Thursday, February 1, 2018

SJB Art Archives: Super Justin Bros. Deluxe

One particular image that I wanted to share that wasn't in either Volume 1 or Volume 2 was this one, drawn on June 12th, 2008, which should give you an idea of what the Super Justin series as a whole was intended to mimic.

Disregarding the false "©1999" copyright date (where I pretended my games did exist), this was primarily Super Mario Bros 1 (or Deluxe in this case) mixed with Sonic the Hedgehog on the Master System/Game Gear. You have the general large level designs with slopped terrain of the later with some features like blocks and powerups of the former. This particular image showed off the two-player versus mode, illustrated by KND-style Justin (left) and Matt (right) playing the game on their Game Boy Colors. To the left are four creatures known as Boois, which where ghostly creatures that would serve as literal "ghosts" in Vs. CPU, mimicking the player's best times on each stage. And as better times were scored, they would turn to green, then red, then black. At this point they gained fuses and were re-named "Bombis", which this image goes into greater detail on.

Oh wait, why am I going super-in depth on super old art again?

Sunday, January 28, 2018

SJB Art Archives 2006-2009, Volume 2

(not sure which of these I did draw in 2006 but I digress)

If you wanted more crappy art and comics from my middle school (and my first year of high school) years, here you go! Volume 2 is jam packed with anatomical errors, sloppy pencil lines, fake Mario levels and powers, and lots of Kids Next Door-styled artwork to fuel your fantasies. (oh, and two Comedy Man entries I didn't include in Volume 1)

Again, nothing cringy or overly lewd to keep things PG-13 here.
Oh hey, a link!

Saturday, January 27, 2018

SJB Art Archives 2007-2009, Volume 1

Well, you probably weren't expecting something like this, but here's a few previously unshared things from 2007 to 2009 that I've drawn traditionally. Keep in mind this is everything I could bother digging up out of storage and post, so if I do decide to do some more digging through my stash (there are a few things that I'd love to share, especially from mid-2008), I'll post it here.

Without further ado, the link:
Yup, this is a link alright.
(Warning, most of these will be admittedly pretty crappy, please understand)

Here you'll find things like KND-era Super Justin, "Anime" Super Justin, some entries from the original run of my comic Comedy Man, and other miscellaneous draws. And don't worry, I left out the really cringey stuff.

Friday, January 12, 2018

Teasing a small concept:

Well hello everyone. Guess you weren't expecting a blogpost so soon? Well I got something for ya.
During the past two days, my mind abruptly came up with two concepts and ideas for potential future projects if my wish to become a game designer ever comes true. Of course one of these would be much simple, so I'll spill the beans on that one and get to the other one... possibly tomorrow?

So last Sunday night, the very well-known Vinny from Vinesauce streamed a bunch of Korean MS-DOS games, all of them obscure in some way. One of them was a platformer named Zis the Adventure, and it starred a very young child character that eventually gains access to a yo-yo that deals extra damage and allows you to scale up ledges... if the controls actually worked for throwing it upwards.

So that got me thinking of a game idea where the main core mechanic was being a character with dual grappling hooks on both his arms, which could be used for not just traversal, but offensive capabilities as well. Momentum and physics would also play a big role in getting around quickly while you launch the grappling hooks onto different surfaces to swing and propel yourself across the map. In terms of using the hooks as an attack, you can swing one of your hooks around you like a lasso to not only increase the speed, power, and distance of your next hook-shot, but also deflect enemy projectiles. In mid air, you can spin the hooks above you to slow your descent. Think something like Umihara Kawase but with an extra focus on fighting enemies and characteristics of a run-and-gun.

This was my idea for how the face main protagonist would look; something not terribly complex while still keeping my usual style:

His color scheme would be standard white skin, red-orange hat, black hair, and brown eyes. The rest of his body would probably be a basic yellow shirt blue pants, and black sneakers (if I ever complete the sketch I may try coloring it)

Otherwise that's pretty much it. If anything else comes out in regards to this idea I'll let you all know, otherwise I'll cya next time.

Sunday, December 31, 2017

First blogpost of 2018!

Did you guys here the fireworks? Cause it's now officially 2018!!

Happy New Year, SJtB readers!

Saturday, December 16, 2017

New Mari0 mappack in production

Yup, it's gonna be happening at some point, dunno when but I hope to have World 2 started on soon.

Saturday, October 28, 2017

Soout Parrc the Destroyed Pos Terior

Some images I pulled off the game's store where you can make merch of the New Kid, so of course here's Super Justin filling that gap.
Yes I'm aware the game is rated M for Mature (and for very good reasons) but most of us have probably watched South Park when we were "underage". Heck I remember when I used to watch it back in like, 2005 before I entered middle school (then again it was also the year I discovered Newgrounds and that site had lotsa not-family-friendly things) and I had the N64 game since 2003, when I was in elementary school.

Anyways I'll just shut up and post these and promise I never mention South Park again from here on out (this is a PG-13 blog I must add).

Also no you're not getting a Super Justin reboot anytime soon.

Thursday, October 5, 2017

A word on my current projects

As you all probably know, I'm the guy that runs three universes: Aozora's Adventure, Otaku-Ball, and WARMAN. Here I'm going to give some updates going forth in regards to those.

