As promised, I'll be releasing the full Super Cakeboy experience in just a few days. The game will be available for free for a limited time. Afterwards, the game will be avaliable as an unlockable minigame in War Girl. I just need a little time to tie up some loose ends and seperate it from the main War Girl project file.
A huge thanks to everyone who donated and turned up to watch the stream this year. Once again, you guys are the real MVPs!
Since the discord server was created, message board activity has seen a sharp drop (to 0). The fans have made their preference clear so the forum will be closing down and permanently being removed from the S&S servers. This means that most of our older games will also be losing their leader board support. I would like to thank everyone who actively participated in the S&S community these past 7 years from the bottom of my heart!
The board's data will be removed in 3 days (Tue, Oct 24) so please take a moment to archive what you wish.
EDIT: Forum data will remain archived but posting and registration will remain deactivated. Forum link will be removed from site but still be available via the discord server's rules channel.
Today I've released a new version of Khimera. This version adds a bit more power to the mermaid anchor AND the saucy shot. The latter can now go through smaller enemies and projectiles! You can now also view the credits from the title menu (but you can't do the beat-em-up unless you beat the final stage).
Version 2.4 - August 13, 2017
Credits are now avaliable for viewing under the EXTRAS menu on the title screen.
new sfx engine should stop making sounds play at default volume for a split second before adjusting.
Increased spawn rate on credits fight, keeping screen clear will cause enemies to spawn much faster.
Saucy Shot now goes through projectiles and most smaller enemies.
You can now break open Mimi's treasure box with the Mermaid Anchor.
Fixed Mimi getting locked in her 'stunned state' if attacked.
Fixed Mimi being able to double jump.
Fixed Pumpkin King's hitbox extending out to the right too far.
As for what's next, I'm officially going to begin the long-term project of porting many of our older games to steam, starting with Mandew vs the Forever Rain. I'll be working on these projects part-time alongside War Girl (which will still be taking the majority of my time). Some games will be getting more work than others. Forever Rain will be receiving graphical and game play enhancements to put it on par with Mandew vs the Upside Down Machine.
I've chosen to attempt to make the switch to steam so I can continue to support my older works with automatic updates and give players more options to communicate thoughts/issues via the steam discussions and review system.
As for War Girl, production is still coming along smoothly. I'm making consistant progress on a daily basis. I'm still shooting for a early/mid 2018 launch! I should really update the blog more, though. That's my bad.
War Girl has made it through Steam Greenlight and is officially ready to be set up on the Steam store! A HUGE THANKS to everyone who gave War Girl a chance by voting! We will do our best over the coming months to create an enjoyable platforming experience!
I softly announced my latest game on the forum last week. Space Soldier Nova is a small arcade game slated to appear as a sub-game in War Girl, but for now you can play the stand-alone version for free right now!
Happy Holidays my good buddies! I'd like to start by saying that the holiday tree event was another resounding success this year! I love seeing what kinds of different ornaments and gags the community comes up with again and again!
2016 will be out of our hair soon and while most would say it's been a pretty bad year, I don't think S&S has ever had it better! 2016 has been a year of firsts for S&S. Our first game on steam, our first game to turn a profit, our first game to break 5K, 10K and 15K downloads! Thanks to Khimera, in 2016 I finally decided to take on the next step and start preparing a game built from the ground up with the intention of being sold in mind! Thank you everyone and anyone from developers, friends, artists and players who have helped make Khimera the success it was! Here's to another amazing year!
But as we look forward, it's also important to look back on everything we've accomplished over the years. Today I'm releasing version 2.1 of Vista Quest Pocket:
Fixed softlock on final boss introduced in 2.0.
Added additional checkpoint to 3-5.
Rutsubo statues give one second warning before firing instead of 1/2 second.
Version 1.6 of Khimera is out today. This version has some level fixes, bugfixes and even a new feature. The splits system is now fully implemented again. Not only are splits back and accurate this time, but you can now see how you're doing for an individual level alongside your overall time.
Sped up excecution of Chelshia's pogo attack
Brought Squid HP from 2 to 1.
