Friday, March 05, 2010
Commercial time ...

"Refreshing and Healthful"

"This is your brain. This is your brain on drugs.
  Any questions?"

"All my men wear English Leather, or they
 wear nothing at all."

... over now.

Ah tv slogans, so lets get to the point of this pointless post - we're having a little break and some blog re-design coming for us. If everything works fine there will be no break, but hey - who knows ...

nGFX

Friday, March 05, 2010 9:39:03 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, February 23, 2010
Sometimes it's just nice to celebrate the good things, so I'm going to be self indulgent and do just that.

Ionic got a great review at JayIsGames the other day, ok the score wasn't the greatest, but we can live with that, it's not the most usual of games and falls slightly between two stools. I'm proud of it and still enjoy playing it, so anything else is just a bonus. It's also doing quite nicely in terms of traffic, not huge numbers but a good steady amount each day, and we've not overly pushed the distribution yet.

Zap ( App Store link, or video preview ) was cited as an example Flash CS5 app at FITC,

x2_bb4593.jpg

Thanks to @kdsh7 for the photo

So it's not always the dark picture we usually paint, some days it's worth waking up for.

On the subject of Zap I guess I should post some of the things we learned about exporting to the iPhone with CS5 in the next couple of days, as it will be handy for everyone come the day of launch.

Squize.

Tuesday, February 23, 2010 5:13:57 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, January 27, 2010
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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Wednesday, January 27, 2010 10:14:16 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Saturday, January 09, 2010
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So that's being 3 years of GYW ... me and Squize working together for 3 years as GYW - that's worth a little celebration, isn't it?

Oh, and if you discover the secret message you can keep the cake :)

nGFX

Saturday, January 09, 2010 11:43:52 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [7]  |  Trackback
 Thursday, December 31, 2009
It's that time of year again, and for the first time in 3 years of doing it I'm actually getting it done on New Years eve rather than the 1st. I'd like to say it's a sign of our new found pro-activeness, but in reality I'm out on the beer tomorrow so it's best to get it done today.

Ready ? K, let's go.

Jan:

Our second birthday and tons of work. Some of the games we did in 2008 actually came out in this month, and it's a bit of a muddled mess as the projects we were working on are behind a registration, so we didn't actually know when they went live, so a bit of guess work here.

sargeBB.png

Sarge's Bowling Barrel. A project we did with Brandissimo. If you ever have to do a game with 10 pin bowling scoring, don't. On paper it's straight forward, in real life it's a massive ball ache to try and code. The graphics are lovely as supplied by Brandissimo, and the speech sounds great. As a game it's a bit throwaway, just pleasant quick fun.


rts.png



Racing to School. Another Brandissimo game for the NFLRush site ( Hence the lack of links ). A simplistic Pole Position-esque style racer. The movement and the collisions were really nice, I'm more than happy with them. The hardest part of the project was the rubber banding, it's a really really tricky thing to do well. Quite a nice end result though, fun little job.

Aside from this, cronusX was still called X and under development. And that was the first month of the year.

Feb:

Another busy busy month. I think until the end of March I was working on 3 projects at once constantly, which is so nasty.

imd_grab2.jpg

Invaders Must Die. Our highest profile release to date. When we landed this gig I was doing cartwheels, it's The Prodigy man, bands don't get much cooler. I think we did a really good job considering ( Post mortem if you want to see what "considering" actually means ) and having our game on the NME website and hearing the band were playing it after getting off stage in Australia and that they "Love it" almost cancels out all the other shit that's happened this year. This is why I make games, to get to do cool projects like this.

This month also saw us buy our way into the 4K comp and hopefully into developers hearts. February also saw me post a rant about all the "Make Flash games, you'll earn more money than you can actually count" articles that seemed to come out in a big wave, we jumped on the twitter bandwagon and Olli showed some lovely rendering action.

March:

After the highs of Feb, comes the lows of March.

sodp.jpg

Save our Dumb Planet. I really dislike blogs where everything is made out to be all rosy. In real life you have blips, and we've had more than our fair share this year. I think just sharing the highs and glossing over the lows is just bull shitting the reader, and that's something we've never tried to do. We love you all far too much. Love in a brotherly way that is, not in a penetration sense.

So keeping that in mind, this was one of the worst projects I've ever had to work on, with the single worst meeting I've ever had. In any job. Ever. Early in March this game was canceled, the client weren't happy with the progress and the direction we were taking it in. It's there prerogative, there's no bad blood here, but it's the first time I've had a project fail on me, and the first time I've not really connected with a client.

A real kick up the arse. Apparently I don't walk on water, and this project hammered that home. Paid for my mac book pro though, so always a silver lining.

bovis.png

On a better note, the 4k comp was finished up, with our entry, Bovis Abyssus released to the world ( And to be honest I'm really proud of that little 4k shooter ). An excellently run comp and one we were really proud to have sponsored.

X was code complete this month and Olli showed off some screens from a certain game, which like Dumb Planet, will never see the light of day.

And just to finish the month off in style I split up with my girl...

April:

...spent the month mainly licking my wounds.

This month didn't see anything new come out. I did ( With hindsight ) a quite hate filled post about putting ads on adver-games, and how it sickens me so much. Olli was a productive bunny this month and had a lot of time with Unity3D, the highlight being a very helpful post about all things GUI.

May:

A funny kind of limbo where we were just doing things with nothing to really show or write about. It turns out one game finally went live,

bba.jpg

Blitz Bots Alley. Another game for Brandissimo. This one just seemed to go wrong, it was meant to be a reskin of Sarge bowling, but due to the changes in the gameplay, which was fairly flawed and something we didn't notice until well into development, it was pretty much a total re-write. A low budget and a complete lack of motivation from me lead this to being drawn out and although we salvaged something ok at the end of it, it missed the mark and was just painful to work on. I burnt some bridges with this project, which I regret.

June:

A month that saw me get another year older, and where we spoke more about other peoples things rather than our own, including a great interview with our mate Chris about iPhone development.

Olli got all random level generation on our asses.

We also posted our first article about mtx. Was it only really June that we started hearing about coins and the like ? It seems like they've been around for ages due to the sheer amount of words which have been  devoted to them.

This month also saw GameJacket close ( There's got to be some lame pun involving zips and closing, but nothings coming to me. Just make your own up ).

July:

This is more like it, back on track again.

zoneOut_grab.jpg

AQI Zoneout. I got to work with the sexy basement.tv gang and our mate ickydime on this bad boy. A nice original puzzler, which would make a good iPhone game. It was slightly odd because I left the project before it was gold due to timing issues, which makes it feel slightly empty for me, you need the money shot, but I'm really pleased with how it turned out and had fun doing it ( Once I got over my fear of breaking the basements svn ).

cronusx.jpg

cronusX. My baby. I'm so proud of this game, it's everything a GYW game should be. It was really nice to be able to work with Olli directly on a game, and I really enjoyed posting every build as we went, that's something I'll def. do again ( I can't link to the WIP builds, as our dog shit cheap host that was used just for games got hacked, and the hosting company just gave up after that. I guess they didn't bother with the backups they said they did, and it was just easier to fold and keep everyones money. Cheers for that ).
In terms of traffic it's proved to be a disappointment, but let's save covering that for the post mortem.

Aug:

A quiet month really. First pics of Ionic were posted, cronusX went viral and I got all moody about things ( Which I'm not even going to bother linking to ).

We were busy, just sometimes there's nothing to say about it.

Sept:

via_promo_00.jpg

Via was Olli's sweet word game. It's not out yet as we're still looking at the best option for it, but it will see the light of day in the coming year.

The rest of the month was mainly talking about things that were coming soon, or "pointless filler posts" as they're known in the trade.

Oct:



Destroy All Cars. A box2D powered crash'em up made with our mate Elliot who I used to work with at gimme5games. Just to show what I know, I'm far from being a lover of this game, and it's our biggest hit by a long way. I think it was in the top 3 games on the Spil sites in it's first month, knocking out 4.6 million hits, and it's since been sold to Addicting and MouseBreaker, and will be on Miniclip in the new year.
It's great to have a big fat hit ( It's weird 'cause it just got slated on Kong, and although front paged on NG, critically it was panned ), just be nice to have one with a game I have more of an emotional investment in ( That's a very polite way of saying I'm not overly happy with it isn't it ? ).

Nov:

Basically words about Ionic, and a beta launch. That's it, move along now to the most wonderful time of the year...

Dec:

Ionic went gold and is now in bidding limbo.

And that's it, our year. Only our 2nd year and the most difficult by far, I think it shows how lucky we were on year 1. Our output was down, both in terms of actual games written and overall quality, which has made us look at a lot of things and it's not going to happen next year. There were big projects running in the background, like the National Geographic one, which haven't seen been launched this year, so that'll give me something to write about 365 days from now.

I'd just like to take the chance to thank you all for sticking with us, without you all out there we'd just be writing this for ourselves, and that's just a mental thing to do.

Happy New Yeah my beauties.

Squize.

Thursday, December 31, 2009 9:01:27 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [8]  |  Trackback
 Tuesday, December 29, 2009
Oh wow, I just updated a few things on the blog software (it so needs some more work visually) and notced how many month I have been silent ...

Well while Squize had all the fun with games, I had ... none - ok, one finished game but that hardly counts.

I must admit I lost a good deal of faith in flash game coding when 3 ideas I had for games didn't make it to much more than a beta due to the fact that I imagined them to be fun but only if you played them the way I imagined, some of our fellow mates found out that it just would be easier ignore my "gameplay" idea and just "collect" scores and woooosh all the fun was gone - freedom in games can kill the fun :|

So I wasn't too unhappy that we would be doing some LARGE scale none game stuff - a drop dead huge web based training plattform, lots of backend stuff had to be written (I so do hate forms is all I say), the whole administration stuff, special stats, the why-the-fuck-is-this-fucking-css-not-working-in-this-fucking-browser css and a lot of content.

So far we got 159 pages of information, in there are 162 swf files containing animations/learning stuff and 16 pages of final tests (so can get a piece of paper that shows you've done it all). The animations are mostly rendered videos - some 3 hours of that.

Not to mention that I coded some pretty complex simulations for the lessons like a door communications system (one to rule them all - from single family homes, to 6 family condos with 2 entrances) that you can "wire" up and then programm ...

Meanwhile ....
Whenever I had a free minute I dived back into 3d, to get my first character done but it's a slow process if you only invest a few hours at most in one go ....

Next year we're going to translate most of the wbt stuff to EN and NL so I'm not going to be doing games as soon as I like to ...

Wow no image.

... and now I make room for Squize again ...

nGFX

Tuesday, December 29, 2009 8:01:57 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Saturday, December 26, 2009
I don't know about you, but I think I'm suffering from Turkey blindness. I've still got about 8 stone of turkey to eat my way through yet too, Christmas really is the only time of the year that turkey curry seems like a good idea.

Anyway, on to the point of this post. Look at this bad boy,

juggernaut.png
The Juggernaut

He's the boss baddie from Ionic. If you're liking the look of him you may want to bookmark our mate Lux's brand spanking new blog as he did a lot of artwork for Ionic, including that big fella above. Like all new blogs it's a bit like Bambi, taking it's first little steps, but you're pretty much guaranteed some very sweet images along the way.

I'll leave you look at that whilst I chip away at the turkey mountain waiting for me in the kitchen.

Squize

Saturday, December 26, 2009 4:56:30 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, December 24, 2009
If you're doing a big family thing tomorrow and sprouts are on the menu, top tip, have a box of matches to hand.

And on that fart related note, we'd both like to wish you all a Merry Christmas. We hope Santa empties his sack and you're left delighted with the results. I'm going to stop now before the spirit of Christmas is spoiled any further.

Have a good one, and we'll see you all after loads of turkey. And sprouts.

Squize.

Thursday, December 24, 2009 3:41:29 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, October 21, 2009
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, October 21, 2009 12:45:38 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [1]  |  Trackback
 Monday, October 05, 2009
I was going to post about my experiments with Pixel Bender the other night, but I guess this tiny bit of news warrants more of a mention first.

Don't look at the picture below, don't! Now, what would be the coolest platform you can imagine having your as3 games running on ?

iphone_home.gif
You looked at the picture first and spoiled it didn't you ?