Firstly, I want to address Aozora for one particular reason. Back in 2010 and 2011, I launched two side-story universes: one centering around ancient Japan in the form of the Oriental side story, and another focusing on a literal "inner Earth" with more dark/heavy metal themes in the Darkness side story. However since I don't really have any ideas for those universes and have lost interest in them in favor of the main series, both the Oriental and Darkness side stories are currently on infinite hiatus until stated otherwise.

My current goal for Aozora is to find more potential designers for characters in the series that currently lack them, and perhaps fully launch the next wave of characters next year in 2018. In the meantime I'll continue to put work into the new Wiki which I plan to keep more up-to-date than the Wikia wiki. It will still continue to receive updates since I plan to keep articles for side-story and non-Aozora characters there. Speaking of...

I already mentioned Otaku-Ball in a previous post, but I'm going to add onto it and say that any sort of release date for the next version is still undecided and potentially won't be coming for a while. If Mr. Block has any updates, I'll let you all know.

Next is WARMAN, which has kinda been on the wayside for quite a bit. I have no desire to cancel or scrap it, but at the pace it's going, the third entry in the series, SKYMAN, may never reach the conceptual stage especially with me focusing on finding designers for Aozora instead of WARMAN. However once I get a full design for M-11, I will be drawing her in the style of M-10 and M-07 for consistency reasons, plus to put final touches on her design.

With that said I'm not sure what to expect next.

Thursday, September 21, 2017

Sonic MADventure

Since there are no downloads for this game anywhere on the net (and I'm all for preservation), here's a download for an old, old PC Sonic the Hedgehog fan game.


Don't worry, this game has been tested and should not result in any viruses. If your antivirus software goes off, it's a fluke.

Wednesday, September 20, 2017

Otaku-Ball Update in progress.

Hey there.
If anyone is curious about the next version of Otaku-Ball, Mr. Block and I are currently working on the next public release of the project.

This version will provide a boost to the experience, better Playlist customization/creation, a fully playable Campaign, and some other touchups. There's no release date that we can announce on, so hopefully it won't be long till me and Mr. Block can provide you more block-breaking action.

Saturday, August 12, 2017

Yo! Noid 2 (Or II, idk)

Well there's a game out there in the wild now called Yo! Noid 2: Enter the Void, a fan-made sequel to the rather infamous advergame Yo! Noid form Capcom on the NES. It's made the rounds earlier this month through news media outlets spreading it round and streamers giving it playthroughs.

It's a 3D PS1-styled platformer that throws the gameplay of the original right out the window, being a parkour puzzle paltformer with the Noid's yo-yo serving more as a tool than to fight enemies, which are nonexistent this time around. I tried playing it myself though my Xbox One controller was malfunctioning and the control configuration menus are kinda vague on certain commands (along with some commands being straight-out repeated).

There is one element of the game that sort of caught my attention in more ways than one; in regards to the identity of the final boss which can be found here since I don't want to spoil the game itself.

Wednesday, July 26, 2017

Untitled Crash fan game concept

Since I was playing the Crash Bandicoot N. Sanity Trilogy (seriously, screw you revamped physics) I figured I'd share a small concept that I once thought of a while back if I were to do a hypothetical Crash game. It would be a celebration and merge of the best mechanics and features across the series into one megagame of reasonable length.

It would have the controls and physics of the third game but the overall presentation of the second, with the player in the memorable circular Warp Rooms with the entrances and exits modeled after the theme of the Warp Room itself. Like Crash 3, collecting five Crystals and finishing a floor and defeating it's boss would grant you an upgrade. And of course there's the trademark gems and colored gems, the latter of which are regulated to at least one per Warp Room.

The levels would use different themes from around the series, complete with it's appropriate music (including custom Bonus and Death remixes of Crash 1's themes). Below would be the main Warp Rooms and the levels they contain, along with their corresponding themes:

(these levels/level names/available gems would be subject to change)

(any level listed above with an asterisk has a secret entrance)

Crash is playable in every level, even taking the seat from Coco for the "Pirate" levels (though in keeping with the spirit of the N.Sanity Trilogy, she could be controlled as well). Levels with a second gem are earned through Death Routes, Colored Gem Routes, or secret entrances. These alternate entrances may or may not provide additional crates to smash to get the box gem (but in most cases they do not).

Once you conquer those rooms, you arrive at the eighth Warp Room, a dimly lit and ambient room with foreboding music and only one level, with a larger "gate" than the others:

This level would be about twice the length of your average Crash level, taking place in a brightly-lit golden ruins (in the style of the Golden Passage from Wario Land 4) finishing off with an optional multi-color Gem path, which in total triples the length of a basic Crash stage. From there you beat the stage, get the final crystal and gems, and fight the final boss.

Relics would be present, with the basic Sapphire/Gold/Platnium on offer for finishing a stage fast enough. Unlike the original trilogy, you can also get Relics without happening to initiate time trial should you complete it fast enough (but you don't get to keep track of time unless you get the goal time for a Sapphire Relic or higher). Your reward for earning Relics is access to an even larger circular Warp Room under the first Warp Room with four extra levels and three alternate entrances:

Secret levels accessed in the style of Crash 2's secret levels can also be discovered, with it's own giant-sized Warp Room. A total of four secret entrances and three secret levels can be discovered, with the final level in the room accessible by beating the three secret levels and getting their Keys:

After the final boss, you would also gain access to two post-game Warp Rooms, which in the style of Super Mario 3D World, offer harder alternate variations of existing levels and a new branch of "Totally" levels ala the ones in Crash 2.

And that pretty much coverts what I had in mind for this project.