PSA:
The demo for S.T.E.A.L.T.H. has been reuploaded to the Yoyo Games site and now works. The file was corrupted when it was last uploaded. All works now.
Link to demo page:
http://www.yoyogames.com/games/show/66712
Wednesday, April 8, 2009
Wednesday, April 1, 2009
First trailer for "S.T.E.A.L.T.H.: Source" Released
I've gotten fed up with GameMaker. It's just not the kind of game engine for a stealth game. I've been experimenting with Hammer recently. Hammer is the free and official level/mod creator program for all Source engine games. This means Half Life 2, Portal, Team Fortress 2, etc.
I've been using my incredibly awesome programming and modeling skills to create a total conversion for Half Life 2. Essentially, S.T.E.A.L.T.H. with coolness.
Trailer: http://www.youtube.com/watch?v=oHg5SJYRHA0
Also, I've re-uploaded the demo for S.T.E.A.L.T.H. Hopefully it'll work now.
I've been using my incredibly awesome programming and modeling skills to create a total conversion for Half Life 2. Essentially, S.T.E.A.L.T.H. with coolness.
Trailer: http://www.youtube.com/watch?v=oHg5SJYRHA0
Also, I've re-uploaded the demo for S.T.E.A.L.T.H. Hopefully it'll work now.
Saturday, March 14, 2009
S.T.E.A.L.T.H. Demo unplayable on Windows XP
I've been informed, and have confirmed personally, that the S.T.E.A.L.T.H. Demo will not work on Windows XP. I'm attempting to resolve this, and I'll post again when I release the update.
Wednesday, February 18, 2009
S.T.E.A.L.T.H. Demo Updated
I have updated the S.T.E.A.L.T.H. Demo with several improvements. You can now skip the intro by pressing any key on the keyboard, and when you get caught, you restart the room after clicking "OK", as opposed to the previous consequence, which was restarting the entire game. I am still considering adding lives to the game, but I want some feedback on the updated demo first.
Friday, January 9, 2009
S.T.E.A.L.T.H. Demo released!
I have relesed a demo of the entire first section of S.T.E.A.L.T.H. at the following link:
http://www.yoyogames.com/games/show/66712
All feedback is appreciated, either here or on the page for the game on the YoYoGames site.
As I go into full development of the full game, I will release screenshots of new enemies that I implement (if I do, that is), and I might show off some new levels. The full game will consist of several "sections" which are made up of 10 increasingly harder levels each. What you get in the demo is the entire first section and an ending screen that I made in paintbrush in about 5 minutes.
Enjoy and leave feedback, Link, or you must DIE.
http://www.yoyogames.com/games/show/66712
All feedback is appreciated, either here or on the page for the game on the YoYoGames site.
As I go into full development of the full game, I will release screenshots of new enemies that I implement (if I do, that is), and I might show off some new levels. The full game will consist of several "sections" which are made up of 10 increasingly harder levels each. What you get in the demo is the entire first section and an ending screen that I made in paintbrush in about 5 minutes.
Enjoy and leave feedback, Link, or you must DIE.
Saturday, December 6, 2008
S.T.E.A.L.T.H.: Space Consumption
Well, finally something about S.T.E.A.L.T.H.! I have been making some pretty cool (and challenging) new levels recently, and I figured that I should talk about space consumption.
Now, having way too many objects in a room will definitely not have a huge effect in your Gamemaker games. But it's a very good practice to get used to if you plan on going into professional game development, where you will likely have immense and fully open three dimensional worlds for a player to explore, where every object in the world has a noticeable effect on the filesize. You've really gotta keep in mind that not everyone has a two-million gigabyte hard drive, and if you're wanting to get a ton of sales, you're going to want to make sure that your game is playable by people with lower system specifications than you
.

Now, in this screenshot from the editor for a room in S.T.E.A.L.T.H., you can see that there are some boxes not covered by black wall blocks. This is because the player can never reach that location, thus there is no need for any black wall blocks there. I was in a hurry when I put this screenshot together, so there are still some unnecesarry wall blocks in some areas.
Again, it probably won't make a difference in your Gamemaker games, but if you're making a map for a game like TRON 2.0, Portal, or Team Fortress 2, then that's where this needs to come into play. However, you've really gotta be careful when you try to determine what content in the level is inaccesable to the player. For example, if you're making a Half Life 2 single player mission, and you create an innacessable room that contains no purpose other than to hold 200 Poison Headcrab Zombies and 50 Acid Antlions, then it will do nothing other than give you a huge filesize and make the game lag on lower preformance machines.