So before the net that talks about Flash is awash with the news, and it's all we ever hear about again, get your fill here: Flash Platform Extends to the iPhone

Squize.

Monday, October 05, 2009 7:43:10 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Tuesday, September 08, 2009
Figured it would be an idea to actually talk about Flash work on here for a pleasant change. I've been quiet of late as to be honest nothing much has been happening. I've been wrestling with box2D for one project, finishing off another and working on the TD as a personal release.

Here's a little grab from the National Geographic project ( I can't say anything more about it, NDAs = not the best subject for a blog post )

natGeo_grab.png

We've been hit with a lot of amends on this project, but it's all shaping up nicely. I believe it's going to be a CD only release, possibly making it online at a later date. So that's a game I can't talk about that you'll possibly never play. This is why I haven't been blogging much.

Next up is a game I've been doing with my mate Elliot at www.MakingFunGames.com


dac_grab.png


Not the most gripping of screen grabs I know, but I think this could well be a bit secret too ( No NDA, but then no "Feel free to spill your guts about it" ). This is a box2D based game, and I'm not even going to start bitching about how hellish it is to get box2D to do something ( I did the pinball game way back, and so had forgotten everything I'd learned, which at the time was barely enough to get a ball moving with some flippers ).
I think it's going to be quite good when it's done, there is something pleasing about making cars crash for some primeval reason.

Both of these should be done and dusted by the end of the month.

ionicChyrsus_grab.jpg

This is the current build of Ionic, my TD game, which shows some nasty placeholder art for the turrets. The baddie shadow effects are in now, which I'm really happy with ( So happy I didn't actually manage to capture a grab of them in action ) plus some of the collision checks / shooting. One thing I added the other day is that little spiky drone just at the bottom of that top red box. That little drone, aside from needing to be scaled up and re-coloured, comes out of that open hatch on the far left there and collects any dropped coins when a baddie is killed ( See, he's heading for that obscured spinning gold G there ).

They say a picture is worth a 1000 words, aside from that one, which needs a 1000 words to explain it. Not my greatest prtScn moment.

I'm not even going to put a release date on Ionic, it's done when it's done. It's not me being all "This is my art, don't you understand ?", it's me being snowed under with other things, so this is my down time project.

Squize.

Tuesday, September 08, 2009 12:02:40 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Friday, September 04, 2009
So, it's 21:11h here in Germany now and just 2 minutes ago I wiped off the last item on my todo list for Via Romanum, a word game I've been working on for the last couple of days.

There will be no public release for the next 2 weeks though (I'm on holiday, yehaaa!).

So without going into detail (I'll have to do a quick rant about creating and searching large lists of words and how to make that quick enough to test a whole 10x10 grid for left/right and top/down combinations of letters that might form words)

Sunset_04a.jpg
Just to set the mood even for our well known logo ...

via_promo_00.jpg
... the menu screen ...

via_promo_01.jpg
... and some in game impressions.


Off to the beach now ... nGFX


Friday, September 04, 2009 7:26:14 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Monday, August 24, 2009
If you're a regular reader you'll hopefully know that when we moan or bitch about someone or something then it's usually 'cause we think it's justified. We don't just turn on anyone and everyone for the hell of it, or for the joy of stirring things up. Life's too short.

The target of my venom ? The latest article posted on mochi, "The work scheme of an independent Flash developer".

The author Badim has made a point of being open and honest with his figures in the past, which we've even linked to before. His constant openness has made him somewhat of a poster boy for the indie scene, he's living the dream for a lot of people, and he's not afraid to share his knowledge.

That's got to be applauded.

But his article, sorry, but there's just not one word I can agree with, and I'm amazed it's been passed fit for publication by mochi.

The low light for me is this quote:

"If you’re not naturally talented at art, the next issue to be resolved is where to get good graphics. The easiest, cheapest, fastest way is to use sprite sets. The most popular of them are the hits from consoles (Megaman, Zelda, Sonic). it’ll be convenient for you to find the right set for your future games. If you can’t find the sprite set you want or have something specific in mind, move to the next option."

( The next option being to pay an artist ).

If I've even got to explain the wrongness with that then this really isn't the blog for you, move along please.

These "Let's make money with Flash, it's piss easy and there's loads to be made" posts seem to be getting progressively worse. I've just re-read the article again to make sure, and I can't find any mention of the joy of creating a game. The creative process. The love that makes a game shine. The shit that should matter basically.

A very disappointing article which sums up what is so wrong with the indie Flash scene right now. It's great that we can all make cash now. It's even better than very talented people can make lots of cash now. It's not great when money becomes the central focus of game creation. I don't live in a bohemian bubble, I have the same bills to pay that you have. My full time job is making games, that's it, without them I starve. But I still put the game first, and that's the advice I'd give to anyone, not to use a Mario sprite in your game.

Squize.

Monday, August 24, 2009 9:31:32 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [9]  |  Trackback
 Thursday, July 30, 2009
I'm sure everyone reading this has already checked this out, but for context and in case you've missed it, Mochi have posted some notes from their casual connect talk including a graph showing some data from the survey they and FGL, NG and others are running ( Check the full article here ).

Am I being naughty reproducing the graph here ? I'm sure I'll get told off if I am and remove it, until then:

ad-revenues-copy.jpg

( For a bigger version please check out the link to the post on the mochi blog. I'm only posting this here as it's in context ).

These figures are in reply to "How do you make money from Flash games" survey question.

Some interesting figures there. The one that caught my eye most is the number of people who make no revenue. Is that people who haven't made a game yet and therefore have made no revenue from it, or people who value what they do as art and are happy just for people to play it and receive the feedback from gamers without making anything at all, or is it people who's games are so toilet they can only give them away without even dropping some ads in there ?

Also I was surprised that ads are so far in the lead ( Well, semi-surprised, mochi are using this as a tool as well as a data gathering exercise ), but does that show that a lot of games aren't being sponsored ? Obviously it's a lot easier to just drop the ads api in there than to whore round your game, or even use somewhere like FGL who take on a lot of the pain for you.

But what does that mean ? Is there a shortage of sponsor dollars at the moment ? Are sponsors getting more selective, even with games at the lower end of the market ( What was once a $50 game is now not even worth that as you can get a $100 game for $50 now ? ) or is there a large volume of games being released that just are so poor it's not even worth putting them up for sponsorship ? Greedily reskinned tutorials and the like.

Interesting figures, and just a load of questions from me rather than any insightful answers. Perhaps it's too early in the surveys life to be giving more accurate figures ( Such as just over 10% of replies say they make their money from mtx, that seems a very high percentage seeing how few games are using them. I know heyzap are interested in anything in swf format, but even still that seems high ).
Also there is another question in there, about your primary money earning sources in order, which I think will be the surveys money shot, in that should show which areas are the most profitable and should be targeted by devs the most.

I think everyone involved in the survey should be applauded, it's long over due and will help a lot of people having these figures available.

As always if you've got any views on this, don't fear the comments button, it's there for you.

Squize.

Thursday, July 30, 2009 2:19:09 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Thursday, July 09, 2009
"Be as select in those you endeavour to please, as in those whom you endeavor to imitate. Without love of fame you cannot do anything excellent"

Sir Joshua Reynolds 1772.

cronusx.jpg

X++, with the new name of cronusX, is live on Candystand.com today.

I'd like to thank everyone involved in it, especially Olli and all of you who took the time to provide great feedback here during it's development.

Enjoy the destruction

Squize.

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Thursday, July 09, 2009 2:24:31 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [5]  |  Trackback
 Friday, July 03, 2009
This time it's one of ours! Seems like forever since we've had something of our own to talk about ( There will be another game on the 9th of July to mention too, but more of that nearer the time ).

AQI Zoneout is the fella this time.

zoneOut_grab.jpg



It's a really quite good puzzle game that I worked on for our friends at theBasement.tv ( Check their demo reel out, seeing that really made me want to work with those guys )

It was a slightly weird development process for me, as I broke off before the game was actually finished for various asset related reasons, so that in combination with it already been planned out really well beforehand stops it feeling like it's mine, it's more something I worked on rather than made, if that makes sense.

As a project though, it was a real joy and a real pleasure to get to work with ickydime on a game together, you couldn't ask for a better go-between at a company, and the work that was done to the game after it left my sticky fingers has really raised it up, there's a lot of love in there.

I was asked as part of this pimp to also mention Miles design who were the agency for the project, Fat Atom who did the sweet php magic so you can see your name on the high-score table and of course cleanairmatters.org who are the end client.

That's more than enough words, give it a go, it'll help eat into your Friday before home time, hurray!

[ Update, it's now on Kong and NG. So if you don't want to play it on it's nice custom page, go to either site and look at the ads whilst you play ]

Squize.

Friday, July 03, 2009 2:51:33 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [1]  |  Trackback
 Thursday, June 18, 2009
They've been spoken about for a while, even been available in various forms already, but now a couple of big hitters are entering the market.

In the blue corner, GamerSafe, FGL's pretty all encompassing attempt to cover off not just M-Ts but other nice things too.

In the red corner, Mochi and their coins.

Both have their advantages, and both seem to be well thought out and planned ( Although there's not a wealth of info about either yet, early days and all that ).
Is this going to be a VHS vs BetaMax thing, or can the market cope with both ?

This is just a "Look, new things" post. We're really not in a position to review either, or get dragged into a debate about the rights and wrongs of M-T's, and the effect that could have on the market ( Either good or bad ).

We have been discussing them recently and they do have a huge amount of possibilities, but we think they're going to need to be more than a "Buy a new hat for your avatar" style buy throughs, so with what we'd like to do would take time and money, and no one yet knows if there's a market for that ( Or if there is, which system is going to be the BluRay and which the HD-DVD ) ?

Squize.

Thursday, June 18, 2009 4:31:52 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [14]  |  Trackback
 Monday, June 15, 2009
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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Monday, June 15, 2009 4:10:14 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Sunday, June 14, 2009
We've become a bit lazy here just linking to other peoples stuff and pimping iPhone games. It's partly because we're in the usual state of NDA-ness that means we can't talk about a lot of things ( Such as the great, but very crunch heavy, project we're doing for National Geographic right now ) and partly 'cause all our friends are doing great things which deseve a pimp.

So this is going to be the last one for a while, but it's a great one to go out on. Our friends over at urbaniacs have released their first iPhone game. Want to hear more ? Yeah you sure do.

This is a port of Wedgie Toss 2 ( You can play it on their site right now ), where apparently 14 million wedgie's have been snapped out.

colbert2.png


Look at Stephen Colbert there, oh Stephen how your faux right wing views make me giggle. But I'm going to pick an angle and twang your pants on this fun and yet surprisingly cheap iPhone game ( £0.59, which I guess is $0.99 to the 65% of our readers. See how I tie all our posts together ? When it's done it's all going to make sense, a novel in the form of a blog, with a twist at the end which will blow you away ) which is available here.
Also look where I left a tiny part of the edge of the logo at the top left on that cropped image which I'm too lazy to sort out, but is really bugging me already. How can I take my mind off that, short of playing the game itself ? Another grab should do it,

colbert.png

Look at him go! That's a grace you don't see very often, although you could see it any time if you buy the game, for a tiny $0.99 right here.

Two great games in a week or so, it's never been a better time to buy an iPhone. Well, not right now 'cause the new ones coming out, and let's face it you'll be pissed if you just get the current one.

And on that note, I think I've strained my pimp muscle, so you young 'uns go play whilst I get back to work.

Squize.

Sunday, June 14, 2009 1:18:53 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, June 11, 2009
Rare we do two posts in one day, but this is breaking news and will affect quite a few people who visit us here.

GameJacket closes. Real pity, not just 'cause we've lost a couple of quid, but we were really early adopters of the system and there were a lot of good people involved in it.

We've not long since received an email officially announcing that GJ ceased trading yesterday, and that they'll pass on more info soon.

Even if you never put a game on their system, it's quite a blow for Flash dev in general, as it's another outlet gone.

On a slightly self-centric note, it means our games using the system are screwed. We'll try and rip the GJ code out and reload them as soon as we can.

Squize.

Thursday, June 11, 2009 2:57:34 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Tuesday, June 09, 2009
Yet another post where we just talk about someone else's work rather than our own. It's just so much easier.

