Friday, August 06, 2010

Well I'll be damned

Just a quick picture post, showing the title screen of my first personal game this year. Should be finished in a couple of days.

shrooms_01.jpg

It's not an overly creative gameplay, but for the sake of it I wrote a minimalistic particle thingy that really makes it a glittering experience to play. Once I've got the sound in it should at least score in the mood department.

nGFX

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Thursday, June 24, 2010

What smells of lamb and loves pizza ?

We're having multiples here. Multiple reasons to be happy that is.

Most of them are to do with the World Cup, but here's one which isn't. Our first game for the very lovely people at Aardman went live mere hours ago.

Shaun's Big Lunch

tbl_grab.jpg

It's a reskin of sorts of PhotonStorms' Quartet game. I'm really pleased with how it turned out especially due to a pretty aggressive time scale and it being our first live project with Aardman. There are usually workflow issues when working with new teams for the first time, but this was silky smooth, great work from all those guys there, and the assets are as good as you'd expect, just stunning and a joy to work with.

And isn't it nice to actually release a game rather than just talking about it. I'm hoping this is going to be the start of a fairly steady stream of new releases which we've got penciled in, next up should be Destroy More Cars, then Game'88, our swanky new Facebook game and then a couple more secret ones, not to mention a little something in Unity at last.

It's nice to have the next couple of months planned out, it really helps give us some focus and direction. Now enough from me, go and eat, eat like you've never eaten before.

Squize.

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Thursday, April 15, 2010

It took a day, what do you expect ?

Chock a Box is live now, here he is: Linkylinklink

Quite fun, quite polished, sold nice and quickly ( And Dom at gamesbutler was a pleasure to deal with, it doesn't get any easier ). You're not going to be playing it for hours, it is what it is.

It's also over at Kong, so if you enjoy reading comments from strangers saying how much a game sucks, then that's your place ( NG too, but the reviewers there aren't as fun any more, they're actually helpful and constructive for the most part. Boring. I much prefer a 13 year old fucktard telling me I can't code for shit and my game is gay ).

That's it, message over.

Squize.

x

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Tuesday, March 23, 2010

A game in a day

A lot of our friends have had some success with producing a game in a day, but it's always something we thought neither of us could do as we fanny around far too much.

Late Saturday I had an idea for a simple game that I though could be fun, so around 18 hours or so later ( Spread over a couple of days, yeah misleading title I know ) I got the Flex compiler to belch out this:

chockABox_grab.png
Chock a Box

As you can see not only have I cropped the edge of it badly ( Which is driving me insane already ) but it's got more than a hint of Q*Bert to it. It's just some simple retro fun, not the best game I'll ever make, but it's pretty nice.

The main sprite, Mr Packing Box, was drawn without a single thought that I'm moving house this Friday, a totally subconscious choice.

Let's see how it goes in terms of sponsorship, it'll be good if it pays for itself.

Squize.

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Wednesday, January 27, 2010

Dogtown

The huge never ending project I did for National Geographic, "DogTown", has ended.

Dogtown1.jpg

We produced 5 mini-games for it which had to fit in an already written wrapper which managed all 9 of the dogs as the went through the vets getting better with a view to being re-homed ( It's based on some tv show apparently ).

Dogtown3.jpg

In the need to be diplomatic now and again, I'll just say it was an unusual development process. I actually finished on it in November with the client employing 3 on-site coders to finish it off ( And that's not due to me being crap I hasten to add ).

That's about it really. I'm trying to tether my usual blunt and honest write ups on projects, as I don't want to even go down that route with this. I've not played the final version and seeing how you have to pay to download it I never will. I think a developer not caring enough to even see how there game(s) turned out speaks volumes.

I've done better.

Here's the link more for historical preservation rather than expecting anyone to go and buy it.

Squize.

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Tuesday, January 12, 2010

Here's a new old game

It seems the NFL Rush site has opened up the game section, which is cool as I can actually show you some work now.

My favourite of the bunch was the first one I worked on, Gameball Maize Maze.

gmm_grab1.jpg

I think this was only my second iso game, it's not a display system I love, but I'm pleased with the depth sorting on this, it's pretty solid, and I love the art style so much.

As a game I think it works pretty well too, it's more for the younger readers out there, but it did all come together nicely ( There are some blog posts about it's development from way back, this one in particular should make a whole lot more sense now ).

Squize.

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Wednesday, October 21, 2009

HI DAC*

AWESOME! Our new great game, Destroy all Cars, is live! WOW!

dac_liveGrab1.jpg


Play this GREAT physics based smash 'em up right now! Featuring 25 levels of AWESOMENESS with 12 selectable cars to smash. This is super fun, if you're 8 or 88!

dac_liveGrab2.jpg

Unlock all the liveries for each car as you SMASH through the levels! Go on, create MAYHEM on 4 wheels!

Squize.

* Worst. Blog. Post. Ever.

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Wednesday, September 30, 2009

Coming soon to a race track near you

Here's a little clip of what to expect from "Destroy all Cars", which should hopefully be live by the end of the week


Squize.
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Monday, June 15, 2009

All mine, ALL MINE!

Nothing really new so here's at least something to look at ...

After a good deal of non game related stuff (some WBTs, a lot of non game flash stuff) I finally found the time (and motivation) to continue on Calisto Eclipse my current private joy project, although I must admit that the joy part has left me untill just recently.

There was some oh so boring serverside stuff to do, plus some database layout and it's still not done at all, because I really wanted to have a working game at some point.
Finally the action mode gameplay is working 100%, I just need to fill in the 150+ levels in order to provide at least some sort of progress (just fiddling with times and percentages for a certain tile type, so no real magic behind this).

Story mode needs yet to be "coded", although it just uses things I've done already for the action mode (with some minor variations, so I can create things like "build x structures with size y."

Today was paint the medal day so I thought it might also be a good thing to give you a quick glance at them:
ce_medals.jpg

There are 12 of them all nicely linked to myw (the other thing that dragged me down a good deal).

I guess that's me for now again, but I think it'll be nice to add an ingame screenie too, so here it is:
ce_ingame_action_00.jpg
(scaled down)

Lets just hope I get that done before I die ...

nGFX

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Thursday, May 14, 2009

Did you know...

That we've started hosting some of our games ?

It's something I started a while back and had to break off from as work / Unity / real life got in the way.

Here's some links:

Chimbo's Quest

MJ-1912

Loved Up

[Update] Virus

There are a lot more to come ( I had a count up the other week, and including the puzzle game that I gave that huge spoiler away with on the last post, I'll have finished 82 games. We won't be able to host all the games 'cause there's a lot that I don't own the copyright too, but there's a fair few we can ).

Also as a historical ego trip I found my first ever Flash game that actually did something. It was my entry for a retro comp on FK.games ( That never amounted to anything, mine was the only entry ) and is a remake of the c64 shooter, Delta ( It uses a "mod player" on the title screen, but due to Flash's sound being broken on Vista it sounds dog rough. My apologies to Rob Hubbard for making his music sound like poo ).
It's just the first 3 levels, doing a really anal accurate port is hellish.

Squize.

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