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If All Goes Even Halfway Well, Weapons on Wheels Will Be Completed This Weekend


Completed, not necessarily released, though…

But still, that’s a good thing, no?

Once it’s done the next thing on my list is to get a sponsor, then the game will be released.  How long that will take I couldn’t tell you.

Anyway, let’s get on to some news.

Weapons on Wheels Levels Completed

Yep, that was a big milestone in the process of making the game.  The levels each took at least an hour each to make.  In total there are 12, so, let’s see.  Hmm…  So it took at least 12 hours of work just to make the levels.  LOL MATH.

Making them was only half the battle too, once they were made (in Photoshop) I still had to “import” them into the game.  (Create the walls, the “dirt”, the checkpoints, etc, etc… in Flash.)  It really was a monotonous and long process.

New Site Design

In case you’re hard of seeing, I put up a new design on the site.  I was pretty happy when I found this theme.  Usually when I see a nice theme there’s usually a price tag on it.  The header and background image were all me though (NO WAY RALPH, REALLY?!).

PS-Ever since I updated the ShadowBox plugin for WordPress, the crap doesn’t work anymore, as is usually the case whenever you update a plugin, which is why I tend to never do it.  So excuse any bugs in viewing .SWF’s or images.

Flash CS5

I want it.  Same with Photoshop CS5.  I think they’re available for purchase as of 2 days ago, but you can’t actually get them for a month or so.  I think, could be wrong about this.  Either way, I want them both.  If I get a decent sponsorship for this game I’ll gladly invest the money into getting them (at the education discount, of course ;)).


Can suck a bag of dicks.

Steve Jobs

Can choke on a bag of dicks.

Why all the hate for Apple all of a sudden?  Because of this shit Jobs pulled just a day before the CS5 Suite became available saying that that they will not allow apps made with Flash CS5’s new Flash-to-iPhone export feature into their app store.

It’s one thing that they disallow apps made in Flash (or any other platform other than what Apple specifies), but to do it a day before Flash CS5 is ready for purchase, that’s just a real scumbag move.  The Flash-to-iPhone export feature was one of the most-hyped-about features in all of the Adobe CS5 Suite and Apple just basically shoved a giant middle finger right up Adobe’s ass.

Anyway, that’s all I’ve got to say about all of that.  I’ll have an update once the game is completed.  Hopefully some time this weekend.

I Should Update This Blog, Shouldn’t I?


Really, really quick post here.

Game progress is going amazingly well. I can confidently say for the first time since I started HQ Madness that I will be releasing a Flash project very soon. It’s looking like an April release, depending on how the search for a sponsor goes. Since this is my first experience looking for a Flash game sponsor, I don’t know what to expect yet, so, we’ll see.

I’ll have another post up soon with pics/more info and maybe a video if I can find a decent (free) video editor.

Ralph Is So Unreliable, Look, He Gave Up On This Site Too



Lol, hi there again.  Sorry for no updates for the past, er, 3 weeks…  Lot’s of stuff has been happening and I’ve just been busy.

To sum up quickly, I listed ForTheLose.org for sale on Flippa on February 1st, which I told you guys about already.  I’m glad to say it was sold at BIN price, which I was very pleased about.  It’s kinda sad that I don’t own it anymore, but that’s how it goes.  Time to move on.

I’d like to say college has been eating up all of my time, but it really isn’t.  I guess when I think about it, it’s – OH GOD RALPH SHUT UP.

Seriously, I just realized how annoying these posts are, lol.  I don’t know.  I just felt like I should update.  Even though I don’t have anything to update on, really…

Or do I?

Yeah, a little bit.  I’ve been working on Weapons on Wheels on and off and I just came to a realization about 2 hours ago – the game is practically done.  Well, sort of.  I just mean the very core of the game is done.  All that’s left is adding some menus, creating and adding new levels, and then polishing things up.  That’s really all that’s left.

Here’s a few screenshots to show you what the game looks like so far.

Menu Screen

Car Getting Exploded By a Mine

Level 2

I was going to release a small playable demo sort of thing today, but, eh.  I don’t think I want to anymore.  It’ll keep the suspense building.

That’s all for now.

I’m Selling This Blog!


No, not really.

So guys, how’s it been?  In case you haven’t guessed, college started up for me again, thus I have no time anymore.  This is only stressed because I have only late-afternoon/night classes.  This means I have a free morning, yes, but no one feels like getting up and working on things knowing you have to get ready to leave for school in just a few hours.

So yeah, blah, blah, blah – all I’m trying to say is I haven’t touched any of the game files for about 10 days now.  I just tonight opened the Level 2 .PSD file and finished it.  I also did some tweaking in the programming of the game.  Tomorrow I’ll try to get back in the groove.

In other news…

So, Wednesday was my birthday.  Apparently I’ve been on this Earth for 19 years now, holy dam-nuggets.  That just goes to show you how busy I’ve been, I didn’t even have time to make a post asking for all your attention to raise my self-esteem! Now that’s busy.

In even other news…

I’m selling my good ol’ site ForTheLose.org over at Flippa.com.  Check out the listing here.  If you want to help me out, spread the word any way you can.  I really appreciate any help!

That’s all for now.  More game updates in the next news post.

Hey Look, I Maded Some Artifishul Intelligence


This process of building the AI for the enemy racers went at least 90% smoother than I thought it would have.  Either I’m getting good at this programming thing or I just got lucky.  Take a look at the video.

It’s rather simple, really.  For each level, I create a map of “waypoints” for each of the enemy cars to follow.  Once they hit one waypoint, they move onto the next.  To make sure that they all don’t follow the same path, I used Math.random() to add to the x and y location of the waypoints so each car’s destination is different than the others.  Maybe one lap a certain car will go into a turn perfectly but then the next lap he’ll go skidding into the dirt, who know? LOL!

Once I saw that the cars were able to navigate from point to point, I just basically copy and pasted the code from the player and whalla, they started to accelerate, brake, and turn.  Magic, really.

To Do List:

– Obviously the AI isn’t completed.  There’s that annoying depth issue where the cars just drive through eachother.  To fix this, I’m going to code in a way to figure out what car is driving over who, and to adjust the depths of the two cars so it looks like one is driving on top of the other.  This idea comes purely out of the Sega Genesis game I’m basing this whole project on, Combat Cars.

– Next, I have to get the AI  to know when to use their own unique weapon.  If there’s an open opportunity to take out an enemy vehicle, take it!

– After that I want to update/get new sounds for everything.  I want to find the perfect sound for everything.

Well, that’s it.  Whatcha think so far?