This time it's our mate Mark, and his first steps into the world of iphone and all the gold that goes with that. It's a port of his hit game Particle Pong.





Now to be honest, he doesn't really need the money. He pays someone to burn the cash that he can't fit in the bank vault, but if you have an iphone and want a great game, then he's all but giving it away ( Guilt I think ).

Interested ? Yeah I knew it, I could tell by the way you were reading this. K, it's as simple as putting your mouse pointer on this link and clicking it. It's really that simple to have a pong game with an orgy of particles running on your swanky iphone.

Squize.

Tuesday, June 09, 2009 9:15:55 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, June 04, 2009
Our good mate Chris over at Kill5 has put up some games for download.

So if you run a portal, or just want to embed a cheeky game into your blog or myspace page ( If you're 12 that is. Any older than that and it's as wrong as an adult reading Harry Potter. And before anyone jumps in with "Actually Harry Potter is a really good read for all ages", what other books have you ever read ? ).

Anyway, looky here, it's there for all to see.

Squize.

Thursday, June 04, 2009 4:23:19 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [10]  |  Trackback
 Monday, May 11, 2009
ah, back to normal after the rush of doing a semi-useful post.

I noticed the last game we did for Brandissimo is live on the NFLRush [ Behind a registration ] site, Blitz Bots Alley.

bba.png

Quite a tricky and longer than it should have been project, but it's quite good fun and great to see it live at last.


x_final.jpg

Also we're on the vinegar strokes with X++, it's all but done, we're just testing the data mining via the private board ( Speaking of which we've sent out quite a few invites, hopefully they're not sitting in peoples junk folders. We'll try again ).
We're going to be able to pull together some really sweet stats for it using the server code Olli has put together ( For example, the player's ship has flown 31287 meters so far today and two medals have been won ).

And finally, our game for the sexy team at the thebasement.tv is drawing to a close, here's the first grab from it...

zoneOut_teaser.png

Yeah you know I can't give things away under development. Let that red rectangle tied you over for the time being, it's going to be worth the wait if you enjoy a good fast action puzzler.

Squize


Monday, May 11, 2009 7:17:32 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Saturday, May 02, 2009
Trust me, it is.

Carousel

Squize.

Saturday, May 02, 2009 10:32:40 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [5]  |  Trackback
 Wednesday, April 29, 2009
We've made no secret of loving Unity. We cuddle up to it. We watch rom-coms with it and feign interest. Hell, we'd lick it if we could.

But as we've fallen more head over heels it's just highlighted the fact that there's no tried and trusted business model for it yet. There's no mochi, there's no big ass portal wanting to pay for that shiny shiny 3D gameplay, shit there's not even sponsors with their $500 plus source code offers.

The handful of Flash game studios like ourselves who are looking to Unity I assume are following a similar pattern, knock out some nice generic games with some added wow, and then offer it as an alternative [ To Flash ] to clients with the added carrot of an iphone version of the game. So in effect you take a hit on the costs of making the actual game ( Unless you're lucky and can get a decent budget ) but make that back via the iphone version ( One code base, one set of assets, two games to charge for ).

Flashbang have a different idea via their Blurst site, and to be honest it's a real epiphany moment reading about it.

The full article is on the Wall Street Journals site ( Which is quite a wow in itself ) and can be found here.

To cover the key points before you go shooting off over there, the idea is that you have "True fans", the fans who really dig your stuff ( A great article which is linked to in the above article can be found directly here )
"A creator, such as an artist, musician, photographer, craftsperson, performer, animator, designer, videomaker, or author - in other words, anyone producing works of art - needs to acquire only 1,000 True Fans to make a living."
They have calculated that by using a subscription based model they only need 5000 people signing up every six months. That pays for their 6 staff.

In theory that's so simple it's brilliant. Ok it's nothing new, but it's just seeing the maths laid out so simply just makes it feel viable.

We've touched on downloadable versions before, and the general feeling was that very few people will pay for Flash no matter how good it is, because there's just so much free stuff out there and Flash games demographic in terms of indie players seem to be the younger end of the market ( Although that could be skewed due to the younger end of the market being the most vocal ) who
a) Don't have as much disposable income.
b) Have the mindset of "If it's on the net it should be free".
But with Unity your downloadable game can be so much more. Enough to encourage people to subscribe to get it ? Maybe, maybe not. There are more alternatives to just giving a exe version of a game though. Subscribe to gywGames and in our racing game we'll let you design your own livery, and you can take a snapshot which all your friends can see when you're logged on to the site, hell, they can even vote for it.

It's that divergence of media that will sell a subscription. The level editor that's unlocked once you join. That comp to win a psp when you're subscribed. It's allowing players to be that little bit more than players, to let them have a direct effect on the game they're playing, that sense of community. It doesn't have to be heavy handed, it's not all about achievements and gamerscore, it's about putting a little bit of creative power into peoples hands and seeing what they can do.

That to me is the business model for Unity that we've all been searching for.

Squize.

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Wednesday, April 29, 2009 10:58:05 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [7]  |  Trackback
 Wednesday, April 15, 2009
Thought I should post something up explaining our quietness here recently ( And to thank our friends at other blogs for keeping on linking to our puerile words ).

nGFX's has had bits and bobs to do outside the GYW world, plus he's currently hard at work on a cheeky Unity game which when I last saw it was looking pretty damn nice ( And not an obvious Unity game at all ).
We had a chat today and we're looking to try and be a bit more pro-active with other Flash devs looking towards Unity, it's something I spoke to John ( Mate, update your blog! ) and Chris ( I didn't know pinball was on there, sweet ) about when we got drunk the other week, the whole "We're on the same side, let's share Unity stuff more".

As for me, my personal life has just turned to shit the last month. If I was on Facebook I've have to change my status to single. To be honest that's knocked the shit out of me and I've had to re-evaluate everything ( 8 weeks ago I was still blindly thinking how I could get enough money for the wedding in August, now I'm wondering if I'm even going to stay living in London.
Sometimes life is great, a joy where you can actually take for granted there is a God and you can almost feel Him straightening out the path before you, that your soul really can soar and although today was great, tomorrow is going to be even better again. Other times life is just a cunt ).

Anyway before this turns into an angst riddled wail of a blog ( I can think of very few worse themes for a blog. We all have emotional turmoil, it doesn't mean it's a valid thing to share in a public medium. I'm just trying to justify my apathy rather than screaming [ At the moon ] for help ) on the work front I've just today started a new project with thebasement which I'm really pleased to be doing, and it's a chance for me to work with ickydime which is more than cool.

I'm sure as my "whats the fucking point ?" attitude slowly gets replaced by anger I'll find my old venom and we can return to normal posting here ( For example, the GameProducer blog really bugs the hell out of me, but I can't slag it too much 'cause it'll be sods law that the next post on FlashGameBlogs after this one will be one from there, but seriously man, to be a game producer you have to actually produce a game. The clues are in the actual words. It's like me starting a blog about being an author, when I've not actually written anything. There's a world of difference between wanting something and actually doing it, otherwise we'd all have had sex with twins ).

Hmmm, I'm starting to feel more like myself.

Squize.

Wednesday, April 15, 2009 2:25:47 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [11]  |  Trackback
 Friday, March 13, 2009
The results of the 4k compy have finally been announced, and it's been well worth the wait.

There are more great entries than your average porn film. Check them all out here and I'm pretty sure you'll be as impressed as I was with some of the stuff that's going on in 4096 bytes, it's just insane ( And you can grab the source for most of the games, which is even better ).

Without giving anything away ( In case you've come here first ), congrats to the winners ( And everyone who entered, you're all winners. Well, the two that came first and second are, the rest of us aren't ) and a huge well done to Pany for running such a silky smooth comp, you wouldn't believe it was his first time, good work mate.
Also thanks got to go to Michael and Chris for the great judging, it means so much more having people actually post considered responses about your work ( Would have meant even more if I'd won, but let's not dwell on the negatives, today is about the winners, not how you guys ripped my fucking heart out then stamped on it. Oh nothing ).

One last favour before you shoot on over there, the audience award is open now, so please show your appreciation to your favourite game and give it a little vote, every vote saves a kittens life, so don't have kitten blood on your hands, vote!

I'm off to find the $50 I need for that second prize, looks like that's another couple of pints of blood gone.

Squize.

* Bovis Abyssus

Friday, March 13, 2009 10:28:13 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, February 19, 2009
So ... thanks tothe blessings of web 2.0 (and the machinery of stupid terms) we're able to give you even more insight into the hard work that we call game development.

No, not only can you see what we're doing on your beloved develpment blog, but now have even more updates aorund our daily work (that is, if we can remember to do so) on twitter (http://twitter.com/GamingYourWay/) - so come on, be a follower.

And tomorrow we may be able to take over the world .... Hahaharharhehehehihihohoarghlphzgmph.

nGFX

Thursday, February 19, 2009 10:01:53 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, February 13, 2009
We couldn't let a Friday the 13th pass without some sort of post.

If you've got any interest in the process of making an adver-game, the always lovely gamepoetry ( Check out the 4K comp there, there's a link under our logo above, see it ? Yeah, give that a little clickity click click ) have an exclusive post mortem from us ( As pay back for their great one for Zombieland we presented here just before Christmas ) about our recent Invaders Must Die game.

And hopefully that's the last time we mention Invaders here, as it seems to be all we've spoken about in the past couple of weeks, and we're bored of it too now.

Squize.

Friday, February 13, 2009 8:07:22 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, February 09, 2009
...Melody Maker and NME were essential reading ( Along with Viz ).

I thought the only time I'd get to see a news story on nme.co.uk involving something I'd done would be if I attacked a celebrity ( Stephen Hawkins would be my first choice as I'd fancy my chances, I mean that nurse had a good go, but not quite indie pop enough to make the pages of nme ), but thanks to the miracle of paid for placement advertising, the Invaders Must Die game is being pimped on there. Sweet.

Have a look here and see us move up in the world, in between stories about the Strokes and Babyshambles. Could we be any more rock 'n roll ?

Squize.

PS. We're on the nuts front-page right now too, but you're really not going to play my game there are you. Be honest. No, I didn't think so.


Monday, February 09, 2009 8:59:17 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, February 06, 2009
It seems like we're sleeping with Pany over at gamepoetry recently, what with having the exclusive first glimpse of the Zombieland post mortem here, and me currently writing up the Invaders Must Die post mortem as an exclusive(-ish) article for his blog, but we're not. No, honestly.

But... in saying that we are supporting the new comp they're running,

4k.png

Flash 4k Game Competition!

The name kind of gives it all away. First prize, well who cares ? The second prize, now that's what I'm talking about. In terms of monetary value it's not as much, but in terms of specialness and love, it's the only one that matters.

We've been looking for a cheap ass competition to try and buy our way into for a while for some cheap publicity and to try and make ourselves look good to other devs, and this is the one. Just by offering any actionscript / Flash book you want off amazon up to a value of $50 we're getting to make posts like this and make ourselves look good by doing so. Simple.

Joking aside, check out the link, it's going to be a great comp, with a lot of people showing an interest in giving it a bash already, the rules aren't overly strict ( There's no forced branding crap been shoehorned into them ) and aside from our prize Urbansquall has some really great things for the winner.

The weekend has really started now kids, 4096 byes, how hard can it be ?

Squize.

Friday, February 06, 2009 5:17:16 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Wednesday, February 04, 2009
Our new game, "Invaders Must Die", is live today.

imd_grab2.jpg

Launched to promote the new Prodigy album ( Details here ), it was developed in close conjunction with team MouseBreaker, ipcmedia and the band themselves.
Originally to be hosted on mousebreaker.com it's also going to be positioned on it's sister sites, including nuts.co.uk and nme.com as part of pimping the new cd ( Out on 23rd of Feb. I've got the album artwork including the track listing here, but that's it, no sneak peeks of any of the other tracks. Can't have it all ).

I think it's fair to say I'll never get a better soundtrack to use for a Flash game, and that it's very surreal cutting up a Prodigy track and been allowed to do it without a care about copyright.

With a very tight turnaround, an idea already in place and the band gigging in Oz has made for an interesting project, and there will be a post mortem about it soon, but for now, let us just enjoy the moment.

