#Progress Report

Steve
Apr 26, 2013
10:41 AM
Steve Says:
Stephen animating the first jump animation for Super Hematoma

Jump Around

It’s great to be at a point where we’re getting things coming together. As you saw last week, Matt’s made some great progress on getting the game engine working. Having something that will be playable is looking more and more like a reality every day, and it’s pretty gratifying for us to see this stuff take shape and become tangible.

 

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#Progress Report

Matt
Apr 19, 2013
10:00 AM
Matt Says:

Breathing Some Life Into This Pixel Baloney

Hey-o listeners, things are getting rolling here at Sprixelsoft as we start to give life to our blood-filled (well, soon-to-be blood-filled) brawling saga. Today I’ll offer you on a candid little glimpse of what things are starting to look like as the game is coming together.

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#Progress Report

Steve
Apr 12, 2013
9:23 AM
Steve Says:
A look at a section of sky from Sprixelsoft's game Super Hematoma

Pixel Art is Rough!

It’s been a little more than a month since I originally started working on the background for our first stage, and after spending time on other areas, I’m revisiting it and now trying to get it done for realsies. Pixel art is actually pretty tricky (or at least I find it pretty tricky) and working on a large background like this has resulted in me learning a lot of stuff.

 

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#Progress Report

Matt
Apr 5, 2013
9:30 AM
Matt Says:
An image that we took of Matthew Langille's Tandy computer. Photoshop is handy for making it look like we have microsoft visual studio 2005 running on it

Laying a Backbone

Buenos dias all,

It’s been a fairly quiet week in terms of quantifiable progress here at Sprixelsoft, but in the spirit of maintaining weekly Friday progress reports, I’ll ramble on pointlessly from the comfort of my bed for a few sentences about what’s been up lately before dozing off.

 

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#Progress Report

Matt
Mar 29, 2013
10:00 AM
Matt Says:
indie developer Matthew Langille working at his hope office in Vancouver on getting a game engine up and running for Sprixelsoft's game Super Hematoma. We used a sprite from Crono Trigger as a test to get things moving on the screen

Baby Steps

Hi world,

 

I’ve finally squeezed an update of sorts out of my awesome schedule.
Things are chugging along nicely under the hood, although there isn’t a pile of concrete things to show. Building an engine from scratch + a full-time job = death on wheels… but things are up and running, brothers–

 

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#Progress Report

Steve
Mar 22, 2013
1:12 PM
Steve Says:
a screen grab of an animation of a thug idle sprite cycle that was being done in aseprite for the upcoming game Super Hematoma by Sprixelsoft

Idle but not Idle!

You’ll notice that there was no Progress Report last week! I was out of town, and while I was able to arrange to have some automatically posted regular blog posts, it was unfortunately not possible to get one of these (in my opinion) more interesting posts up. But rest assured, while I may have been M.I.A. for that post, we’re still working away on making Super Hematoma a reality!

 

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#Progress Report

Steve
Mar 8, 2013
10:45 AM
Steve Says:
a screen capture of famitracker in action. we're using famitracker to do music for the upcoming game Super Hematoma. this song is used in the alberta oil fields level

Title Theme

Back in 2011, when Matt originally proposed the idea of us working together on a game, the concept was that he would make a game, and I would make music for it. Of course things are turning out a little different now that we’ve actually decided to make a game together, but as you may have seen in the last post, I do have a fondness for music. I think that music is a pretty important part of the video game experience and began thinking about sound before I’d figured out how I wanted anything to look.

 

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#Progress Report

Steve
Mar 1, 2013
3:17 PM
Steve Says:
The first logo that we were considering for the game Super Hematoma which Sprixelsoft hopes to release on Steam and PSN

Logo Design

It’s tricky to develop a good logo! You want something that is identifiable, memorable, and communicates a message to those who will be looking at it. Company logos have the luxury of evolving over time, it’s the work that a company does that will make it last, and the logo is rarely a deciding factor in whether or not a company succeeds. But up on a title screen? It’s going to be the first thing that many people see, and it’s gotta put them in the mood.

 

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#Progress Report

Steve
Feb 22, 2013
3:00 PM
Steve Says:
the concept sketch for an oil sands level which would take place in Sprixelsoft's Super Hematoma.

Levels

We knew right away that we wanted to make Super Hematoma a multi-player fighting game, but that we wanted to deviate from the usual fighting game standard by incorporating somewhat of a platforme-type style into the mechanics. We want players to be able to interact with the backgrounds, and for each level to have a little bit more character to it than a stage for the bruisers to merely move back and forth on while chipping away at each other’s life bar. Hopefully we can add a little more chaos into it than that.

 

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#Progress Report

Steve
Feb 15, 2013
4:47 PM
Steve Says:
a comparison of various sprite designs that were attempted for sprixelsoft's super hematoma

Spriting

It’s been a busy week here at Sprixelsoft, developing the graphical style for Super Hematoma. Half of the work is figuring out the look of the graphics; after working out some general concepts for character designs I sat down this week and attempted to refine it into something that matches our retro vision.  But the other half of that work is, of course, deciding on some sort of a workflow to generate those precious works of art.

 

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