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View Profile Raeldor
Self-sufficient developer, doing my own stuff: Games, art, and some awful music.
I do comisions and work for some select people. Contact me!

OPEN FOR COMMISSIONS!


32, Male

Ammateur Dev

School of life

Spain

Joined on 10/1/14

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Raeldor's News

Posted by Raeldor - February 19th, 2017


Configuring it all was a pain... (the phone not so much but still) android now forces you to have the "Android Studio" to have the SDK etc, and for some reason gives you the lastest build tools even when some engines and devices need the old ones and doesn't tell you.

Finally thanks to the error log on game maker I finally found the issue but finding the way to fix it was hard, but now that all is solved I'm testing shitty apps to know how the android devices behave.

Having different display sizes is an issue that Game Maker doesn't make it too easy to solve, the game will scale the image but the "virtual_key_add();" function will depend on the total screen coordinates not the room/view ones so when the device scales the game the coordinates remain the same making the buttons too tiny or too big.

So, I solved it using the "display_get_width();" and "display_get_height(); " function, then doesn't matter the size of the device the touch controls will work using variables linked to that screen size. 

Here is an example, using some testing for the next game I plan to make (the art is not final):

The right half of the screen is the jump button, the upper left half is go up a lane and the lower left half is go down a lane.

5177611_148751236233_ezgif.com-video-to-gif.gif

 

 

 


Posted by Raeldor - February 10th, 2017


Oh my god...

I'm so tired. I've been working double shift on my day job (I'm really working at night, lol) for two months now, I will get payed more of course but I work on a small restaurant and there are a lot expenses and they are delaying the extra pay a little but I trust my boss, she is fantastic to work with. 

I also have been busy doing some assets for a game a guy is making, some music for an animation another user asked me and I have also been practicing more traditional art, I hope the end result will be good enough to post here.

But still tired of everything. Before christmas I wen to the gym 4 times a week, on december I cut the gym to 3 days, but I coudn't mantain the rythm and now I'm going one week 2 or 3 days and the next one only 1 day then again 2 or 3 days. 

I ramble a lot about my life but well finally I can take a week off work! I hope I can sleep better and go to the gym again.


Posted by Raeldor - January 27th, 2017


Hi, to all!

Lately I had a great time here on newgrounds, begining with the pixel day, to the day to day interaction with the comunity, lurking on the forum, etc...

I have to thank to @TomFulp for creating such an amazing comunity driven website. I feel that has nailed the sweet spot between an anon image board (Everyone can share their thoughts) and a social media site (A cohesive comunity with certain moderation). People say the site is dying, and I don't feel it, to me it looks better than ever! Also I have to say that when I was a teen I got on this site only for the porn, lol.

When I started my journey to become a game developer (fulfilling my childhood dream of making games) a little more than a year ago I thought that Newgrounds (and Kongregate, even if I'm not so active there.) was the perfect place to start and here we are, almost after a year since I started actively posting I've grown as a developer, artist and of course as a person itself.

The Shyning had an overwhelmingly positive reception (I really didn't expect it), even from a lot of critics of it, and also I too understand the people that don't like that particular game. I was unsure of the reaction from the comunity, maybe I was pushing too hard in some parts of the game, but I thought I can stomach criticism. That reafirmed my position on the first thing an artist, (game dev, etc...) has to have is "artistic integrity", with that I mean a vision of your project, objectives and intent with that art.
Feedback is important, but not so much if it comes from people whom intent is lost. I have a recent example brought to me some days ago about a Steam game named "Ladykiller in a bind", I hadn't played the game but looks like the dev sacrificed one of the most shocking endings because of player feedback and very bad reception on it, even when those people can like other parts of that game. If her (I think the dev is a woman, I didn't check :P) intent was an impactful ending that disgusts the player I feel that falling under the pressure of other peoples opinion is a huge mistake. A weakness that in these times one has to be strong, social media gives people the delusion of having more strength than they would in reality, and the receptor of those messages (feedback, etc...) have that same delusion against them.

So, in the end I have to say that you have to stick to your artistic vision, and also you have to separate good feedback from the bad (A dificult task, yes, but not imposible!).

(What a rant...)

