NST Level Editor
The NST Level Editor is a tool for creating custom levels in, primarily, the PC version of Crash Bandicoot: N. Sane Trilogy. I have been a fan of the Crash Bandicoot series ever since the PS1 days, and when a Crash game released on PC for the first time in 2018 I started messing around with the files to see if I could make anything interesting happen. Once I discovered that it was possible to modify the levels in the game I made it my mission to try to learn more about how the game works and develop a level editor so that other people would be able to make custom levels too. I had to teach myself how to code first and I've restarted the project a few times but I'm making good progress with the current version and will be releasing it as soon as it's less broken.
More information on The Warp Room. An example of the kind of level the editor can make as of June 2020: Arctic Antics (a remake of a level from a previous game in the series).
The finished animations I have posted since getting back into Flash a few years ago (when it was actually still called Flash) have been simple cartoons I made to help me get used to animating again, and were mostly about either a chicken called Chirpy, or Crash Bandicoot. The bigger projects I started making later on ended up getting delayed because of technical problems and mass data corruption, and by the time those issues were resolved I was working on other things - see above. I have already completed a lot of work on two of those projects and they will be the next things I focus on when the level editor is no longer my main priority.
The first is Chirpy the Chick's Christmas Adventure, which was originally going to be released for Chistmas 2016 (not a typo), but didn't quite get finished in time. I have continued to work on it on and off when I've had the time and in its current state it is much bigger than all of the previous episodes combined and contains considerably more Wham!. I don't know yet if it will finally be ready in time for Christmas 2020, but that will mark Chripy's 5th birthday so it would be nice.
The other animation that I lost to data corruption for a while is another Crash Bandicoot project. It too is much bigger than its predecessors and involves much more complicated techniques that I'm going to have to learn how to do again once I get back to it. It isn't quite as complete as Chripy's Christmas but I'm very happy with what I've done so far and I know I'll finish it eventually simply because of a joke I came up with that's too good to waste.
There is another Chripy cartoon that I started, intended to be released after these other animations, but it's at an early enough stage that I wouldn't mind starting it again, because at that point I may be ready to move on from Flash and find an alternative, for the same reasons that everyone else has for wanting to change. The same is true for any other big animation projects I may have mentioned or alluded to, I want to experiment with other software before I put too much work into them.
Untitled comic project
In 2013 I started working on an entry for a LittleBigPlanet 2 level creation contest because I thought I had some good ideas that fit the theme. I came up with a story for my level and started making cutscenes and quickly realised that I was much more interested in the plot than I was in designing gameplay around it. I knew I wanted to expand on the story and tell it in a different way so I scrapped the level and started writing my ideas down instead. For a long time I was considering trying to turn it into a novel and I had multiple chapters written, but after rediscovering my love of making comics while working on my 2018 daily comic series, I decided to restructure the whole thing as a webcomic instead.
This is a story that I've been working on in some form for a long time now so I want to do it justice. It won't be rushed like my daily comics and because it is a single story with a beginning, middle, and end already mapped out, rather than something continuous that I plan to keep going for years, I don't intend to start releasing it until a significant portion of it is completely finished. I don't want to risk it falling into indefinite hiatus like my last attempt at making comics.
I've labelled this as "untitled", because it'll be a long time before I need to made a final decision about the name. The stacks of documents, drafts and notes I've written about it over the years all use the name I gave to the original LBP level. It was always a very silly placeholder but realistically, I could have been working on this for close to 10 years by the time it goes public and by that point I'll struggle to see it called anything else. So I apologise in advance if you think the name is stupid.
© Cogmonkey 2021