In short: Bare Necesities.
Now, having way too many objects in a room will definitely not have a huge effect in your Gamemaker games. But it's a very good practice to get used to if you plan on going into professional game development, where you will likely have immense and fully open three dimensional worlds for a player to explore, where every object in the world has a noticeable effect on the filesize. You've really gotta keep in mind that not everyone has a two-million gigabyte hard drive, and if you're wanting to get a ton of sales, you're going to want to make sure that your game is playable by people with lower system specifications than you
.

Now, in this screenshot from the editor for a room in S.T.E.A.L.T.H., you can see that there are some boxes not covered by black wall blocks. This is because the player can never reach that location, thus there is no need for any black wall blocks there. I was in a hurry when I put this screenshot together, so there are still some unnecesarry wall blocks in some areas.
Again, it probably won't make a difference in your Gamemaker games, but if you're making a map for a game like TRON 2.0, Portal, or Team Fortress 2, then that's where this needs to come into play. However, you've really gotta be careful when you try to determine what content in the level is inaccesable to the player. For example, if you're making a Half Life 2 single player mission, and you create an innacessable room that contains no purpose other than to hold 200 Poison Headcrab Zombies and 50 Acid Antlions, then it will do nothing other than give you a huge filesize and make the game lag on lower preformance machines.
In short: Bare Necesities.
Saturday, November 8, 2008
New song from Deadly Disks
I know what you're all probably thinking, "Hey, didn't he just post about Deadly Disks?!? What happened to S.T.E.A.L.T.H.?!? IS STEALTH DEAD?!?". Well, no, S.T.E.A.L.T.H. is not dead by any means whatsoever, I am continuously working on it.
Wii owners of Guitar Hero World Tour who check the All Time Best chart everyday (i.e. ME) may have noticed that the song "Banjo Kazooie" has, in fact, been dethroned from it's number 1 position by "Poke-Battle", which I must admit is better than "Banjo Kazooie", as "Poke-Battle" is not that artist's first song, unlike "Banjo Kazooie", which was my first song. I have spent the last couple of hours working on a new song. It's another cover (don't worry, original awesomeness coming soon!), but it's a cover of the insanely awesome credits song from the incredibly exciting movie BLADE RUNNER. The credits song, originally composed by Vangelis, who is most well known for his song "Chariots of Fire", contained a ton of synthesizers and an orchestra, like most of Vangelis' work.
Wii owners of Guitar Hero World Tour who have their system connected to the internet can get the song by following these steps:
1) From the main menu, click Music Studio
2) From the Music Studio menu, click GHTunes
3) Click search and type in Blade Runner
4) If you can't find it by doing that, try clicking All Time Best instead, maybe it'll end up like the Banjo Kazooie song I did, hehe.
And yes, S.T.E.A.L.T.H. is still in development. : - D
UPDATE: Most very unfortunately, Activision removed my Banjo Kazooie song due to copyright violation. I was a bit upset at first, but I got over it. I also removed my Blade Runner theme to prevent another removal.
Wii owners of Guitar Hero World Tour who check the All Time Best chart everyday (i.e. ME) may have noticed that the song "Banjo Kazooie" has, in fact, been dethroned from it's number 1 position by "Poke-Battle", which I must admit is better than "Banjo Kazooie", as "Poke-Battle" is not that artist's first song, unlike "Banjo Kazooie", which was my first song. I have spent the last couple of hours working on a new song. It's another cover (don't worry, original awesomeness coming soon!), but it's a cover of the insanely awesome credits song from the incredibly exciting movie BLADE RUNNER. The credits song, originally composed by Vangelis, who is most well known for his song "Chariots of Fire", contained a ton of synthesizers and an orchestra, like most of Vangelis' work.
Wii owners of Guitar Hero World Tour who have their system connected to the internet can get the song by following these steps:
1) From the main menu, click Music Studio
2) From the Music Studio menu, click GHTunes
3) Click search and type in Blade Runner
4) If you can't find it by doing that, try clicking All Time Best instead, maybe it'll end up like the Banjo Kazooie song I did, hehe.
And yes, S.T.E.A.L.T.H. is still in development. : - D
UPDATE: Most very unfortunately, Activision removed my Banjo Kazooie song due to copyright violation. I was a bit upset at first, but I got over it. I also removed my Blade Runner theme to prevent another removal.
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