Finally, Thank you all, all the users and staff from Newgrounds!

 

P.S.: I've been using DeathInk's Moods without knowing who it was from (I like skulls). :P Now Thanks to @RealFaction I have another person to admire!


Posted by Raeldor - January 21st, 2017


I just finished submitting all the content I had for today!

I wish all the participants a happy pixel day and good luck!

And here is the main event!

The Shyning:

http://www.newgrounds.com/portal/view/687666


Posted by Raeldor - January 11th, 2017


5177611_148414756941_TheShyningCoverBanner.png

Just now, I just finished coding my lastest game! Now I only need to make some music tracks for some levels, and finishing the title screen. I'll try to add medals too but only if they work with the old api that has a lot of issues right now.

Some info about the game: This is a "serious" topic, and I aim the game to be rated Mature, has some extreme violence and nudity. Even then the game has some humour (a little dark and depressing, but still...). I'm aiming to publish it january 21 so it can enter the "Pixel day" comp.

 

Well, that's all folks! Have a nice day and I hope you enjoy The Shyning.

 

 


Posted by Raeldor - December 31st, 2016


After doing some music this week, i'll be focusing on doing som coding for the game, today for example I did part of one of the more complicated endings.

5177611_148319610912_shootend.gif

Bear in mind that the gif recorder that I used is not representing the game's fps.


Posted by Raeldor - December 30th, 2016


Hey!

 

This week I was "bored" and started to practice a little music composition to test my hearing skills, and the thing that a few months ago I learned. Also I discovered that an app that came with my usb midi keyboard wasn't a trial, so I decided to arrange some sort of song.

Well, here it is, I hope you enjoy it.

https://www.newgrounds.com/content/embed.php?id=Shzoq


Posted by Raeldor - December 10th, 2016


Greetings!

For several months (although honestly I could got more work done.) I've been working on a Grapic Adventure like game. I had planned to get this released on halloween but I couldn't do it in time. Other things happened that distracted me from making the game. But now I have like half the game done, and a bunch of paths and endings half done.

So this is simply an update to inform you that I'm still working on things, And hopefully I can releas it before next year starts. And coincidentally there is a special newgrownds day comming up. I think I'll submit the game for the "Pixel Day". 

Cheers!


Posted by Raeldor - November 8th, 2016


Hey, only a quick update here.

 

I've just downloaded the beta for the new GameMaker Studio 2, and It looks sick!

 

They just fixed some things that bothered me about the GMS 1.4, the first is that you can maximize the window now (maybe it was only my problem with this). Next, the new workspace system is a los better to use, everything you want is inside there, and you can drag the screen to move arround, zoom out, etc. Inside the workspace will be all your old windows, rooms, object propeties, etc. having only a window to keep it all there, fullscreen or in cascade was a pain in the ass.

They eliminated the backgrounds as they were, but now you can use sprites without creating objects, and the rooms now have several layers, and even can play animations without having to launch the game!

 

I'm sure that, after I finish my upcoming game, I'll will be trying it a lot!

 

The beta right now only compiles to desktop application, and not commercial use though, but on future updates there will be other options to try.

 

P.S: And if you already have GMS there is a discount when GMS2 comes out.


Posted by Raeldor - November 1st, 2016


Finally, I could catch up on My project, I was a little distracted lately, and for several weeks I almost did nothing on The Shyning. (After doing some music tracks and the cover art.)

I really have no excuse for it, Procastinating all the way on my free time (2 days a week). I got the chance to try the HTC Vive for several days and it's a wonderful thing, sure can improve in the resolution, and my fear of getting motion sick on it is gone, I tried even games not properly suited for VR and i didn't get motion sick at all, if I'm standing I loose the balance a little bit but nothing more. I'm happy about that.

But getting to the point, This week I did some more backgrounds, a couple of background characters and some dumb animations. I'm getting to it slowly but steadily, soon I will begin to work on more programing, even if I love it, I really have a hard time getting into it, so will be the last part I will do on the game.

 

Here a little dumb animation for you to see(I can't change the speed on this here, but in the game I'm sure it will look a lot better):

5177611_147802412471_ManeroDance_0.gif