/character. Due to the nature of the items they can be found rather easily, often given to you by other NPC's. These items cannot be analysed. The information given to you when you pick up the item will be all you will need to know.
These Items are items that aren't necessary for the completion of the game in other words you can actually finish the chapter, however they DO effect the ending you get. So try to find as much evidence as possible.
These items can be Analysed. This analysis is used to find out more information about the item, The more items you Analyse the more likely you are to discover key information into discovering more Evidence items, and also hints into finding Story Items.
The script is slowly coming along if only I remembered to mention everything, so feeling rather guilty that our poor scripter has written a script and i've forgotten to add in all the information. Damn it.
*sigh* time to do some more organisation. Time to crack open Excel and record all the item types and have them nicely organised, so that perhaps I can cope with the fact that it won't be organised in the actual Game Database. Otherwise Lullaby will NEVER be released, cause I'm too damn fussy
SMC Game Making Drive Rewind
It's been a while since our last GMD related post. Progress has slowed down as it's been a busy weekend for me. So I didn't have enough content to create a Blog Entry. Hence why today I'm doing my first GMD Rewind. In this blog entry I give you the updates from the past few entries that haven't been detailed here. Today's update will be added in a different blog post.
Day 4's Update:
Day 5 and 6 Update
This is the catch up Blog post. Shortly I'll be posting the ACTUAL update for tonight's GMD Entry
SMC Game Making Drive Day 3
So it's day three of the Game Making Drive. Today has been a quieter day in the realms of development for me.
So I've been catching up with our Scripter. He's thrown some tasty treats at me today:
Further development on the Inventory menu has made me concentrate more on the worst part of Game Development for me....The evils of the Database!!!
So my main work at the moment is setting up the Database. wiping all potions, cause you ain't EVER gonna see a potion in this game.
I still wish they'd have a "wipe" all button. I'll stop bi*ching now XD
But apart from that progress is abit short today, so I'll close off for tonight. I'll see you all tomorrow for the next part
SMC Game Making Drive 2013 Day 2
Day two of the Game Making Drive and we are continuing progress on Lullaby. So after the story has become well developed and is good enough to place into the game. We are now looking into getting the Parallax Maps completed. In yesterday's blog you saw Alice's Bedroom map. I'm currently waiting for some more Tilesets to be completed before finishing that map, as there don't seem to be many Little Children's tile sets for me to use so we're in the midst of spriting some of our own.
Therefore being stuck for any more ideas I decided to start on the Anna's House. The home of Alice and her Family. Now we are doing something slightly different with our Maps
In our indoor maps we will have two views:
The main maps will be a zoomed out view of the house there will be an outline of each room and you can see some aspects of each room such as mapping, beds etc. Any characters currently in the room, will not be viewable in this view. It's similar to a World Map view, however with slightly more detail. Any bigger scenes will be viewed in this Main Map.
You cannot see certain scenes from this view. Upon entering the room you will have the option to zoom in.
The Room maps are detailed maps, in which special events occur. It is also where most of the investigation begin. You will be able to search 90% of objects in the room. You will spend more time in Room Maps, as it is where the bulk of the Nightmares take place.
Anyway enough chatter, here are some screenshots of the different styles of maps:
Unfinished Anna's House (Main Map)
Demo Alice's Room (Room Map)
This just shows an example of how it works, these are the maps I'm working on currently, which is what I started talking about before I got destracted
I've also been working on some musical marvels still debating whether I'm using it in Lullaby, or releasing it to the Public
If you wrote this track what would you call it?
Today starts the Game Making Drive 2013, I'm posting this one slightly early just in case....
So progress is going rather well with Lullaby at the moment, I've been working more on the Celtx Script alot of organisation always helps to make a game develop nice and fast.
Gotta love Celtx.
I've also been working more on abit more on Alice's Bedroom...Parallax mapping FTW!
We are also taking feedback from some of the first screenshots of our Evented Decision System, so far we've established that people found it annoying that it was all inside a square box....which we are still working on edited, we've changed the window to a VERY temporary window skin here's a Screenshot Comparison. We've also added in some symbols, each decision will have different options. We'll eventually work it out
New Screenshot (Old Windowskin)
We're still working towards trying to correct the additional stretching that we cannot seem to remove. We eventually will see if we can create a scripted version, with a diamond shape choice in the middle.
Eventing has taken a break whilst we finish some of our maps for the first scene. It won't be long until Chapter One is done XD
More updates to come tomorrow
Happy New Year to you all as well
Welcome to the SMC Games Blog. In which one of the two head Developers will update you all on the progress of our Current and Past Projects.
Jonnie91 and Shaddow
Jens of Zanicuud
RMK Game Page
Slendeman's Amy is SMC's first release.
It was finished in a week for RMN's All Hallows Event. Slenderman's Army is a Survival Horror featuring the well known Creepy Pasta Slenderman in a new 2D format. Including Monsters from two other horrors and one original monster. It has two different endings and also features an original Randomization system created for this project. Each time you enter a room the monsters will appear at random. You will never know when they will appear, You enter a room and you think the Page is in one place however it is now in a different place. Will Slender be there? Or will another one of the monsters appear to haunt you!
Game Page: Coming Soon
Thread; Coming Soon
Lullaby is our latest game in development. Lullaby is a psychological decision-based Horror/Thriller created using RPG Maker VX. We will be taking the things we learnt from Slenderman's Army and creating something new and original it will feature customized Menu Screen an exclusive Item inventory Screen. It will also include Parallax Mapping and a Fully Custom Soundtrack created by Jonnie91. The game will be released in 7 Chapters each chapter will work from the previous game, your save file will be transfered and your choices and decisions will effect the events of each chapter. So far we have written 5 endings not including the various Game Overs.
If you like what you see from our games then feel free to support us via the following:
Support Slenderman's Army:
Support SMC Games: