Here's a quick announcement to let you know that Abobo's Big Adventure was featured in a recently printed edition of Game Informer Magazine!
The issue # is 228 and it features Assassin's Creed III on the cover. Head to your local GameStop or other gamer-oriented store and pick up a copy for HISTORICAL PURPOSES!
It's a bit surreal to see this Flash game we made as a pure tribute to our love of the NES featured in a real big-deal gaming magazine. It brings a tear to our collective eye to know the game has touched a cord in so many people. That is, we WOULD have cried if we hadn't wasted all our tears on the many beatings Abobo has given us through the years.
Also, as of this post, Abobo's Big Adventure has been played 3.25 million times since its release about 2 months ago. A huge thanks goes out to all Abobo fans and to all the people who have supported us by writing articles, passing links to friends, and joining our FB page.
Extra huge special mega dino thanks go to anyone who has reached into their pocket to donate to our cause, we sure appreciate the support! You guys rock!
The Abobo train to an 8-bit wonderland of powerful punches continues to streamroll its way across the Internet and we couldn't be happier about the reception! Since so many people have been playing the game, we've added it to another site. Abobo's Big Adventure is now available for play on ArmorGames, so be sure to check it out on there and give it some votes to help show your support!
That said, there have been some requests for features in Abobo's Big Adventure, so we've updated the game with a few things we thought were worth adding in.
Version 1.4 includes the following updates:
-You can press "M" from anywhere in the game to return to the main menu - including during cutscenes! This should come in particularly handy for all you achievement medal hunters so you don't have to refresh your browser.
-There is a pause on the intro to the Pro Wrabobo and Punch Abobo areas so you can learn more about the moves you can perform in each of these big battles.
-On the intro to the Pro Wrabobo area, we've added in a secret tip for those of you who struggled to complete the tricky Balloon Fight level.
-Fixed bug during Punch Abobo fight where it locked up if you got up at the end of the 10 count.
-Fixed a bug in Prow Wrabobo where he suddenly vanished (well, we think we fixed it).
As always, please let us know if you encounter any new (or old) glitches when playing v.1.4 of Abobo's Big Adventure!
Lastly, for all of you who've been asking for a downloadable standalone, browser-free version of the game, it's coming very soon! In addition to that, the game will have a fullscreen mode feature so you can play it much larger! And yes, the game will still be 100% free and you can still use a gamepad to play it as always.
I took some time today for bug fixes and just uploaded version 1.3 here and on Newgrounds. This version should address the following issues:
-Medal popup appearing in 2 places (made it always appear in upper right, might cover something important on some stages, but having it move around was causing too many problems)
-Shooter Gavin getting stuck in boxes at top of screen
-turn off rage when abobo falls into Gavin pit
-Endless loop of anim when tearing a kid's head off
-Abobo and Gavin go over conveyer at same time problems
-Dying on shooter gavin and continuing causes problems
-Can climb too high on ladder preventing dismount
-using rage on bob-omb gives you idiot achievement
Balloon Fight/Pro Wrestling:
-rolling into ring + chair hit = bad
-hit on bottom left corner of ring = disappear
-abobo vanishes when dropping on laser screens (likely first laser screen after darkness)
-don't allow mac hits when abobo is in rage mode
-doc's spin punch tip disappears as soon as it's finished typing
-Added Instructions on Punchout intro
-problems with rage during old man fight?
-Running on upper left of pro-wrestling causes freeze?
-Some ads cause the game to shrink (refresh page until you get an ad that works)
-Sticky keys in some browsers (continues in one direction without any input): Possible Fix here.
The response to the game has been wonderful! We're so amazed at all the fan support. You guys rock!
Your next task is to keep testing the game and reporting new bugs. You've done great so far!
A lot of love went into Abobo's Big Adventure. We had no bosses to report to, no budgets to meet, no rules about what we couldn't do... we simply took the time to make the kind of game that we had dreamed about when we were kids. I have to thank Nick and Pox for seeing this immense project through to the very end with me. They put a ton of work into this and the game simply couldn't have turned out this incredibly well without their efforts. I'm incredibly lucky to have good friends like them who share my sense of humor to work on games with. I also have to thank our friends and families for putting up with all the long nights we spent working on the game when we could've been hanging out with them. Thanks to Tom Fulp and the Newgrounds community for showing so much support for our game projects over the years. And lastly, I want to thank you guys for being so patient with us as we kept promising this game year after year. Your undying support really kept us going and we really appreciate so many of you spreading the word about it online. I know it took us forever to complete, but once you've played through the entire thing, you'll see that it was worth the wait.
We've added in a ton of custom artwork, cutscenes, unique rage moves on each level, huge boss battles, secrets, unlockables, jokes, and a whopping 100 achievement medals! We even wrote a tutorial so you can learn how to play the game with a genuine NES controller on your computer. You'll also be happy to learn that we've created a convenient Level Select screen which automatically unlocks levels as you beat them. You don't have to beat the game in one sitting... you can always come back and use the Level Select to pick up right where you left off. You can also use it to replay any level if you need to try to unlock additional medals that you missed out on during your first play-through.
So here we are. January 11th, 2012. Abobo's Big Adventure, the ultimate tribute to the NES and our masterpiece of 8-bit parodies is finally here. All I want to do now is sit back and enjoy seeing all of you laugh and smile as all of your memories from the golden age of gaming come flooding back in an instant. And don't worry, even if you didn't grow up on these games, you're still going to have a blast playing it as the humor is universal. Do yourself a favor and play through the entire game, because I promise that the ending we've worked up for you will be something you'll remember for the rest of your life.
Seeing Abobo's Big Adventure released is a real dream come true. On behalf of Team Bobo, thanks so much for being a part of it. Please drop a comment and let us know what you think of the game!
There seems to be a little confusion about the release of Abobo's Big Adventure, especially for those of you in other countries where it's already Wednesday the 11th, so I thought I would chime in real quickly to clear things up.
Abobo's Big Adventure will be released on Wednesday, January 11th, but we never said the exact time, so we're sorry if that caused a little confusion. The countdown clock was to countdown to the day that the game would be coming out, not the exact second. We're in the Pacific time Zone and plan on getting up really early in the morning to put Abobo up live. We would release it at midnight, but then we'd need to stay up 'til 6am monitoring the game to make sure there aren't any catastrophic glitches. And frankly, we've pulled enough all nighters lately, so we'd like to get a decent night of rest before we unleash Abobo upon the world.
You guys have waited YEARS for this (as have we), just hold on a little longer and it'll all be worth the wait! :) We're still making some final adjustments to the game and preparing to load it up here on the official site, on Newgrounds.com and on I-Mockery.com, so there's a lot to be done. Plus, those who made donations already received a special, 100% original, bonus mini-game called "Aboboy's Small Adventure" that we sent them via email to help pass the time as a token of our appreciation!
So just hold on a little longer... for Abobo is preparing his fists for a whole lot o' punching!
This Wednesday, your lives will be changed forever. You will no longer see the world in the same way... instead, you will see it through the eyes of the angriest character in the history of video games: Abobo.
Settle your debts, eat your favorite meal, batten down the hatches, and say goodbye to your loved ones... for Abobo's Big Adventure is almost here.
Remember when we said that Abobo's Big Adventure would be releasing at the end of 2011? So do we. We recently asked Abobo if he was ready for the game to come out since it's December 'n all, and he got really angry and pointed at January on the calendar. Well, he didn't point at it, he punched every other month on the calendar until January was the only one left intact. We tried to explain to him that January is NOT the last month of the year, but he insisted it was and then went on to talk about other good months including "Octember" and "Junepril". Trying to have a basic conversation with Abobo is tough enough, trying to explain how the calendar year is organized to him is damn near impossible - especially if you don't want to get punched into oblivion.
With that in mind, we're incredibly excited to finally announce the release date for Abobo's Big Adventure: January 11th, 2012!
Yes, we know it's a few extra weeks of waiting, but we're making it worth it by adding more features, medals, and unlockables to the game. Plus, to everybody who has kindly donated to us, we're going to be giving out a free copy of a special new bonus mini-game starring own own creation, Aboboy! Believe me when I say this will absolutely be worth the wait.
Abobo is coming very soon... stock up on clean underwear, you''re gonna need it.
Crank your speakers up, batten down the hatches, and buckle your safety belts - the official trailer for our Abobo's Big Adventure game is finally here! You can watch it at the top of the screen or click here to watch it in full resolution.
I'm almost as excited about the release of this trailer as I am about the upcoming release of the game itself. This trailer gives me chills every time I watch it. CHILLS! It must be because it's like seeing the culmination of a project that we've worked on for years and years... and now the release of our big game is right around the corner. Make no mistake about it - this is the biggest project we've ever worked on and it's everything we dreamed of having in a single 8-bit NES-style game. I hope it really shows in this trailer.
Speaking of the trailer, I have to extend a huge thanks to my good friend Brad Webb. Without him, this extremely professional trailer would've never happened. We wanted to make this a trailer worthy of the Abobo name, and Brad absolutely delivered. Now I owe him an expensive dinner... I sure hope he likes In-N-Out Burger.
Watch it once. Watch it twice. Watch it a thousand times. Please help spread the word, because this is a free game made by the fans for the fans, and soon you'll all get to play through the entire thing. All hail Abobo!
Posted: October 24th 2011I had my doubts about whether this day would ever come, but just now, about 5 minutes ago I finished the FINAL BOSS coding for Abobo's Big Adventure!
This level is pretty wacky and much different than any of the others. It took a lot of collaboration between me on code, Pox on Art, and Rog on sounds to get it feeling right.
I don't want to spoil anything since I know lots of people are looking forward to the big surprise ending, so I won't give you any more details. SORRY! >:(
Now that the level is done, I just have to add some small details like putting a "MAIN MENU" button on the final "THE END" screen. Once the final polishing is complete (and all the bugs squashed), I'll integrate it into the main file and hope Flash doesn't die. After that, I think we're going to do some publicity and a super secret special surprise, then we will RELEASE IT!
It's been a long time coming, so once again, thanks to all the fans who have stuck by us and been patient as we've worked around families, "real" jobs, and other STUFF to make this happen.
Sorry we haven't had many updates in recent weeks, we've just been working hard on the game itself. Last night, we finished putting the final cinematics of the game together, and not to toot our collective horn, but I honestly believe this is one of the greatest endings to a game you'll ever see. I can't spoil anything, but this is far from one of those typical "game over" screens that so many NES games had. Considering how long the game is, we wanted to give you guys an ending that's truly worthy of your efforts. Can't wait for you to see it all.
Now that the cinematics are done, we're working on that final showdown with the big boss of the game. It's gonna be one hell of a battle.
I also wanted to thank everybody who came out to see us on Keith Apicary's "Apicarnage" tour. We had some great feedback on the game and gave out a bunch of free masks at each arcade we stopped by:
By the way, since it's October... anybody dressing up as Abobo for Halloween? Sounds like a great costume idea to me... especially since you can pummel anybody who dares to give you a trick instead of a treat.
Posted: September 9th 2011Here are a couple answers to frequently-asked questions:
I signed up for the beta-tester list, when can I play? There will probably be one more beta test before the game launches. Keep an eye on your email inbox toward the end of this month.
I want to help with Abobo somehow... make a t-shirt, make a replica of the arcade cabinet, help with programming, etc. Thanks! We love you! We don't have any artwork available to help you in your endeavors except that which you can find here on the site, on Abobo's Newgrounds userpage, or elsewhere on the web. We can send you the .pdf plan for our arcade cabinet if you email abobo[at]abobosbigadventure[dot]com. We don't need help with programming or art, but thanks for offering.
If you want to write an article, feel free to email us and we'll give you the inside scoop. If you see something about us on the web, please let us know, we love to keep track of everything.
The best thing you can do to help is to spread the word and support us with comments and encouragement. It's been a long road and the last 5% is always the hardest. The only thing that keeps us going is knowing that we have fans out there who are going to love this game.
When will the game be released? No solid date, but we're breaking our backs to get it out before Thanksgiving (end of November). We have a few surprises up our sleeves that are extending things a bit, but they'll be worth it.
Can we give you moniez? Please empty your wallets using this handy link!
Last of all, if you want to meet Rog, the "story" writer behind Abobo's Big Adventure, he's on tour with Keith Apicary all over the US over the next few weeks. He has a build of the game he's showing off on his netbook along with a NES controller so track him down using this video!
The 2011 San Diego Comic-Con may be behind us, but interviews from the convention are still somehow trickling in. Personally, I think it's because it took anybody who came in contact with Abobo's Big Adventure that long to recover from the mind-shattering experience.
So anyway, the super nice guys over at firstedition.tv stopped by the I-Mockery booth back in July to talk to us about the game and have a good cry. Here's the full interview:
If you're wondering why that kid wasn't able to answer any interview questions very well, it's because Abobo already punched him for not knowing any NES history. That kid now needs a drool cup wherever he goes and people have to remind him to breathe.
Looks like another satisfied Abobo's Big Adventure beta tester to me!
Early last week we sent out a beta test for the Zeldabobo level, and those of you who were already on the beta test list have been giving us some fantastic feedback. We have a few things to tweak, but there weren't any major glitches in the level, which is always nice. So a big thanks to those of you who played through the level multiple times and sent in your feedback. Big thanks to all of you who have been signing up to participate in the beta test too - we've had a ton of sign-ups since Comic-Con!
We've also had some more coverage on Youtube, compliments of Pot of Coffee Entertainment. You can currently see the video at the top of the page - it's pretty hard to miss since it features yours truly being interviewed by a grown man in Underoos. Oh the wonders of Comic-Con. If you want to see the interview on Youtube and leave them a comment, click here.
In other news, we have an awesome Hollywood-style trailer in the works for the game that should be finished in the near future. I won't lie... when I see the trailer, it makes me want to play the game immediately, so I think it's gonna get everybody really excited about all the things to come in Abobo's Big Adventure. We'll be sure to post it here on the official site as soon as the trailer is ready.
Now if you'll excuse me, I have to go clean up the mess Abobo made last night. He ordered a pizza and when the delivery guy arrived, he dared to ask Abobo to pay for it. So now I have to scrape a squashed pizza delivery guy off of our welcome mat. Sometimes it's a pain in the ass having Abobo as a roommate... just don't tell him I said that.
Posted: August 1st 2011Wow! We had an absolutely fantastic time at the 2011 San Diego Comic-Con this year!
Seeing everybody playing the three new levels & four new boss fights in Abobo's Big Adventure was a real treat. Judging by all the smiles and laughter, it seems like you guys really liked it. Big thanks to all of you who came out to the I-Mockery booth to check out the game... we hope to see you again next year!
Abobo's Big Adventure has also received some great press lately from our friends at Destructoid and IGN, so be sure to check out those articles when you have a chance.
Last but not least, we took a bunch o' photos of people playing Abobo's Big Adventure on our custom arcade cabinet at Comic-Con and put together this nice photo gallery. Take a look to see if you made it into the gallery:
If you're attending the San Diego Comic-Con this week, you'll have a chance to play Abobo's Big Adventure on a custom arcade cabinet! Not only that, but we'll have almost the entire game for you to play as well. This year we'll have three new levels and four (yes four) huge boss fights that will put your classic gaming skills to the test!
Plus, we'll be giving out special Abobo masks (while supplies last) to everybody who tries out the game! What better way to improve your face than by adding some Abobo to it?
Abobo's Big Adventure will be located at the I-Mockery.com booth #E10near the 600 & 700 aisles of the convention center. We'll be there from Wednesday, July 20th through Sunday, July 24th. We hope to see you there so you can help Abobo wreak havoc in an 8-bit world!
Posted: Tuesday July 12thJuly brought us independence day for both Pox (Canada) and Nick (USA). Rog's sovereign nation is Lithuania, not sure when he's taking his vacation.
Anyway, Pox is still galavanting across the U.S. for his summer break and I just got back from my trip to the exciting mid-west! Now it's time to finish the final boss and integrate all 3 new levels into the final game engine.
In case you didn't know: Because each level is so huge, we develop it in an independent .fla file because waiting for Flash to compile the whole thing takes like 15 minutes which seriously cramps your testing time. When everything is done, including music, sound effects, and cutscenes, I create a pre-compiled movieclip and import it into the main file which often creates a bunch of problems.
The last level I integrated came through with a bunch of corrupted Flash symbols so it took much longer than anticipated because I had to go back and locate the corrupted symbols in Pox's cutscenes and replace them with non-corrupted ones.
I really hope these 3 new levels don't have the same problem or I will pluck someone's eyebrows out hair by hair.
Anyway, tell us about YOUR summer vacations and then maybe next Monday Abobo will make a post about HIS!
Posted: June 20th 2011We're getting extremely close to finishing this beast of a game!
Last week we put the finishing touches on the 7th level and we all agree that it's probably the best level we've made so far.
You will lose at least 30 lives on it though, so GET READY!
We've started the 8th and last level which is really just a battle with the FINAL BOSS who is the diabolical fiend behind the kidnapping of Abobo's son, Aboboy.
As always, we're tweaking and distorting your NES memories to make this something really unique.
For those wondering when it will be done, our goal is to have a fully working demo with all 8 levels at the San Diego comic con this July. Cross your fingers that we'll make it and nothing will break when we merge all the development files together.
Your weekly question: Do you think an Abobo trailer previewing the game is worth our time and effort? Will you promise to spread this trailer to every living soul in the world? Will you pledge your soul to the iron fist of Abobo?
We just wanted to thank all of you who helped test out the latest level in our recent beta test. The response to the level was very positive and we're currently working on fixing the bugs that were reported. It really helps to have you guys test out these levels, because with a game this huge, there's a lot of room for glitches and we want the final product to be as error free as possible. Thanks again to those of you who sent in your detailed feedback. We're really glad you guys enjoyed the "Megabobo" challenge!
And don't worry, if you missed out on this most recent beta test, be sure to sign up for our mailing list and we'll notify you once we're ready to test another level out.
Posted: May 23rd 2011Apparently Abobo felt himself being raptured, grabbed St. Peter by the throat, then performed a triple suplex on him which caused a shock wave so huge that all other rapture beams were interrupted and the rapture-ees fell back to the earth.
To celebrate the continuation of the human race, we'll be releasing a beta test this weekend!
Be sure to like our Facebook page and sign up for the beta list using the signup form above this post to get in on this beta-testery goodness. Pic unrelated.
Hi, want another useless pixel trick? Ok! Here's how you make a gradient background. Use this on anything with too many colors to turn it all pixely.
First, start with a gradient in Photoshop:
Then turn that image to an Indexed Color one ( Image > Mode > Indexed Color )
And then use these settings:
Palette: Adaptive Colors
Now marvel as Photoshop turns a smooth gradient to a neat pixely pattern for you!
Play around with the Indexed color settings to get all sorts of different results.
You can use this to turn images with complex color schemes into pixels thus allowing you to use Photoshop's advanced tools to create anything you want and then turn it into something that looks crappy! Of course I just showed you the most basic use of this but this is actually key to a lot of fancy advanced things involving Photoshop. JUST FIGURE IT OUT YOURSELVES.
The game has been progressing nicely these past few months as we've been hard at work on completing multiple levels. Since we're trying to finish all the levels in time for the San Diego Comic-Con this summer, we brought on another programmer to assist with production so we can work on the remaining levels all at once. If things continue the way they've been going, I think we'll definitely be ready in time for the big convention.
This past week I spent most of my time working on getting some sound effects finalized for one of the levels we're working on. It's crazy how much time it can take to get a single sound just right. A lot of the sound development is trial & error, because what often sounds good as a standalone track, doesn't sound good in the context of the game. Still, it's funny how the levels always suddenly come together and feel awesome as soon as we add in the sounds and music. Up until that point, we're always second-guessing ourselves, doing everything we can to make sure the levels are as entertaining as possible. Once the sounds are in, however, the levels always feel right and that's when we really start getting excited about unveiling them.
For those of you who've signed up for the beta test, we'll probably be testing another level soon, so keep your eyes peeled for those notifications when we send them out!
Posted: May 2nd 2011We're trying to keep most of the final stages of Abobo's Big Adventure under wraps so you have something to be surprised with when it comes out. So I won't actually tell you what the second-to-last level is, but you'll probably figure it out anyway from what I describe.
This particular level requires Abobo to be able to shoot his weapon in 7 directions plus 2 crouching directions.
It has logic specific to Abobo wading through water for certain areas of the level. The level also requires all kinds of different weapon types to be shot in all of those directions.
My coding style is the "fly-by-the-seat-of-your-pants" approach. So I started out by getting the "normal" weapon to fire in all those circumstances, then started adding enemies, platforming, and bosses. It all worked out great until I remembered there were a bunch of other weapon types that needed to be added.
Luckilly, improvisation is how I roll :-D
Get ready for ultimate code-monkey nerd-out:
To get the normal gun to shoot right, I used a bunch of "if" statements based on which keys are down to decide the starting position and x and y velocity of the normal bullets.
The code looks kind of like this ("dir" is the direction being aimed, "b" is the bullet movieclip, "who" is Abobo):
So now, I've got to add in a new weapon that creates a pattern of bullets that "spread" out based on the
direction being aimed. So each bullet has its own slightly different trajectory from the original but starts at the same x and y position.
How can I do it without having to create even more crappy code with tons of nested "if" statements that will be infuriating to maintain if, for example, Rog doesn't like the angle of "spreadiness" and wants me to make it spread more? (which he did once he saw it).
My solution was trigonometry:
1. Use arctangent to get the current angle (in radians) of the "main" bullet ("b") since I already know where it's going: var rads = Math.atan2(b.yvel,b.xvel);
2. Convert radians to degrees since I honestly can't think in radians: var degs = rads/(Math.PI/180);
3. Get the "power" of the bullet (how far the bullet is moving each frame) by calculating the length of the hypotenuse of the triangle formed from the x and y velocities... use the pythagorean theorem: var pow = Math.sqrt(b.yvel*b.yvel+b.xvel*b.xvel);
4. Create a new bullet, put it where the "normal" bullet is: var b0 = this.attachMovie("con_bullet"+who.bultyp,"bullet"+effcv,effcv+991);
5. Adjust the angle from the normal bullet slightly:
var mydegs = degs+8;
6. Switch degrees back to radians since Flash's trig functions only accept radian-based angles as input: var radd = mydegs/(180/Math.PI);
7. Set the x and y velocities of the new bullet using the sine and cosine functions, then multiply those by the "power" of the original bullet calculated in step 3: b0.xvel = Math.cos(radd)*pow;
b0.yvel = Math.sin(radd)*pow;
8. Repeat the same process for each bullet in the "spread" pattern adjusting step 5's angle slightly for each bullet.
RESULT: A few lines of code allows the spread pattern to be perfectly aligned to the direction the player is firing and the simplicity lets me easily tweak the amount the bullets deviate from the norm by switching a couple numbers.
There you go, a peek into how poor planning makes you fill gaps with crappy solutions!
So apparently I have to contribute to this nonsense web page. JEEZ. Well, people sometimes ask me how I do sprite art. They probably assume I use some fancy program or plugin for Flash but I don't. Just use the pencil tool in Photoshop and turn off all anti-aliasing on any selection tool you want to use. I'll post a tutorial here every other week.
So, for this first one, I'll show you how I draw big pixel pictures for cutscenes or splash screens. I use a graphic tablet for this. First I make an outline of what I want to draw with the pencil tool at a low opacity setting.
Then I create another layer and turn the pencil tool to 100% opacity so I can make a more precise outline.
Then I delete the first layer and get the eraser tool (set it to pencil) and erase my outline's extra pixels so that it's only 1 pixel thick all around. Doesn't take as long as it sounds.
And finally, I color it in with the paint bucket / pencil tools.
And there you go, your first lesson in something you'll never use or care about! See you next time.
Today, I thought I would share with you a little information on what it's like to build a level for Abobo's Big Adventure. Why? Because, each new level we do is based on an entirely different game. Abobo not only has to take on the physical characteristics of the game that we base the level on, thus requiring a whole new set of sprites, but it also involves coding an entirely new gameplay style.
Take the first two levels of our game for example: Level 1 is based on Double Dragon... familiar territory for Abobo, sure, but many of the enemies that inhabit this level were never there to begin with. You'll run into characters including a swarm of huggy guys from Kung Fu and innocent children from River City Ransom to Kid Niki and a psychotic barrel with a beard named Beardy Barrel. Once Abobo dispatches all of these characters and more, he makes his way to a big boss fight, followed by a cutscene which transports him to level 2 - an entirely new world based on an underwater swimming level from Super Mario Bros. In this level, Abobo is no longer punching and kicking his way through enemies, but instead, he's using his Yoshi-like extendo-tongue to catch fish and spit them out as projectile weapons. Once again, he must face a cavalcade of enemies that were never in a SMB swimming level before.
In addition to the completely different style of coding, each level contains a boatload of custom sprites, including a special "rage" move that Abobo can do. These rage moves have some crazy animations based on what you're seeing on the level and they destroy just about everything in sight when executed. You can't use these rage moves constantly, but the more enemies you kill, the more Abobo's rage-o-meter will build up.
Of course, each level also involves the lengthy process of laying out the challenges, deciding which enemies will fit best and then testing them extensively. Once we've done that, we add in all of the new sound effects and then combine this level file with the master game file. This master game file keeps track of how many lives you have left and automatically saves your progress as you move along in the game. So yes, you will be able to resume from where you left off if you're unable to beat the game in one sitting... and considering how long we've made this beast, that wouldn't be surprising at all.
So with all of this in mind, you can probably imagine why it takes us so long just to complete a single level... there are a ton of elements we have to piece together just to complete the level, then we have to tie them in with the rest of the game and make sure they still work. It's a long process, but each level feels so satisfying, and they get progressively crazier throughout the game (as do the cutscenes).
To further explain just how big this game really is, consider for a moment how many games were produced for the Nintendo Entertainment System. A lot, right? Well, we're actually at the point where we're having trouble finding games we haven't referenced at some point in Abobo's Big Adventure now. If that doesn't give you an idea of just how much we've stuffed into this game, nothing will.
Posted: March 22nd 2011Hey Abobo bobble-heads! We just finished our 1st public beta test of Abobo's Big Adventure.
People that signed up for our beta tester list got to play a succulent level and an epic boss battle.
Their keen eyes and brains found a bunch of bugs that we immediately squashed like grapes between Abobo's eyelids.
They also discovered that we made the level way too hard... So after a lot of arguing about the obvious weakness of the beta testing pool, we finally caved in and shortened the level and nerfed some difficult enemies and made the level difficulty curve more like a "J" than a backward "L."
Thanks to all who participated, and if you want in on the next test, sign up above!
Posted: March 2nd 2011This Saturday, Abobo's Big Adventure will be appearing at Southern California Classic Collectors (SC3)
in Alhambra's Gallery Nucleus for a fun-filled day of classic arcade action!
This marks only the second public showing of the game on the one-of-a-kind custom arcade cabinet (the first time was at the
2010 San Diego Comic-Con) and new levels, boss fights and cutscenes have been added in for this latest build.
For those of you who are unfamiliar with SC3, it's a large biannual gathering of classic video
game fans where loads of arcade cabinets and consoles are set up for all to play. The event starts at 12pm PST and goes all the way 'til midnight.
A day of nonstop gaming... sounds pretty fun right? Well
in addition to gaming, contests, raffles and trade tables, there will also be some fantastic chiptune artists performing at the event including 8-Bit Weapon, Virt and more, so it's guaranteed to be a hell
of a good time.
If you didn't get a chance to play it at Comic-Con last year, here's another rare chance for you to experience Abobo's Big Adventure on a real arcade cabinet before its eventual web release.
Info about what's going on at the event can be viewed here.
Tickets to SC3 are only ten bux online (or $15 at the door). If you're interested in attending, you can buy your tickets here.
Hope to see you all there and can't wait to watch everybody ravage the 8-bit world with the power of Abobo in their hands once again!