Squize.
Wednesday, February 04, 2009 5:33:57 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Sunday, February 01, 2009
Our highest profile to date release is coming along and due for launch this coming week.

imd_grab.jpg

Talk about a screen shot not giving much away.

Squize.

Sunday, February 01, 2009 1:48:12 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, January 28, 2009
Slowly but surely getting closer to the deadlines for the current projects. That's not really a time to worry, as it means they'll be done soon.

To everyone I owe an email too, sorry, I do love you, I just can't show it right now.

Just to give the blog a slight shot in the arm, I found an article which you guys may find interesting.

In-Depth: Biggest 10 Browser-Based Game Sites Ranked

A few surprises for me there, I thought some of the portals listed would have been higher up. There's an insane amount of traffic and therefore ad revenue being generated by those 10.

There's an interesting nod of the head to the newer browser plug-ins ( Such as Unity3D, which is coming to Windows at last, and StoneTrip, not to mention QuakeLive , which although "closed", is still bringing quality 3D to the web within a community ) at the end of the article,
"It also means that we will probably start to see a shift in the monetization model," he predicts. "This will be hugely underscored by 2008 technology developments allowing full-blown immersive 3D in the browser."
The future is more than papervision and Away ? Possibly. Hopefully. I think there will be a lot of smaller micro studios with existing 3D pipelines who will be looking at browser based content a lot more now, as an alternative to XNA and WiiWare ( And iPhone ), all of which are either already really saturated, or heading that way.
It won't be long before mochi, google and gameJacket ads are in more than Flash, and perhaps that's the Flash killer app that everyone has been glancing over their shoulder looking for all this time. It won't be silverlight, or Unity or any other plug-in, it'll be mochi-ads and gameJacket. If you can make money from Flash and make the same amount from something done in Unity, which are you as a game developer going to want to play with the most ?

Yeah, me too.

Squize.

Wednesday, January 28, 2009 9:57:50 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [10]  |  Trackback
 Thursday, January 22, 2009
Just a short one to say that our good friends over at dot-invasion have recently re-designed their site, and although the last version of dot-invasion was a site of true beauty, the latest update of dot-invasion is even nicer.

If you are looking to outsource art for your project we really can recommend dot-invasion, they are our 3rd party artists of choice.

( Too subtle ? )

Squize.

Thursday, January 22, 2009 9:01:45 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Wednesday, January 21, 2009
I thought it was an idea to show we're not both dead by posting about what we're working on as a stop gap between proper posts.

We got sign off for a new project today, one that I mentioned in a comment recently about being the best IP we've had to work with yet. Although I don't think I can mention what it is until tomorrow, so ignore that for now.

Next up, a new game for the NFL rush site... ah, NDA, k you'll have to wait and see ( And register to play, joy ).

With re-working X, which was my second ever complete Flash game, the irony isn't lost on me that I'm reskinning MJ-12 ( Space Invaders clone, here's another reskin of it ), my first ever complete Flash game. This is for a big boy Dreamworks movie, although this has been outsourced to us with the caveat that we can't pimp it as our own project, or even mention we had anything to do with it really ( I imagine a lot of game devs reading that will just baulk at the idea. I know a lot of people hate sponsors posting their games to portals such as newgrounds and would much rather do it themselves, so to do a game and get no credit at all ? Well, it's not great, but sometimes it happens. If it was something I was really proud of I've got to be honest it would hurt, but a reskin of a game from 2003 which has already made it's money ? I can live with that. Not great, but it's part and parcel of what we do, like handing over the source to clients. If you work as a whore sometimes you have to swallow things you don't want to ).
So, nothing to report there either, and never will be.

Erm, got a meeting Friday to talk over a new project that I'm really looking forward to, but can't really chat about that yet.

We've been asked to pitch for a couple of cool projects, but obviously we can't say anything until at least we've done the GDDs ( Game Design Docs ) because we want to win the jobs.

And that's it, you're all up to speed with what we're doing now. Any questions ? Good, 'cause I can't tell you anything anyway.
And that's how to pad out a blog post where I don't actually tell you a thing. We've gone from linking to other peoples work to not talking about our own. Next week expect blank posts passed off as a witty satire on the middle East crisis, and a critique of the Bush presidency using a 1px by 1px gif.

Squize.

Wednesday, January 21, 2009 12:04:33 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Friday, January 16, 2009
Way back at the start of October we posted about the FHM game awards.

It seems the shortlist is up, and, well it's not awe inspiring to be honest.

There are some gems there, Bloons ( Not exactly bang up to date though, in spite of a steady stream of expansions ); ECaps was quite nice but far from stunning, Raccoon Racing is on there which was so good it's one of the few games we've blogged about ( Complete with typo ); Shift 3 is excellent like the rest of the series but aside from those there's no other games I really feel the urge to name check ( Doom port ? Clever, but kinda like picking Commando in FMame ).

I think the thing to take away from this list is what the audience is. It's young guys working in office swapping viral games to waste time. Tetris still rocks their world apparently ( It's a bit like Spank the monkey being on there ).

It's red carpet season right now in the Flash world too, with Jay having their awards too. Now this is more like it, the proper cream of last years games, and some very tricky choices in there ( For example the Arcade section has you pitting Dino Run against BoxHead, both a pair of beauties ).
Even if you can't be arsed to vote it's essential reading if you're a game dev, this is a collection of the current bench marks.

I can see winning an award at Jay's end of year review being up there with a Flash Forward in the next couple of years, it's a lot more grass roots and less elitist, and it's more focused on gameplay rather than branding dollars.
The Flash indy scene is growing, money is being thrown at it, it will need it's own relevant awards soon. I'd much rather see a site like Jay's, which has a real joy of playing games, pick it up than someone like Kong.

What else can I link to ? Found a beauty the other day, Xbox related rather than Flash, so please feel free to stop reading now if it's got to be actionscript or nothing.

levelmy360 is just great. "Are you having trouble leveling your X360 Gamerscore? Let us help!"
If you're that desperate to boost your gamerscore / achievements to the point that you'd rather pay someone else to have the fun for you, then this is the site for you.
They do different plans, with plan 1 being 500 gamerscore, and for a mere $39.99.

Want to hear GYW's plan 1 ?
Grab Rally-X, that'll cost you 400 ms points ( $5 ). It's a pig of a game, and a joke that it's on there ( You wouldn't play it on Mame honestly ), but it's an ultra simple 200 gs. It'll take you around 30 mins to max it out.
Next up is Doritos' Dash of Destruction. I think this may not be available in every country, but if it is get it, 'cause it's free. This isn't the best game you'll ever play, but it throws the achievements at you. The only slightly sticky one could be the multiplayer one, not 'cause there's loads of l33t Dash of Destruction boys online ready to spank your ass and tell you nasty things about "yo momma", but because it's local mp, so you'll need a 2nd joypad ( You don't need a 2nd player, just the pad plugged in ).

That's 400 gs for $5, so we've got $35.99 of our budget left.  Can you pick up a second hand copy of Gears2 for that ? Or a game in the classic range or even just discounted ? Or buy up all the XNA games on the marketplace to put some money in indy devs pockets ? Or, well anything but give it to levelmy360 basically.
I'm sure you'll get those missing 100 points in whatever game you spend the difference on.

It amazes me that you can pay someone to have fun for you. I'm thinking of launching letMeDestoryYourLiver.com where I'll just get smashed for you and you get the bragging rights ( Plan 1, quite merry, look at that girls chest a little bit too long, put my hand out infront of me when I urinate just to steady myself; going up to plan 5, wake up in my own piss with a dead stripper in the bath and not able to remember anything since last Tuesday ).

And that's it, have a good w/end, hopefully there will be time to actually talk about what I'm doing next week instead of just talking about what other people are doing.

Squize.

Friday, January 16, 2009 12:04:44 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, January 09, 2009
We're not ones for double posting here, single posting is more than enough effort, but just a quick mention that we're two years old today, so happy birthday to us.

We've got the club booked, there's money behind the bar and we're waiting here for you to come down and join the party, just remember to bring your invite with you or you won't be allowed in ( To be fair, nGFX arranged the venue for the night, sorted out sponsors for the drink and got a great deal on security, he just left me in charge of sending out the invites ).

Squize.

Friday, January 09, 2009 1:05:03 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [5]  |  Trackback
 Thursday, January 01, 2009
It's time for our annual review of what we've managed to achieve over the previous 12 months, so bring that hangover and stale mince pie with you as we go back in time and space...

Jan:

This saw our first birthday, and Olli experimenting with web servers and the Wii. Quiet month, I'm putting it down to hangovers.

Feb:

The most loved up month of the year saw what has got to be one of the most camp games ever,

lovedUp_grab.jpg

Loved Up, a rainbow islands inspired platformer. Turned around in a really short time scale ( It's development can be followed here ).
"Critically" ( Read: By boys who write teh shizzle lolz ) panned, it went on to do pretty huge traffic as soon as it made it to to the girl orientated sites.
Not a great game, but much better than it's feedback would indicate.

March:

Olli kept us up to date with what could well be his longest development ever ( Still going ! ), and in terms of work, we had the following:

goldenBalls_grab.jpg

Golden Balls. Completed the year before in under 2 weeks, someone else had finished off the server side intergration ( I'd finished the Flash before the external company that does the clever secure stuff had even looked at the spec I think ) and added some more eye candy and a couple of graphical hic-cups.
A simple bread and butter project that pays the bills.

toxicGrab.jpg

Professor Sauernoggin and the Landfill of Doom! My baby. So much love went into this game. Marmotte over delivered on the art by a huge amount, and for that I'll always love him.
A game to be proud of, just a real pity the client seemed not to understand the value of it ( As of right now, it's had a mere 41,979 hits. It's totally buried on the clients site, you can't even get to it from the front-page. I sent them two html pages to sit it on, and they used the holder page from the client area we'd set up, not even deleting the text, just setting it to black. Honestly, take two seconds to look at the source of that page. Quite a kick in the bollocks after putting so much love into this game ).
An enjoyable development, as much down to the people who worked on it as the game itself, just marred slightly by the lack of promotion and the drawn out sign off phase ( It was ready long before Loved-Up, which used the same engine, but came out a month later ).

chimbo_grab.png

Chimbo's Quest is an old one to finish this busy month off with. I'm not sure how much more needs writing about this here, I guess if you're interested and didn't catch them first time around, the player stats post is quite a good place to find out more info.

April:

The 1st saw me go a little bit too far down the sick boy path, something I'll learn from for this year. Some general development posts about Orbs ( Still in development ! ) and Law of the West.
After March's mental release schedule we were due a break, so only two games this month,

grab_mj1912.jpg

MJ-1912 is a really old reskin of my first ever complete Flash game ( MJ-12 ). I recently sold the source of this to a mate, and made more than I have with the gameJacket ad revenue from it.
I like it as it's a slightly hammy feel to what is at heart a pretty solid Space Invaders clone, it's just that Space Invaders isn't that great a game in itself anymore.

grab_BB.jpg

Brain Voyage / Brain Benders. A port of the Edios DS game which I did whilst under contract at gimme5.
The good ? First as3 project, nice to do lots of mini-games again ( That really seems to be my thing ), the presentation is really good ( I love being able to do really really accurate ports, another one of my on buttons ) and the face book version was a nice touch ( And seeing Jon Hare had played it ).
The bad ? The games themselves were pretty piss poor. Also my biggest issue with it was the ad at the start. If you're doing an adver-game, don't be cheap enough to drop a fucking mochi-ad in there. I know Edios were having cash flow problems at the time, but honestly, that $5 isn't going to make much difference aside from making you look cheap. Very cheap.

And that was April.

May:

Just the one release this month, but it was a big personal project,

lotw_title.jpg

The Law of the West, Olli's homage to the old classic "West Bank". In development for ages, Olli finally got it released only for us to suffer one set back after another with it ( It being hacked to high heaven was one low point ).
In terms of a game, it's pretty good, the presentation is great and it's done ok-ish traffic without ever really taking off and becoming a huge hit.