Fixed pizza charge particles sometimes being transparent.
removed some pit hazards from various stages
minor level modifications
moved Ragazza Plains on the map to the right, to be more in the center of the map.
Added split timer for race mode. Now the current stage's time is displayed above total race time.
Proper splits are now finally displayed on race results (I'm sorry!)
Fixed being able to unpause race timer on stage select.
It's that time again! On Saturday, November 5th and Sunday November 6th from 12pm - 12am UTC I'll be live streaming two marathon game making sessions where I make a small video game, live on camera for YOU!
Since we crushed last year's goal of $200, I'm setting this year's goal to $500! It's lofty, but I think we can do it to it!
How to participate:
The biggest thing you can do is to just stop by the stream and show your support by watching/interacting. There will also be incentives (like the art thing last year) that you can potentially participate in and of course:
How to donate:
While the actual event isn't until November, donations are actually open today so you can pledge your support at anytime that suits you best! There are two ways to pay:
Via my Extra Life profile page - This one's probably the easiest since it goes directly to extra life, but you do need to enter some personal information (you can choose to remain anonymous and that information will not be shared). If you absolutely do not want to give extra life your information, then there's option B.
Via Paypal - If you donate to my paypal, I'll relay the payment to the extra life page. This method is not really preferred since we lose a bit of it in paypal fees and I gotta stop making to process payments, but I'll have the option available just in case! Make sure that you specify that its for extra life!
Version 1.5 of Khimera: Destroy all Monster Girls is out today. Its mostly (entirely) bug fixes and improvements. If you've got it enabled, steam will automatically install it for you. What a time to be alive!
In other news, Khimera recently got recognition on Mario Fan Games Galaxy as Game of the Month for the month of April, 2016. Thanks, guys!
Version 1.5 - July 14, 2016
The moving platforms on the pirate captain's final fight now despawn when she is defeated.
Asked Chelshia to stop flying away after the pirate captain is defeated. Hopefully she listens!
Made some false walls in Mt Afrokupa and the Oil Rig more noticable.
Ice and snow blocks in Mt Afrokupa fall slower so you don't accidentally punch a whole column with one punch.
If a health upgrade misses (couldn't replicate it so I dunno), it will just teleport to Chelshia, avoiding the soft-lock.
Another small patch is coming to Khimera: Destroy all Monster Girls today. It's mostly for fixing the A VERY SPECIAL FRIEND achievement, which based on community feedback, was not a good idea. Instead, a race mode achievement has been added that requires you to beat the game's race mode in under 33 minutes. Good luck!
Version 1.3 - May 23, 2016
changed the A VERY SPECIAL FRIEND achievement to the RHY-T ON TIME achievement.
fixed graphical error in credits.
Victory screen changes
now gives you a treasure percentage so you can see how close to A you got.
no longer gives you 'new record!' messages every time in race mode.
Rank is now awarded before time to make it clearer that time does not effect Rank.
Added a bunch of new level intro messages contributed by the community.
Give the game a shot and let me know what you think on the forum. And don't forget that the game is also currently on Steam Greenlight. Whether or not the game makes it, it will always be completely free to play!
Many thanks to everyone who contributed to the game to help make Khimera: Destroy all Monster Girls one of Suits and Sandals' best games to date!
Vista Quest got an update today, fixing a runtime error in the credits (thanks Moon). You can download that whenever if you like. No pressure.
In other news, Khimera, Destroy all Monster Girls is on Steam Greenlight right now. If everything works out, Khimera will be Suits & Sandals' first game on Steam, but don't worry it will still be completely free!
So if you've got a moment, please drop by and give us a yes vote so we can get ever closer to cornering the market on monster girl beat 'em ups!
After about five months of secrecy, I'm pleased to announce Suits & Sandals' next game, Khimera: Destroy All Monster Girls! The game is just about done, it will be another week of polishing and fixing a few bugs and then we can release. For the time being, please enjoy this trailer!
This cool dude featured Vista Quest Pocket on his Free Game Friday segment today. I love hearing about people enjoying the games we make. snowmaN actually has the 2nd best time in Vista Quest Pocket's race mode hall of fame. Give this guy a like, favorite and subscribe if you want to see more of his stuff.
Since Saturday, the forum has been experiencing technical difficulties. Because they pose a potential security risk, I've opted to shut down the forum for the time being. Once this problem can be solved, the forum will be back up and running in full swing.
Edit: The forum is now back up. Please resume your regular posting habits.
There's still a lot I can do to make it better (It's hardly functioning right now) and I do plan to roll out some patches but I'm going to keep that on the backburner for now. Still much to be done before I can focus on yet another full game, so this will have to do for now.
As well, a special thanks goes out to everyone who made art during the stream! You guys are the real MVPs!
You can play it by clicking on this link right here!
While this is just a demo, the full game is almost complete. It's been almost a year since I started the project during the 2014 24 hour make-a-thon and am looking to wrap up in the next couple of months. Hopefully it will be worth the wait! You can let us know what you think on our forum!
Over last weekend from July 17-19, I was at Ai-Kon 2015 showing off some of S&S's games! All in all it went pretty well. People laughed, people cried, someone even DIED... maybe. On Saturday we had Ice Demon playing and people competed for the highest score. While nobody came close to last year's record of 121, held by Dennis Fehr, there were still some mighty strong competitors this year:
Hey friends, it's been a while! The Revenge of the Wasp Woman has released today. You can play it right now!
Basically it's an infinite shmup where you play as this wasp person who really hates robots. Survive wave after wave of increasing difficulty while earning money and purchasing upgrades. Once you inevitably fail, you can submit your score to the online leaderboard.
Version 1.4 of Mandew vs the Upside Down Machine is out today. This version adds a new tutorial stage that you can play before the main story mode if you're new to the series. It will show you the basics: What helps, what hurts and how to use the spring jump.
Also some bug fixes and other misc changes for an overall better Mandew experience.
Fixed some sounds being too loud.
Added SFX for swinging hammer.
Added star effect and special sound to Spring Jump to diferenciate it from a regular jump.
Added optional tutorial stage.
Fixed display issue in credits.
Fixed Moon not actually being invincible with invincible setting on.
Added additional checkpoint in 3-2
Emgee only has four HP now, instead of five.
Belial jumps before firing first set of projectiles.
Mandew vs the Upside Down Machine has been out for about four months now and has already hit over 150 downloads between the main site and S&S's Gamejolt page. While UDM's lifetime number isn't as impressive as Ice Demon or Mandew vs the Colorless Curse, it's still rising steadily and will only increase in momentum when S&S takes Ai-kon 2015 this July.
Around the web, people have been playing the Upside Down Machine and doing their part to spread the word and I realy appreciate that. I'll embed a couple of videos that have found their way to me here.
These guys seem really determined
A wonderful playthrough of world 1
This guy went through almost the entire game. What a hero!
For starters, Mandew vs the Upside Down Machine has updated to version 1.3 today. You'll be able to download the new version from the game's download page as per usual. Simply drag the new files over the old and away you go.
I'll be changing the site's layout a bit in the near future, so look forward to that.
Nerfed Ardnaik placement in level 1-2.
Sound engine fix: when a sound plays, any instance of the sound already playing is stopped.
Removed stone hazard in 5-2 after first checkpoint.
Fixed fireballs interacting with electrical barriers in 5-4 and FINAL.
Reduced fireball's vertical momentumn on throw.
Hold UP to throw fireballs higher (but they will be a little slower).
I originally hinted about this long awaited sequel to the Forever Rain almost three years ago (long before Colorless Curse was even a twinkle in my eye). Finally after a little reboot and countless hours in development, we've finally done it. Mandew, Megafire and I are proud to announce that UDM is finally finished, and you can download it right here!
One of the first screenshots posted from the original version
If I fucked anything up or if you'd like to give your 2 cents worth, drop by the forum and tell us what you think!
Mandew vs the Upside Down Machine Hardcore Trailer
Version 2.0 of Mandew vs the Forever Rain is out now. Issues fixed in later versions of Colorless Curse and Vista Quest Pocket are now fixed in Forever Rain as well. Forever Rain now has XInput support as well.
I just finished transferring everything over to a new server. SnS is now hosted by hostgator.com, which is apparently a pretty ok place. Previously we were on my friend BrandMan's server as we pretty much have been since back in the early Dino Productions/Sprites Unlimited days. Unfortunately this setup didn't give me a lot of control over how things were operated, so changes needed to be made.
Operating everything myself gives me a little more freedom and now I can focus on getting Sprites Unlimited back up so Belial can get back to work fulfilling all of our pixelated dreams.
You guys however will probably not notice anything since the transition didn't even really take that long.
Vista Quest Pocket is getting an update today. Since VQP has gotten fairly popular lately, more reports of the sound engine's DLL crashing have come in, so I'll be converting my games over to another engine over the next few weeks.
Hey, your good friend dorko4u here. Syx asked me to tell you guys about koth_skyscraper which just got its first beta release last night. You can see a full list of changes, get some download links, server ips and stuff from that handy link I just posted. So jump on the map sometime and give it a try!
Version 2.0 of Mandew vs the Colorless Curse is out today. This new version features scoreboard support for race mode and enhanced controller functionality. Not only can you now map up/down/left/right on gamepads, but Colorless Curse now also supports Xinput controllers. This setting should be a huge improvement over the traditional gamepad setting for those who try to use their Xbox 360 controllers for our games.
Don't forget to assert your dominance over the rest of the community by competing for the top time in race mode.
Ladies and Gentlemen, a new update for Vista Quest Pocket has arrived. What's in this update, you ask? Increased wall kick height, option to toggle climb claws on and off, along with several added features and fixes.
Your opinions and concerns have been heard, so go play the latest version and be sure to submit your high scores. Ah yeah~!
As you are no doubt aware by now, the website has undergone a layout change. I've removed the twitter feeds and moved all navigation to the top bar among other changes.
And if you can kindly direct your visual receptors towards the top-left of the screen you can see the new Arcade Section. The arcade section will feature small browser-based games that you could totally play if you felt like it. The first of which is Memory Match, a memory game where you try to make as many matches as you can within the time limit. You can even submit your score to our leaderboards as per usual.
Version 3.2 of Vista Quest has shipped today (first update in 2 years gosh). What's new you ask? Well now when you beat the game, your score can be submitted to S&S. Our crack force of codemonkeys will evaluate your performance and put your score in a cute lil' top 10 list located on the game's page. So now everybody will know how good you are at obscure platformers on the internet!
Expect me to implement records systems for more games in the future (expect Final Boss and Forever Rain to be next).
Hey there everyone, Syx here with an update of sorts. Over the weekend, I was at Ai-Kon, an anime convention in Winnipeg, MB. We were showing Ice Demon, Colorless Curse and the first public release of War Girl to the general public. An album of the goings on can be found here. I kind of regret not taking more pictures, but all in all the event went pretty well. We had a competition to see who could get the highest score in Ice Demon over the weekend. First place got over 120 kills which is no less than impressive to say the least.
Here is a list of the top scores over 10 on Ice Demon over the weekend:
The best part though, in my opinion, is that we got a lot of feedback from con-goers over the last three days on our games. I even took the feedback I got for Colorless Curse and applied it to the game right at the con. So MvtCC version 1.4 is now live!
Having a booth at a con was a great experience and I hope to do it again and again for the foreseeable future. Maybe we'll even have some sweet sweet S&S merchandise next time <3
I've updated Mandew vs the Colorless Curse today to version 1.3. This version includes the new race mode. Play through the game from start to finish with a timer running to see how fast you can do it.
In race mode, you will have unlimited lives but you can't save the game (preventing would-be cheaters from exploiting the game by reloading their save). After the end credits, the game will tell you how you did. You also won't have access to Venice or any of the game's cheats in this mode.
Hey look it is Syx and he is actually posting actual news about actual games that he actually makes sometimes (actually)
If you haven't already, you should check out my short series of speedlapse commentary videos showcasing a little bit of War Girl and a lot of the S&S community talking about trains. Click here for the playlist or just check it out right below.
During normal gameplay, you may find yourself with the sudden urge to stop the game's vital functions for your own personal benefit.
By pressing the 'Q' key, you can pause the game, taking a break from the action in the aptly named pause screen.