June:

Aside from making it to 36 without anything too bad happening to me, June also saw a couple more releases.

orange_grab.jpg

Phantom Mansion. Looking back over the blog it seems that the last one ( "Black" ) was finished this month. I think I must have done 4 last year then, and reached the point of not even blogging about their releases.
If truth be known, a really fucking horrible project, one I was only too glad to see the back of. Huge fan base though, which is weird. PMII is out now, some cheeky sod copied the format and posted on FGL. Matt at gimme5 saw it, knew I'd rather wake up next to my mum than ever do another PM game, so got this guy on board to do the next 6/8 games. There's a moral there somewhere, not sure what though.


bb_grab.png


Big Bod Says
. Tiny little game, which somehow stretched to taking 9 days in total. There was no GDD for this, and I had a 15 min chat with Ricky the designer of it before getting to work. Couple of days in and it turns out I'd got the wrong end of the stick, so I basically re-wrote it one morning, only to discover that was wrong, and finally nailed it in the afternoon. So in effect 3 different games in 3 days, and then 6 days to finish off the love.
Kinda fun, and the speech is just a different class.


lowp_grab1.jpg

Law of the West pinball. This was done much earlier in the year as I wanted to learn how Box2D worked and pinball seemed the obvious choice. Unfortunatly at the time Box2D didn't support bullets in as3, so the ball would quite happily fly through objects at high speed.
When v2 came out I was finally able to finish this bad boy off, and to whore it around for sponsorship. It was offered the vast sum of $300, which would include the source code, although wouldn't be exclusive ( Too kind ), so we just dropped it into gameJacket.
In terms of the game itself, I really really like this one. It's one of the few games I've done I can actually just switch off and enjoy playing. For a lot of other people it really missed the mark, and has failed to do the traffic we would have liked.
The maim positive to come from this is that it's been included in 8Bit rockets new Retro Hall of Fame, which is really cool, although I have had to send Jeff and Steve lots of photos of me in the bath for it to be included.

In June I also posted how I do a preloader in as3 / Flex, which seems to be our most hit page here.

July:

We did things, and we wrote about them, but we didn't release anything new to play, so let's skip this month and move on to...


Aug:

...much the same as July.

Sept:

Just more words. Come on, we were productive for the first couple of months of the year.

Oct:

And back on form. Where did this month take us ? No, not roughly from behind, but on a mixed voyage...

soSICO_grab.jpg

Son Of Sico. An Air front-end for our simple little action script mangler.
We've had fuck all feedback about this, nothing. Also 1 reply when I sent the GYW Encryption package out to friends, so as far as we're concerned either people don't give a shit about their stuff being hacked, or they just don't want us to help them from preventing it.
Either way both projects are internal only now, life's too short to try and give things to the community when they don't want them ( Check me out being all bitter on New Years day ).

opCortex_grab.jpg

Operation Cortex: My entry into this years 48 hour FlashKit comp. It didn't win. I've linked to the post rather than the game, as the source code is also available there.
I liked this game, and it was pleasing to be able to do a 100% complete game in something like 12 hours, it makes me feel like the sponsorship kids who always say things like "Well I earned $16 an hour from my game which is more than I earn working after school, and it only took me 5 hours to make".
I think this game may re-surface somewhere else, with a lot more love and a bit more depth.


651_logo.jpg

651 Announce. Released on 20th October, which numbers fans, is exactly 651 days from when GYW came into being, way back on the 9th Jan 2007.
I'm so proud and pleased with this. It is just pointless eye-candy, but all the best eye-candy is pointless. If you've not seen it, it's a collection of demo effects all done in real time.
The blog posts in Oct. cover how a lot of these effects were created if you're at all interested.

Nov:

This saw more words ( Including my "Help me" words when it came to giving up smoking, plus a death of sorts in the family ( The 360 went to console heaven ) ) but no more toys, so let's move along to what is apparently the most wonderful time of the year,

Dec:

To finish off the year, a release each.

gmm_inGameGrab.jpg

Gameball Maize Maze. Our first project with Brandissimo, a creepy iso game with a really rich art style.
It's development was covered in an almost diary like form back in September with the last update being this one.
Again I'm happy with this one, it's development took longer than I'd hoped, but the extra time spent on it was an investment as to cut it too short would have been to really rip the guts out of the game. On the downside, you have to register to play it, hence the link there going to the blog post rather than directly to the game.

handigo_grab.jpg

Handigo ( You'll find it sitting in the games column ). This was like the previous years Fuel Factory-Y / Model City, except this time it was Olli jumping in to fix other peoples half done code for the simple lure of cheap dirty money.
The main menu is 100% low fat gyw code, along with various bug fixes ( Esp. game 1, proof that in actual fact you can polish the odd turd now and again ).
Pays the bills, and the credits were nice, plus working for Ubi-Soft has a certain kudos to it, and by all accounts they were quite lovely.

Other blog highlight this month was the ( Still going ) development of X++ in the form of new build being uploaded straight to the server, and the fantastic Zombieland post mortem by Pany ( If you missed it before Christmas, take a read of it now, it's one of the most honest accounts of a Flash game development and aftermath you'll read anywhere ).

And that was the year that was. I'm going to avoid making any predicitions here, as to be honest, I really can't see the point. When people do them they're a mixture of the stupid ( "Nintendo to release a Wii Remote Contact lense so you can just look at objects to interact with them" ) and the obvious ( "More games players to buy more games", "Women to buy casual games more than men" ), and who checks them ? Who actually goes back to the year before and reports that the stupid ones didn't happen, but hey, you were right about the obvious ones, spot on man, wow. That's like a gift you've got.

Also another reason not to do any predicitions, is 'cause I actually checked back at what I said this time last year,
"Coming up we've got the platform game ( Which I'm really proud of. It's on par with GOL in terms of love and quality ), the continuing Phantom Mansion games, Orbs and Olli's got a great old school game that we've been commisioned to do."

The first two were done, the second ? Still in development limbo. I don't want to jinx anything by making some big stupid sweeping statement about it here.

What I would like to do to finish off though is to thank all of you for taking the time to come here and read our crappy outpourings when we make them, and to wish you all a Happy New Year and we hope you'll stick around during '09, 'cause if it all goes to plan we'll still be releasing games and still talking about them.

Squize.
Thursday, January 01, 2009 4:59:16 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Tuesday, December 09, 2008
As a game studio, we find a percentage of job leads fall through. It's not 'cause we're bad, or too expensive, or just plain cocks. It's just the nature of the business.

Sometimes we turn work down ourselves because of numerous reasons. I don't think we're unique in any of the above, it just happens this way sometimes.

We were asked a couple of months ago if we wanted to work on one of the best IP's you could ever get to work with ( Roughly around the same time we were involved with some other great IP, the very definition of classic retro gaming, but that one fell through too ), but unfortunately for various reasons it wasn't to be.

Seems it's live ( Although I believe in beta ? ), and it goes by the name of PlaySega.

SegaLogo.jpg


Is this a huge game company showing it's belief in Flash gaming as the long touted future of casual gaming, or is it the desperate thrashing around of a dying giant looking for cheap way to target it's brands ? Is it even both ?

Anyway Sega understands Flash exists for more than navigation, and there is an official Sonic game in Flash ( That's the one that got away... ), so it's all got to be positive. Right ?

Squize.

Tuesday, December 09, 2008 10:24:51 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [1]  |  Trackback
 Thursday, December 04, 2008
Our first project with Brandissimo is finally live, and sitting on the NFLRush site.

Just to caveat the excitement a little, the NFL site requires a sign up, and I'm sure it may be a subscription service ( Read: You've got to pay ) [ EDIT: Nope, its free, just needs a sign up. Sorry about that, and thanks to Andy for pointing that out ]

To compensate for this, I'm just going to post some screen shots, a couple from the intro movie, and one in-game one. Then in conjunction with the development posts ( For some joyous reason I can't look back at old posts and be logged in at the same time, which means I can't just simply give all the dev. posts a GMM category and then just refer you to the tag cloud. Cosmic. So instead, the development ran from the start of Sept '08, to the 1st Oct. Cutting edge blog technology in all it's glory ) you can use your imagination to play the game.
That's got to be better than actually playing it hasn't it ? I mean you can imagine any old mental things. For example, I'm imagining that I had the time to scroll the screen rather than just making it flick...

gmm_grab1.jpg

gmm_grab2.jpg

And a little something in-game...

gmm_inGameGrab.jpg


A really enjoyable project, some great assets to work with ( I'd never have opted for that art style in a million years ), some great people to work with at Brandissimo and quite a nice little game at the end of it. All good.

Squize.

Thursday, December 04, 2008 11:59:41 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [10]  |  Trackback
 Tuesday, November 25, 2008
So I'm a little behind the times with this post, but to be fair I've had other things on.

Adobe have released Alchemy, which is a c/c++ compiler that outputs to Flash byte-code. Sweet.

I guess most people reading this remember when news of F10 broke and there was a video clip of Flash playing a native version of Quake that blew everyone anyway ( Better font rendering in FP10 ? Who gives a shit, that's Quake dude! ). At the time there were very few details about it, and it seemed to just disappear from view.

Well it's back and has a new poster boy, Doom. Runs a little dog rough for me when there are a couple of baddies on screen but hell, it's Doom ( I think it's the sign of a platforms maturity when someone ports Doom to it ).

How does this all work then ? Basically it relies on LLVM ( Low Level Virtual Machine ). This takes your source code, or "Front-end", currently  c/c++ but there's support coming for other languages, and compiles it down to a very simple byte-code.
With the byte-code in place you can then add your own "Back-end" which converts that code to run on your cpu of choice. Basically it's converting a high/mid-level language to an ultra low-level language ( RISC like ) which is then easier to port.

Because Flash uses a virtual machine model a back-end has been written to support that, so it goes c++ > RISC code > AVM2 byte-code and we're left with either a swc to include or a standalone swf ( Not sure how much use that'll be in real life though ).

My first thoughts ( Even after seeing the Quake demo ) was that anything written using this is going to run like poo. I mean as3 isn't the fastest language in the world. But there's a couple of reasons why it works and works well.

Firstly the LLVM compiler is really good. It optimises the pants out of the code, which reduces some of the percieved overhead.

Next up, the system works by allocating a byte-array in memory which the alchemy code uses for pointers / stacks etc. as well as storing it's own byte-code in there. In FP10 additional byte-codes have been added to the avm2 to deal with byte-arrays much quicker ( Allowing this to work at a good speed ), the haXe guys have done some amazingly quick work to figure these out.

Finally 'cause the alchemy converted code ( Is there a proper name for that yet ? Something catchy and slightly rude sounding ? ACC will do for now ) runs in it's own little byte-array "enclosure" it can access memory ( ie a location in it's own enclosure ) and call functions really quickly ( It's like coding in assembler on the old 8-bit machines ).

You lose performance when your action-script has to call / recieve data from the ACC ( Known as "
Marshaling" ), but such is life. If you plan so you pass as much code as possible outside of the mainloop then hopefully it shouldn't be too harsh.

Byte-Arrays are F9/F10's bitmap methods in terms of a new feature offering a huge leap forward in how we work with Flash. They offer up so much scope for some really cool stuff, from mod-players to things like
Alchemy.

It's looking like it's possible to finally in-line byte-code thanks to the avm2 back-end for LLVM, which has a lot of possibilities for speed enhancements. Also take things like box2D, natively written in c++ ( That is currently being converted, although there have been some teething problems ), or a* pathfinders taking advantage of the much quicker memory access, or engines like Coco3D which could be ported over and solve issues in existing 3D engines, or self-modifying code, or things I can't even hope to think of yet.

Squize.

Tuesday, November 25, 2008 7:02:04 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, November 24, 2008
What a great title. It sounds nice and gamey. Like a sweet bullet time effect, or maybe a real time rewind function. Picture that, being able to pause and then rewind the action in any game, just by dropping the cessation time distortion component into your game. Nice.

It's actually got nothing to do with gaming or Flash, it's yet another smoking reference. Promise it'll be the last mention of my own personal trial on here ( In 15 mins I'll have been a non-smoker for exactly 1 week, hence my final farewell to banging on about how hard it is etc. etc. ).

"A cigarette is the perfect type of a perfect pleasure.
It is exquisite, and it leaves one unsatisfied.
What more can one want ?
"
Oscar Wilde.
I've been doing a bit of reading about smoking and the effects it has on you, it does help when trying to stop, as it makes you realise it's not just a case of you being weak. It's a bit more than just caving in and eating that last bit of cake.
Ok we all know smokings bad. No one is so stupid as to think otherwise. Non-smokers just don't get how smokers can smoke, I mean it stinks, it's bad for you and it costs the earth. Smokers just hide behind a million different reasons just to keep smoking.
( Personally I used the combination of "I do actually enjoy it", "It helps me think" < Strong reason for me there, "I stopped before, and I remember how hard it was, and now I'm self employed I just don't have the time to effectively write off two weeks suffering withdrawal pangs". If you're a smoker I'm sure you can add your own to this list ).

So we all know all the bad things about smoking, the smell, the social costs ( It's no longer cool kids, try standing outside in the rain smoking, far from cool. Speaking of which, I'm sure I can't be the only smoker ever to stand in the rain, thinking "What the fuck am I doing this for ? I'm not even enjoying it that much anymore" only to do it again the next day. Same as going to a shop at 3am to buy some smokes 'cause there's nothing worse than waking up without a cigarette is there. ).

But here's something I only found out over the past couple of days. I was kinda aware of it, but never really knew the details. It's something that's never really thrown up as a reason to not smoke in the first place, I assume that cancer and heart disease are treated as good ( Bad ? ) enough reasons, in addition to the usual staples ( Smell, cost, ages your skin etc. etc. ).
To me it's caused more of a knee jerk than either of the big boy reasons not to smoke.

( Again, there's this pre-conception that smokers are dumb 'cause smoking greatly increases your chance of getting a million different cancers, with lung cancer being the big one, the mother of cancers. God's way of really smiting the smoker. You want to smoke ? Here's a cancer just for you. That'll fucking teach you.
As a smoker you know that, but it's an addiction non-smokers, so you can twist anything to suit your argument [ To keep smoking ].
Here's some stock replies, that I'm sure I've used before "I could get run over by a bus tomorrow", "You only live once, life's too short to worry about things like that. Anyway they say you can get cancer from <insert whatever has just been in the news recently that can give you cancer> so what can you believe anymore?" or the classic "I know it's bad for me, I'll stop smoking as soon as I notice my health getting worse, so I'll be fine".
I'm sure my Dad used that last one, he also used the other classic "Uncle Tom smoked 80 a day from the age of 14 and died in his 80s and was fit and healthy right to the end". Every smoker has that uncle Tom. My Dad died of lung cancer when I was 20, so 16 years ago. I started smoking when I was 17, and by the time Dad was dying infront of us I was quite happily smoking 20 a day. At his funeral ( Which btw was the first one I'd ever been too. Not the best way to lose your burial virginity ) I was desperate for a smoke, and when I got the chance, I did.
Here's a good definition of an addiction, "The uncontrollable, compulsive drug craving, seeking, and use, even in the face of negative health and social consequences." [source]. That's what smoking is, that's what makes you want to smoke at your Dad's funeral. It really is more than just not being able to turn down that last bit of cake ).

Nicotine is a poison, we all know that. It's the tobacco plants natural protection from insects. Drop for drop it's 3 times more deadly than arsenic. I guess there aren't too many insects eating tobacco leaves. It's also a member of the same family as cocaine, morphine, quinine and strychnine. Nice family.
But here's the detail that I only discovered the other day, the "If only I'd known that before I started smoking" bit of info ( That really wouldn't have made much difference in all honesty, but more than the big guns of reasons not to smoke ).

Eight seconds after your first ever drag your brain releases a ton of dopamine ( You can read the very dry definition here, or if you want to skip that, it increases heart rate and blood pressure. Basically it's an instant rush. It's also connected with your bodies reward system, which is handy in terms of forming an addiction ).
K, you've taken your first ever smoke. Nasty as hell. You're going to have to work quite hard to get addicted to this, but don't worry, smoking messes up your sense of smell and taste, so in effect it masks the fact that it tastes like what it is, poison. Also you know that stat about cigarette smoke containing 4000+ chemicals, included in those are things like Cocoa and Corn Syrup, added to make it smell less like death, and more like a white stick of nice.

Your brain knows poison when it gets a lung full of it. In return it reduces the number of [ Acetylcholine ] receptors available to receive nicotine to try and protect itself. It also reduces the number of transporters capable of moving the nicotine around in your brain, and as a final wave of protection, in other areas not affected by that first ever rush of nicotine it creates millions of extra receptors, so if you do have any more nicotine intake it's spread out more.
That's why you'll never ever get the same hit from a smoke as you did on that first ever time, every cig since that very first draw has been an attempt to re-create that first buzz. Your brain has re-wired itself to protect itself from having too much posion concentrated in one spot.

That's the thing that's freaked me out. That the crap I breathed in is dangerous enough that my brain is physically different, that it adapted itself straight away to avoid the harmful effects of nicotine ( The same thing happens with other drugs, it's the bodies way of coping with having something in it that really shouldn't be there ).

And connected to your brain being different to cope with nicotine ? Cessation Time Distortion.
In that first 72 hours when you stop smoking you have some nicotine left in your system ( It has a half life of 2 hours that's why when you're a smoker going over a couple of hours without smoking is hard as hell, for me it was an hour before I'd start getting really needy for one ), but it's not enough and that's why your brain throws a hissy fit.
This includes mood swings, lack of concentration ( It's exactly a week today that I stopped, and it's only just starting to sort itself out, although this post has taken ages to write ) and all the other things that make you a pain in the arse when you stop. At it's most simple level, you have a panic attack due to not being able to get what you crave, mixed in with your body regaining control of it's fight or flight mechanism, which has been run by nicotine since you started smoking ( Hence the attacks of instant pure rage for no real reason. Your body isn't used to handling anger itself properly any more, it's like when people have their sight restored after years of being blind, it's just over whelming and your brain doesn't really know how to cope ).

After those first 72 hours your brain kinda gets it, and starts resetting the changes it had put in place. Basically you're learning how to be the real you again, as opposed to the smoking-in-the-rain-even-though-you-don't-enjoy-it you. This isn't too smooth either, but should only take a couple of weeks.
Part of this re-wiring process is this really weird side effect, time distortion. Your whole concept of time is screwed. As a rule we all have pretty good internal clocks ( We've all had that "Got to get up in the morning it's really important" and then woken up a couple of minutes before the alarm was due to go off ) but during this process of re-wiring it's a million miles out.

At first that's a nasty thing. You know how when you're waiting at the doctors or the dentist time just drags. It's 'cause you're a bit bored, perhaps a bit worried about what's coming up, and it just seems to go in slowmo.
When you stop smoking, the whole day is like that. It's like the week before Christmas when you're a kid, it just goes on and on forever. Apparently actual physical nicotine cravings only last for 3 minutes at a time, but during the first couple of days you get hit by a lot of these cravings, and mixed in with this newly found no concept of time at all, they really really don't feel like 3 minutes.

Now I'm at the worst is behind me stage, this whole time distortion is nearly as cool as a component you could just drop into your Flash game to control time. I'm getting more done because I have more time on my hands. Not just 'cause I'm not having to shoot outside every 45mins / hour for a smoke, but because my brain really doesn't have a clue how long things take.
Which is such a result, as I have a deadline this Friday, and I've done relatively little the past week because I've had no concentration at all. I'm hoping I'm going to stay ever so slightly mental long enough to get the new game done.

And on that note, we're back onto games and leaving smoking behind. Normal service should resume tomorrow, thanks for indulging me.

Squize.

Monday, November 24, 2008 11:22:27 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Wednesday, November 19, 2008
I have an inherent dislike of self indulgent blog posts, the whole "I'm not feeling well today" thing.

I've found twitter takes this part of a blogging to it's natural extreme. "I've just been out to buy some tea bags" kind of pointless, mindless, please have an interest in me and my life crap.

Well check my hypocrisy out, here's what my twitter post would be today:

"Gave up smoking Monday. Hate everything right now. Haven't got a civil tongue in my head, so not posting until I'm less of a cock".

Sorry to everyone who I owe emails to, but I really can't write more than 4 words without them turning into some sort of nasty rant for no real reason so it's best I go to ground until I stop wanting to burn down the whole world.
Normal service will resume as soon as my brain fully understands that I don't want to smoke any more and so stops thinking about it every waking second.

Squize.

Wednesday, November 19, 2008 11:33:25 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Saturday, November 15, 2008
The indie Flash game community seems to love stats. I guess it's 'cause it's always nice to see someone whose written something good getting the recognition ( Even if it is more in terms of traffic than cash ), and because it's slightly inspirational, that everyone is just one good game away from achieving the same results.

When our game Chimbo got blammed on newgrounds it really shook me quite hard. It's the first time that I've really had a project fail on me ( I've had games I've not been able to sell before, but never something out there which has performed badly on a critical level ).
We thought that was it for the game. We were under no illusions of what the game was, a reskin of an even older game. It's far from great, but both Olli and I chatted about it before hand ( Like we always do ) and considered it good enough to go out under the gyw banner. It's an average game that looks pretty with varying degrees of presentation.
That was it then, a footnote in our history.

And then the traffic started to creep up. It got on some front pages of high traffic sites, only for a day or two ( Such is the turnaround on such sites ) and got spread around a little.

chimboStats.png

At present Chimbo is hosted on 392 sites, and in the 281 days it's been hosted on gamejacket it's served up 1,248,011 impressions. Not a hit by any stretch of the imagination, but average traffic for an average game which started it's life quite badly ( And apparently in gamejacket's all time top 20 hits, although I think that's more through default 'cause it's been there pretty much since the beginining ).
Today it's had 4359 impressions, which is a nice trickle of people ( Hopefully ) having some fun with it. It's proved to be a slow burner ( Hopefully pinball will be the same, as that's done relatively poorly ).

So is there anything you can take away from this ? I mean it's all well and good seeing a nice graph and knowing one of our games hasn't done too badly, but it doesn't help you much.
Hopefully it shows that sites with a typical teenage boy market ( Ninja zombie pirate shoot'em up anyone ?) aren't the be all and end all. There are a lot of sites which are targetted at young girls too which have insane amounts of traffic. Chimbo had 50k+ hits in one day purely by being front paged on a girl site ( That sounds terrible, "A site aimed specifically at girls" is what I should have said ). If you got that sort of traffic on ng or Kong in one day you'd be pretty pleased.

To show this isn't a one off, the game I did for gimme5, Loved Up, died on it's arse on all the "usual" sites, then went on to be g5's top referring game for months.

Is there a large mostly untapped audience for "games for girls" ? Hell yes. I spoke to Barry at gamejacket just the other day and he told me that they're now generating two lists [ Of portals ], the usual one and one for the female audience.
You may think it's selling your soul to do a game targetted specifically at girls. You want to do Metal Slug X, not Me and My Pony, but a game which appeals to a young female audience doesn't have to be overly twee or technically "cheap". Just see it as another genre which should be on your list of ones to try, same as doing a puzzle game or a mode7 racer etc.

Anyway to wrap up this posts about stats, here's a great couple of links where you get to see dirty hard amounts of cash, compiled by Drastika ( Cheers Paul, saved me hunting these down ).

Elite games' earnings ( For Oct )

Emanuele Feronato's one year money making experiment results

Squize.

Saturday, November 15, 2008 6:12:15 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [7]  |  Trackback
 Monday, November 10, 2008
I've posted here before on our google indexing. Also the blog software records what search terms drive people here, the most popular being "as3 frame counter" and "as3 flex preloader". We get a lot of disappointed Cure fans with "I don't care if Mondays blue" as well as some other really obscure searches landing here ( "Boylinks" comes up a lot, don't ask ).

Checking the logs Friday I came across this gem from google.com.au,

"WHY THE FUCK WON'T STUPID FUCKING as3 LET ME FUCKING CREATE AN EVENTLISTENER"

( We've got the number one rank for that phrase, I really don't know why, we can't be the only people using the word "fuck" and "as3" in the same posts surely ).

Anyway to be so pissed off at coding to swear at google is something we totally sympathise with ( As well as admire in a slightly mental way ), and whoever you were, you're a kindred spirit mate.