Using S&S's patented game pausing technology, your game is now paused indefinitly while you take your time looking through the game's array of weapons and items. You can also go to the bathroom, pick your nose or get a fresh glass of iced tea during the paused game mode.
Mandew vs the Colorless Curse version 1.1 has been released. It fixes a lot of issues brought up by the community. I even added some cheats. You can press F12 at the title screen to access the cheat box but as usual I'm not going to tell you what they are. Try looking in the game.
here's a new (and most likely the last) addition to Ice Demon. This one, however, is special, because it changes a boss, and adds one new one, instead of just the usual tweaks and bug fixes. By the way there's also tweaks and bug fixes; lots as well! So for this version I reccomend you use a new save file for your scores since this version changes a lot. Also, if you're a new player, check out the new tutorial.
While trying to do the MvstFR full gameplay video I actually found out in the previous update I accidentilly made it so Mandew can't do a full jump when running (he just does a small jump). I fixed that and a couple other things in an update to 1.3. After which I promptly finished the full game video.
Happy 2012 broskis, its been a little while but games are still being made. Bob has some improvements to Ice Demon in the works and I'm busy with a new project (check the forum for details). Today however, marks the release of the first Full Game Video upload. What it is is a sort of walkthrough for those who are having trouble with the game or those who just don't feel like beating it. You can watch the game start to finish to see how it all turns out.
Right now only Vista Quest has one up but I'll be doing the others in the near future.
I really like Minecraft. I like building things. I like making things. I have an eternal thirst for the development of content. My deep obsession with productivity has resulted in this small adventure map. Try it out! It's mostly parkour so bring your patience with you (a requirement for anything I make). Expect more free roaming in the future.
The previous version was kind of a miniscule update so I made up for it by adding everything I planned to finish the game with in this update.
In this update: Two new stages and two new game modes! The two levels are set in space and a volcano; the volcano one is hard as balls so unless youíre really good at the game you should probably just ignore that one completely. The two new modes are Survival and Heaven. Survival puts you in a room where you try to avoid an invincible Chibeara for as long as you can. Heaven is a stage with no bosses but a ton of enemies on a huge playing field. Might sound tough, but you have double attack power and increased running speed on this map!
So you get that, plus a bunch of other tweaks. See the bottom of the gameís f1 page for those details.
And that about wraps things up. This is the last Ice Demon thing Iíll be posting for a while, probably. I had a few other ideas in mind but I think this is enough for now. Maybe in a few months when the gameís audience is significant (hopefully) Iíll come back to this and add those things. But in the meantime, I will be starting a new game project and working on that. However, if thereís a bug thatís getting in the way, I will try and patch that as soon as possible if itís within my power (which it might not be, Iím not an expert at this).
If you enjoy playing Ice Demon at all, I would greatly appreciate it if you spread the word about my studioís existence. As much as I enjoyed making this I canít be assed to continue if thereís only like seven people who are playing my projects. HUGE thank you to the few who have played it for me already. If it wasnít for your advice and enjoyment, I would not have been able to make this. However, that isnít to say that Iím more thankful for them than I am for you, the person reading this post, for downloading this.
Bob, Mandew and I have Tumblr, you can see them in the links to the left.
As well, what you see here is a screenshot from an adventure map I've been working on. Its called 'Tower' right now, more creativity will come in the near future. The map will be avaliable on the site when complete.
In this update are only two big things of interest though.
First is a new map, Carina Ruins, a flat stage with a hole in the middle. Watch out for sandstorms!
Second is something that I think I should have implemented since day one. When people played this game I noticed that 80 or 90 percent of anyone who's played it had a hard time getting a good score, They, surprisingly, still enjoyed the game, but I want those players to be able to last long, worthwhile sessions, and maybe even improve. For these players, I present Simple Mode. You play a toned down round of the Mt. Gunpowder stage. Enemies spawn slower and have less HP. However, you get no power ups or extra health, and you cannot save your score. You'll live longer, but this mode is just for practice for the real deal.
Normally I would have waited a while to post a new Ice Demon version, but there were some really terrible glitches that I missed after I released it. Sorry for my bullshit. Here's 2.1; not only does it fix several bugs but it also comes with some other tweaks that you may find useful!