[Update: I've also noticed other people are entering the phrase into google, is that just to see if we're ranked number one for it ? I think we own it now :)
Also today, "wee sex" gets us a front page hit. I think I may need to calm down the bad language and obscure sex terms on here, as we're going to be getting hits for the most obscure stupid things. golden showers ].

Squize.

Monday, November 10, 2008 7:13:12 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, November 07, 2008
A really nice abstract demo, called Sugar Cubes, which feels like it uses a lot of Box2D.

sugarcube_grab.png

Visually it reminds me of Thrust, due to the simple colours and heavy scanlines, and it's got an abstract soundtrack which fits perfectly.

Yet more great work by Yoshio Ishii / Nekogames, just making something visually arresting out of very simple movement and images.

Squize.
Friday, November 07, 2008 3:18:31 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, November 05, 2008
And that's as political as we're ever going to get here.

Squize.

Wednesday, November 05, 2008 4:09:03 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Friday, October 31, 2008
petal.jpg

Meet Petal

As way of a slight added bonus, click here to expand your mind ( Or make yourself feel sick, it'll be one or the other ).

Squize.

Friday, October 31, 2008 4:25:19 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Monday, October 20, 2008
Monday, October 20, 2008 1:08:54 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [9]  |  Trackback
 Friday, October 17, 2008
All the sections are in now, ready to go live Monday.

651_vectorBallGrab.jpg

Squize.

Friday, October 17, 2008 7:36:48 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, October 16, 2008
A couple of days late posting it here, but it gave everyone an extra couple of days to save up.

Flash CS4 is out now, here's the launch video ( Of the whole huge cs4 package )
http://tv.adobe.com/#vi+f1556v1715

Want something for free ? I know I do. Well here's the link to the FP10 download,
http://www.adobe.com/products/flashplayer/

And seeing how we're a developer blog, here's a direct link to the standalone / debug versions
http://download.macromedia.com/pub/flashplayer/updaters/10/flash_player_update1_flash10.zip

Early feedback seems to show that FP10 is faster in quite a few areas which is great news ( And credit to Adobe for squeezing even more speed out of as3 ).
Like a virgin, I'm saving myself before I get down and dirty with the new player, but as before when we have some interesting tests to post here we will.

Squize.



Thursday, October 16, 2008 12:28:30 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, October 14, 2008
Here's a little grab of what I've been working on during my current down time.

651_sphereGrab.jpg

Part show-reel / part demo. Coming soon.

Squize.
Tuesday, October 14, 2008 11:15:46 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, October 13, 2008
Every now and again there's a 48hr game comp on FlashKit games. I've not entered since the 2nd one ( Which I was really pleased to have won, so I wanted to keep my 100% record ) so I felt it was time again, to see if I can still turn it on.

It works by everyone offering up a couple of words and then at kick off two are chosen at random and that's the games theme. This time it was "human brain" and "micro-organisms".

The theme was announced at 1am ( Saturday ) and the obvious thing for me was a shoot'em up over the brain, zapping the invading baddies, so I went to bed. It's what us coders do best.
Saturday afternoon I was mulling it over, an arena shooter would be cool but I'm meant to be finishing Orbs off as it is without trying to do another, plus I knew realistically that I'd have about 16 hours to do this. Ok, a Galaga style shooter. But that means lots of attack waves, plus a scrolling background ( Without the scrolling background it would feel really really old school ). Scratch that then.

I've never written a mouse avoider as I've always found them trite and throwaway. Perfect!

Saturday I didn't get much done, the England match got in the way, mainly the front-end and the overall structure was nailed. The power-crystals ( Or "geoms" as they're actually called in the code 'cause I just couldn't think of a better term ) were in and running which was good 'cause I knew a lot of those routines would be used by the baddies.

Sunday, erm, well I finished it off. I managed to be the first person to post up a final game, as I was sick to death of working to be honest ( It only took around 12 hours in total, but by the end I was glad to see the back of it ).
The sounds were the last thing to be added, I found an old tune from a game I'm not going to finish so re-cycled that and the sfx are also from various old games. I'm not a 100% happy with them, and I wanted to add another baddie type that would explode when killed which would have caused a cool chain reaction with combo's etc. but I felt it was better to have a complete ok-ish game done on time rather than try for more but post a game with a lot of loose ends in there.
For me the comp is as much about finishing by the deadline as the game itself.

If you'd like to see the fruits of my labours, click me

Also I've posted the source, in two flavours:
Just the code ( 16k )
Code with fla's ( 2.5 meg )

It was written in Flex and I very much doubt it'll run out of the box straight away, but it includes the preloader code which may be handy.

Also all the comp entries are here. I can really recommend giving them all a play as there's some great work there in such a short space of time.

Squize.

Monday, October 13, 2008 12:33:38 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, October 09, 2008
Just some news about the FHM game awards.

Teague at the sickeningly talented Hyperlaunch sent us a mail mentioning that they're working on this years awards, and that the awards were about recognising great development and developers, celebrating their efforts and thanking them for allowing so many of us to waste our time playing games when we should be working.
He also mentioned that everyone who entered would be given some cheeky widgets to help promote their games, plus a badge to stick in your game ( "FHM Web Game Awards '09" no less ). The outcome will be decided by user voting and the winner will recieve £3000 ( Or if you're in the land of dollars, enough to buy a house ).

You also have the choice to make a brand spanking and hopefully £3k winning game, or submit one of your existing ones and try and win without any real effort.

But you know what ? We value our integrity here, and we won't just pimp any old thing just 'cause someone wrote us a nice email.

Bollocks.

Well now the genie is out of the bottle click [ here ] to find out more. It's well worth a bash, and although I don't know if we'll have anything new to offer up I'm sure we can wipe down some of the old stuff, spray it with some deoderant and just pretend it's new.

Squize.

PS. Remember the kick back to us if you win. It's only right and fair.

Thursday, October 09, 2008 7:52:50 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Sunday, October 05, 2008
More tinkering with Air, and SICO now has a front-end

soSICO_grab.jpg

The reason for me firing this old project up again was covered in a comment in the last post. Basically the GYWEncrypt app is only as strong as the code decrypting it, so I wanted to mess the source code up for that process as much as possible.

Now this is beta, and it could break. A couple of things to take note of are:
* It doesn't bother messing with local vars. Unless I'm totally mistaken Flash doesn't save local var names anyway, so
var heresMyUltraSecretPassword:String="fistedNun";
won't show up in the source anyway ( Well, not as literally as that ).
* There are some white space issues I want to sort out, although the messed up file does rip out comments so it should result in a smaller file-size. In theory you'll never be looking at the messed up output, it's just that it's bugging me it not quite doing what I wanted ( It's the design tart in me ).
* It doesn't yet ( If ever ) handle lines like
private const var heresMyUltraSecretPassword:String;
The same may apply for private static vars too.
* Because of oop it can't do anything to public functions, as by default your public function are just that ( It only works on 1 file in isolation not a whole project ). If you want that, shell out for this instead.
* I've really not tested it to death. As with most home grown apps it's a case of "It works for me".
* On the Air installer it shows up as unsigned publisher blah, blah, blah. It doesn't do anything naughty at all, it's not going to format your hd or d/load porn in the background. If you don't trust it / me, then fair enough don't d/load it.
* Never ever ever save over your original code. May sound stupid me saying that, but I feel I need to. The filename is saved with an extra ".", so even if you should screw it up it'll be saved as
myLifesWorkRuined..as
But please don't risk it, call the file test..as for peace of mind.


What would be really cool would be if anyone testing it has any problems if they could post the original code snippit and the broken output in the comments. I'm guessing there are going to be issues ( It really depends on how many if this ever gets out of beta or not, if the world and his dog have problems then I'll just open source it and be done with it. If it's only minor stuff then it shouldn't be a problem fixing it up ).

If this all goes well ( It's sweet for me ) then the next couple of days should see GYWEncrypt finished too, although we're not sure what we're going to do with that yet.

Here's the link for the air file, thanks in advance for giving it a bash
SonOfSICO.zip 21k

Squize.

Sunday, October 05, 2008 4:26:57 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, October 02, 2008
Air. The future of RIA. Unless you try and actually use it.

I've been wanting to write a swf encryptor for ages and last night I finally cracked ( As I'm working on something that I really don't want decompiling for various reasons ).
It was a toss up between Zinc and Air, but I opted for AIR 'cause in theory it is the future and therefore should have better support than Zinc.

So after all the hype surrounding Air I should just be able to google around, find out how to drag and drop, save a file and some other basics. I develop in Flex rather than cs3 'cause it's a million times better, but any search for Flex and Air just brings up examples using MXML. That's not great.

Eventually I found a hacky way to create an Air project in actionscript in Flex ( It's so convoluted it's untrue. You create a Flex project as opposed to an AS one as usual, tick the Air box, but on the part where you set the document class you alter the mxml extension to .as and it works ).
Getting there. Published the main class and up popped... nothing. More searching and I found out how to set it up ( A big thanks to Toby for blogging about it, without his words I'd have given up all together ).

Cool, got a window in place now. Close it, try publishing it again, and... nothing. Lot's more searching ( And swearing ) and I found out what the problem was, and the cure. If you don't exit your app correctly ( ie call an exit() after adding a listener to the close button ) then it doesn't actually exit correctly ( I found this out myself after a lot of messing about ).
When you publish an air app it runs something called adl.exe ( Adobe Debugging something. I've had enough air googling for a life time so can't face looking it up ) which runs the swf wrapped in the air api.
If you don't call exit() then when you close the app adl.exe keeps running. Ok, that's not the end of the world. What actually is though, is that you can only run one instance of adl.exe. If it's running after you've closed your app incorrectly, then you can't run any more air apps.
The beautiful thing is, it doesn't tell you. Flex doesn't tell you either. It's like they've ganged up to keep us in the dark.

Until I figured out the whole exit() thing, I was working with task manager open closing it down every time. The only solutions I found online were, yep, work with task manager open and...

Ok it kinda makes sense, and if you've got to call exit() then you've got to call it, but c'mon, this is the future of RIA and I've got task manger open to kill it ?
It all feels very beta-ish, from the hacky way to even create an Air project in Flex to that.

Once I got past these hurdles, I must admit it wasn't that bad. The lack of docs ( I only found this after I'd gone through a lot of pain ) has made it a less pleasant exercise than it should have been ( Oh joy, another mxml example for something I want to do with code ).

One weird thing which I'm putting down to me is that when I drag and drop a swf into my sexy little app it runs the app twice. I don't mean it opens another window, it just runs through all the code twice ( In alcon I was getting,
"wtf ?"
"wtf ?"
which was a bit of a give away ). A little kludgy check cleared that up.

At present we've got a simple little app which you can drag a swf onto, it then encrypts that with blowfish via the very nice Crypto library and you can then save that back out.

Next up ( And what I've been swearing at for the past hour or so ) is the decryption routines. Well, the code is being embedded and decrypted, it's just figuring out how to then make that byteArray run as a swf rather than just sitting there annoying me.

Squize.

Thursday, October 02, 2008 9:20:04 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [7]  |  Trackback
 Thursday, September 25, 2008
I worked 'til gone 3am last night, and I'm beyond tired, so rather than a blog entry covering how I knocked a lot of things off the to do list for GMM and designed level 2, here's a link to a viral clip that Chris at errorWare sent me today that made me laugh.

This, in it's own bizarre way is totally safe for work.

A less tired and lazy post tomorrow, if for no other reason than I've got to use the last lyric as a title.

Squize.

Wednesday, September 24, 2008 11:16:35 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, September 24, 2008
Well my days being split in two carries on.

During the day I'm working on the Arkanoid game for gimme5, evenings it's back to GMM. I can only say thank God both of these are coming to a close at roughly the same time 'cause it's so nasty working on two projects at once ( I equate it to writing two different novels at once ), not just in terms of swapping and changing ( as2 to as3 to as2 ) but the sheer number of hours a day I'm working on them.

Most of yesterday was spent on the g5 game. Myself and Ronnie the tech. lead at g5 spent hours nailing down the server side intergration for the level saving / swapping. That's nearly done, and I'm really hoping with one final push tomorrow it'll be done for good.

Between that I was adding all the speech to the game, and it works really well in place. Today was more of the same and clearing off some of the really obscure bugs. The To Do list for that is finally going down.