Hello peons, today I have a proposition for you. I'm starting up a community project I'm currently refering to as Alpha. Its an open ended sandbox game eveloped using ideas from the community. I want to see what kind of ideas you guys come up with. Check out this board to view and share ideas. New versions will be posted regularly with community suggested ideas and features.
I'll be honest we're only a few hours in and I'm already excited. I can't wait to see how this turns out.
Some of you guys know I've been going through a bit of a minecraft phase lately, so I've been feeding my addiction by reading Notch's Tumbler. I noticed how he keeps people constantly updated on his progress. I on the other hand, shut myself in my apartment and keep all the juicy dev details to myself. Why do I keep it a secret? I like the suprise? Do they like the suprise? Recent discussion on group chats suggest I may be going at this the wrong way.
I grew up with a strict Nintendo upbringing. My dad bought Nintendo games, I played Nintendo games, so as a child I had idolized the company. When I got into development, I tried to be like them, I kept everything a secret until release day, developing the entire project on my own with little input. In recent months, I've been getting some people I know irl to playtest my games. Right now a friend of mine is going through Vista Quest 2 and its been a real eye opener. This game has some very bad level design. Sure people have told me this, but this is the first time I've actually seen it. Playing something yourself and watching someone else experience your creation in real time is very different.
It was then I realized, I am doing this completly wrong.
This was TheUntamedLegend's idea
I've realized that one of us is never as good as all of us, so I'm going to try and be a lot more open to suggestions and cc in the future. I'll be honest I'm extremily stubborn; perhaps not the best trait for a game designer, but I'm going to do my best to fix that. I'll try to post a lot more about my progress on Mandew and Vista Quest in the future.
As well, feel free to drop opinions and suggestions on the forums.
Hey look it's syx and he's posting an update to Mandew vs the Forever Rain. Updates include some physics tweaking and a new cheatbox. There are currently four cheat codes you can enter into this magic box but I don't remember what they were.
Hold on tight chat, here comes a blog post whoa was that another screenshot of the new Mandew game right in the middle of this paragraph? I think it was. What are you going to do about it? Perhaps you can go to the staff page to check out the new QR codes for downloading staff mii's.
The DIY library has also been updated, adding 6 more microgames and completing DIY2. You can stop bracing yourselves because I'm not going to embed a youtube video in the middle of this OOPS I WAS LIEING!!
Between work and playing video games, I sometimes get things done, but I'm still kind of slow. I'm currently switching between VQ3 and Mandew vs the Upside-Down Machine. Both are still in their early child-like stages.
As for the site, it's green now. Isn't that great? More changes will follow in the next couple of days.
Mandew is doing a great job handling the sprites for MvstUDM; does it feel strange to sprite one's self?
Hey guys, look at this! ANOTHER Vista Quest update!? This will probably be the last one for a long time. I've addressed some issues brought up during the previous clan game as well as refined the controller engine. You can now edit your keyboard controls too.
Though it happens to be a certain forum-goer's special day, one still can't slack on their daily duties. Today I've released version 2.2 of Vista Quest. This version has some score modifications to make it more friendly for our latest clan competition. Details on the game's download page.
The problem with being a one-man dev team is that it's hard to get a good reading on what is a good idea or not. One just needs to keep trying until you get things right. And that brings us to our update. Mandew vs the Forever Rain has been updated to version 1.1 today.
This version mostly sees a fix in the power-ups. The hammer and fireballs both see a general increase in usefulness. The hammer now uses a little projectile instead of invisible collision detection. As well, the hammer scores you more points for killing enemies with it. The fireballs now travel farther and can do damage against Syax and Dorko. Aside from a few minor fixes (and maybe a secret or two added), thats pretty much it. Happy gaming.
Bonjour tout le monde! Ici Mandew, the Master of None.
As the person I am, I decided to start let's playing! It's quite something! Come watch me as I discover for you the depths of Super Mario World - one of the first games I've ever played, and one of the most modified games in the world.
Ok so I got the flu so I was a little off, but never-the-less, here it is! Mandew vs. the Forever Rain is done! Join Mandew as he covers four worlds of platforming action, filled to the brim with secrets and power-ups to make your defeat at the hands of the game's four bosses all that much less humiliating.
In the coming days, a couple of guides will go up explaining how the game ticks. For now you'll just have to figure it out by yourself. Can't be too hard, right?
Hey guys, happy Boxing Day! The most wonderful time of the year. Now don't think for a second that we don't care about you guys. Just for boxing day, I spent a good part of the morning making this handy-dandy Ghost Hunting Guide! Within this page you can find the detailed locations of all 20 hidden ghosts in Vista Quest 2. Happy Boxing day!
As for progress on Mandew vs. the Forever Rain, you can expect that by New Years. The game is in fact finished. All thats left to be done is some beta testing and the fixing of whatever problems Bob and Mandew can find. And trust me, they try. Hurting my feelings is like a full time job for them.
Hey there viewers of this page, mandew game will be delayed because the game is so hard that Moon had to crash through my window. He had come to complain that the game was too hard. He threatened to get Gene to punch me out of the galaxy if I didn't nerf it.
Because I have a phobia of black holes, the game will be dalayed for selfish reasons that I can guarantee you have nothing to do with the spriter (me)'s laziness and general absence.
Ok so Vista Quest has gotten a bit of an update today. I've added a few cheats to the game that let you skip ahead to later levels. Its almost like saving only sneakier. Check the game's page for more information. What are the cheats? Well it would be a secret I intend to take to the grave.
Or maybe its hidden on the site somewhere, I dunno.
I am pleased to announce Histoire de Lune: Legend of the Sky Princess. This adventure game features platforming action with a more RPG feel to it. Borrowing elements from classics like Zelda II and Cave Story, HdL is sure to impress. Of course this game is nowhere near done, but you can check its page for updates in the form of a blog. Blog updates every few days so be sure to check often.
ok so, I'm pleased to announce my latest project has been moving along quite smoothly. Progress is progressing and clocks are ticking. What does this all mean? Well I am making a game of course. The numbers are being crunched and the computers are beeping and booping as work continues on schedule. What is that schedule? Well I hope to have this bundle of joy out of the factories and into computers everywhere by Christmas of 2010.
I'll be setting up a blog where I'll post things about the game and production later this week. Mandew might also have something for us in the near future as well. Keep checking back.
Ok so, a few big changes to the DIY Library. First of all, 3 new games have been added, completing the DIY1 section. Just a round of congrats to Mandew and Bob for making so many microgames for the site. I've uploaded a video showing the entire DIY1 section in action, visible from the main DIY page as well as from our YouTube account.
The DIY page has also been split into an index listing DIY sections and shorter game pages listing parts of the DIY section. This makes for about six recordings per page instead of 18.
Now with the recent release of 3D Dot Game Hero, I'm pleased to unveil our custom character section. Gingy has already put together 4 custom 3D Dot Game Hero characters over the course of a single day. Expect more soon.
Vista Quest 2 has just gotten a nice update today. First of all, that map bug is fixed. It just goes to show I can be not-lazy sometimes. As well as some other minor tweaks, I added the option of changing the screen size of the game. This and more are avaliable from the options menu on the main title menu.
Introducing Syx-Attack, the latest in S&S's line of DIY microgames. Guide myself to safety or you will not be seeing anymore of these. Also, Vista Quest 2 has been reuploaded and you can check that out. Map fix coming soon, I swear.
Quick Update before work, the DIY Library is up. Theres 7 games total but not all of them are on the page as I post this. All 7 are avaliable on our Youtube page though and I'll have the rest up sometime tonight.
Our pal Gingy has set up Suits and Sandals forums for us so we hope you all join us and post and stuff (link to the left). Gingy also set up the Dream Fight page, a card game Bob is designing featuring video game characters. Cards will be showcased on that page. Rules soon.
Ok so Suits and Sandals site is up. This will be where we keep an archive of the games we make(speaking of which, Vista Quest). Right now the navigation doesn't have much. You can check our YouTube which will host trailers and gameplay videos soon. As well, you can meet the team.
So be sure to check back later, I plan to have a couple more sections up in the near future, as well as a nice spiffy forum. Some of it might even be up later today, who knows.
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