Last night on GMM was spent adding sounds too. Thankfully the client sent me a zip with pretty much all of them in there, and they're all pretty spot on, which is great.
It was also nice using my as2 SoundHandler class again, the one in as3 is very make shift at best, the as2 has been built up over the years and is so easy to use and does everything I want ( For example, sound.setPanDistance() calculates the mc's position in relation to the center of the screen and sets the pan accordingly ).

Pretty much a whole day doing sounds for both games then. This morning ( Before starting back on Arkanoid ) I managed to finish off the instructions for GMM. Not hard work, but lots of fiddly aligning and just boring really.

I think tonight I'm going to try and knock up a couple more levels for GMM. Only level 1 is done so far, so getting a couple more done will be good, and it's a break from actual coding. I'll be able to test it a lot whilst making sure the level plays well so the to do list will grow ( It's always the way, when a project is coming to the end you find you'll delete one thing off your list but find at least another 2 to add to it ).

I'm just going to be a bit self indulgent, not for the first time I know. I hope I'm not the only person who's wanky enough to google themselves. Well I googled "Gaming your way" and was wrapped to see we've "made" it on google.

gywGoogle.png

Check us out all indexed. Ok it's only the blog, the site itself seems to be as popular as the plague, but it's just a place for us to whore ourselves in a grown up way ( "In terms of traffic it has more than met their expectations" all nice and nu-media friendly )

After that, I thought sod it, let's see what "Squize" brings up. I came second, the top entry being

"I masturbate weirdly. I squize my hips with my hand in the middle. Even with my panties on... Weird?
Anyone else does that? I'm 13..."

I ( For once ) just couldn't make it up. That's my sails deflated, 2nd to a 13 year not knowing how to frig.

I guess there will be more of the same crap, just worded differently, tomorrow.

Squize.

Wednesday, September 24, 2008 5:18:35 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Tuesday, August 26, 2008
Found this via the roundabout route of 8bitRocket and Rich's site at photonStorm.

Mame has been ported to Flash. The daddy of all emulators is running with a healthy list of games. They lack sound, but that's always going to be the way as Flash's sound control is just one step up on a Spectrums, but it's not the end of the world ( For all the rose tinted spectacles in the world, arcade sound was never that great. Apart from Defender of course ).

Please please check out FMame and be blown away playing Commando ( Not a port, actual real 100% the same Commando ) in your browser.

Sex.

Squize.

Tuesday, August 26, 2008 4:18:16 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Friday, August 22, 2008
Ryan at freelanceflashgames has compiled another one of his cheeky lists.

This time it's regards blogs. We're in there at 14, which isn't bad, but I think we need to bump that up a little. I just need to think of a subtle way to do it.

Full flash CS3 serial download, flash CS3 serial serial, flash CS3 serial crack, flash CS3 serial keygen, flash CS3 serial free new torrent ddl.  Full photoshop download, photoshop serial, photoshop crack, photoshop keygen, photoshop free new torrent ddl. Paris Hilton Movie video interviews, celebrity photo galleries,...Paris Hilton Movie Collect the Latest and Hottest Gossip and ya podaru tebe lubov'

So skip on over to the page and see what other 13 blogs you should be reading before coming here.

Squize.

PS. Can I just say it's amazingly hard to find content spam to copy / paste when you're actually looking for it.

Friday, August 22, 2008 3:23:21 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [10]  |  Trackback
 Wednesday, August 06, 2008
Here they are in all their glory,

Linky

And so ends my good track record at the FF's. Hopefully next time we'll be able to get something in there, although I'm not holding my breath ( This has turned out bitter for some reason, dunno where that resentment came from ).

Squize.

Wednesday, August 06, 2008 8:07:44 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, August 05, 2008
Ryan over at freelanceFlashGames has just posted an epic list of sponsors with links straight to their contact pages, and even sexier, has put them in their alexa rank order.

So if you're in the market for whoring your latest game, pop over there and remember us when you're rich.

Squize.

Tuesday, August 05, 2008 1:20:22 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Friday, August 01, 2008
Well here it is, the "Too early to show mix" of Orbs.

No preloader, so stick with it ( About 700k )

I figure this post is more a show and tell as opposed to anything more. There are lots of bugs so I'm not really after reports ( Thanks ), this is very WIP, and I've only really posted it here due to reasons outlined in the post from the other day.

The gameplay will be more refined in the final version, "Campaign" mode will be the primary game type ahead of arcade ( There's not even an option for it yet ), and there are quite a few more baddie types and a lot of love to go into it yet.

A quick spurt of instructions:
Your objective is to protect the Orb. As long as it's got power it can re-generate your ship. WASD or Arrow keys move you around, aim and shoot with the mouse, P to pause.
Some of the options work ( Stats for example, although there are some unfinished ones in there, and a lot more to go in, along with a lot more medals ), but most don't.

It's mainly a case of looking around and watching the particles right now, but they are quite pretty so far.

As I do more work on it I'll flesh the posts out about the tech. side of it as I've gone to quite a bit of effort to get this bad boy running as fast as possible ( Which is sheer bliss. In real life you never have the time to even write the word optimise never mind doing it ) and hopefully development will go onlong in fits and starts like it has since the project started 'til one day it can go free into the world able to stand on it's own two feet.

Enjoy.

Squize.

Friday, August 01, 2008 8:19:41 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [8]  |  Trackback
 Thursday, July 31, 2008
Great day, Geometry Wars2 is out today ( And I've nearly nailed the collision routines in the arkanoid "style" game I'm doing at g5games, but I digress ). Regular readers will know I've been working on Orbs forever now, which is inspired by the GWars look and feel, so I've been keen to check the sequel out ( For the whole week or so since I heard it was coming )

800 points later, and wow. It's sex.

When you shoot a baddie, it drops a geom ( Correct me in the comments if I've given that the wrong name ). When you get close to them, they get sucked towards your ship.

Hmmm, just like the credits I coded the other day in Orbs.

Also there are new things, called "gates" ( Corrections always welcome :) ), where you can shoot them and your bullets rebound to kill baddies. It even keeps track of how many rebound kills you've got.

Hmmm, just like when you shoot the orb and it rebounds and kills a baddie.

Arse. For fear of Orbs coming out and everyone just pointing the finger of copy catness, it's forced my hand ( Yeah the title makes sense now, these posts aren't just thrown together you know ) to release a demo sooner than I'd rather.
Hopefully by Saturday we can have some particle porn up here. I'm just thankful that Bizarre haven't got Pong in the pause mode.

Squize.

Wednesday, July 30, 2008 10:21:16 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, July 24, 2008
FINALLY!

CC is going to become early alpha tonight. I spent the last week adding levels and testing them along the way (which takes some time because they are quite ... complex ... and not easy to play). While making sure the game behaves like it should and fixing things that don't work quite like expected.

There are still some features missing and *a lot* of love left to add, but I think the engine is pretty solid now, it runs smooth in the editor and because it's tilesize independent it should also run in game mode (I'll see that later today).

Marmotte from dot-invasion has dome some georgeous tiles so this is done, too.

Basically there are a few renderings left (mainly for the player deaths) and I have to do all the sounds (including a lot of speach) and music.

And for the sake of it:
cc_promo_00.jpg
Our hero ...

nGFX

Thursday, July 24, 2008 8:37:32 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Saturday, July 05, 2008
As regular readers will know, we've been done over with a hacked version of "Law of the West". Instead of just bitching about it, we've decided to be pro-active.

This is going to take a number of forms, one of which is SICO, or "Source In, Crap Out".
We looked at what encryption and obfuscator software there is out at there, and came across irrFuscator. It looks pretty cool, and at 69 euros isn't going to to break the bank, but it also looked like it was something we could do ourselves without too much effort.
Where SICO fails compared to irrFuscator is that from what I can tell it takes the whole project and messes it up, so public functions ( And therefore getters / setters ) get screwed with too, whereas our project just takes one file and so has to leave anything which could be called from a different class alone.
Also it converts strings, but it looks costly. Looking at the example on their page, "end" gets converted to irrcrpt(23, "uzd."). That kinda looks like a static class is added to the project with a method called irrcrpt, which takes the first value as the "key", and I guess it's just a simple XOR with the string value.
Fine for scrambling a filename, but I think it would be too harsh [ In performance terms ] to do that to every string in the game, so it's easy enough to just add a method in like that by hand for your filenames / passwords / cheat codes etc.

( In case this reads like I'm just bashing irrFuscator, I'm really not. It's better than SICO, I'm just pointing out the differences ).

So what can our baby do ? Here's the loader class we use for it:

package Classes {  
    import flash.events.Event;
    import flash.net.URLLoader;
    import flash.net.URLLoaderDataFormat;
    import flash.net.URLRequest;
    
    public class IO {

//---------------------------------------------------------------------------------------
// Properties
//---------------------------------------------------------------------------------------
        private var loader:URLLoader;
        private var callBack:Function;
        
//---------------------------------------------------------------------------------------
//Constructor
//---------------------------------------------------------------------------------------
        public function IO(){
/*
Null constructor, we don't need to do anything here
*/

        }

//---------------------------------------------------------------------------------------
// Public
//---------------------------------------------------------------------------------------
        public function toString():String {
            return "IO";
        }        

//---------------------------------------------------------------------------------------
        public function loadScript(filename:String,callBackArg:Function):void{
            callBack=callBackArg;
            
            loader = new URLLoader();
            loader.dataFormat=URLLoaderDataFormat.TEXT;
            loader.addEventListener(Event.COMPLETE, xmlLoaded);

            var request:URLRequest = new URLRequest(filename);
            loader.load(request);
        }

//---------------------------------------------------------------------------------------
// Private
//---------------------------------------------------------------------------------------
        private function xmlLoaded(eventArg:Event):void{
            var source:String=eventArg.target.data;
            callBack(source);
        }

//---------------------------------------------------------------------------------------
    }
}

And here's what it looks like after being run through SICO:

package Classes {  
    import flash.events.Event;
    import flash.net.URLLoader;
    import flash.net.URLLoaderDataFormat;
    import flash.net.URLRequest;
    
    public class IO {

        private var _V64K0q:URLLoader;
        private var _87qjufb1lsM:Function;
        
        public function IO(){
        }

        public function toString():String {
            return "IO";
        }        

        public function loadScript(M85u8En4i:String,_87qjufb1lsMArg:Function):void{
            _87qjufb1lsM=_87qjufb1lsMArg;
            
            _V64K0q = new URLLoader();
            _V64K0q.dataFormat=URLLoaderDataFormat.TEXT;
            _V64K0q.addEventListener(Event.COMPLETE, _v1zr6rD62q);

            var kDu541CN2C5:URLRequest = new URLRequest(M85u8En4i);
            _V64K0q.load(kDu541CN2C5);
        }

        private function _v1zr6rD62q(_wVl6q:Event):void{
            var n1XScOB03y:String=_wVl6q.target.data;
            _87qjufb1lsM(n1XScOB03y);
        }
    }
}

Pretty mashed up. There are still some quirks to it which need ironing out, and it's not got a list of reserved words or anything that cool, but that code is nasty once run through it.

Next we need to actually make some sort of front-end for it, ideally using Air to get to play with that, more possibly with Zinc to make it easier, and then decide what to do with it. It won't ever be for sale, it may be a case of we just give it to friends and let it spread gradually like that, we're not sure yet, but it will be given away. There's no point bitching about hacking, and then coming up with something that makes our stuff safe and screw everyone else.

And that's part 1 ( Or 0.5 ) of our push to try and get the community as a whole being a bit more protected, there is more to come. Olli and I have had some long chats the past couple of days. We both came to the conclusion that yeah, having hacked games floating around sucks, but there are some things which are more acceptable than others.
If LoW had been hacked to use the hi-score component of the system it's been hacked for ( Some "shovelware portal in a box" system ) and everything else had been left intact, then we can swallow that. Just. The game gets spread so the sponsors happy, we get our credit out so it's not too bad for us, the ad gets seen etc. It's not that bad. It's only when the game is just ripped of everything like that we get pissy.

Part of this process of stopping it is to actually get involved with the boards that link these games, for fear of sounding like a politician, it's about education. A lot of sites with hacked games on are run by decent people, just trying to make a couple of quid, and not really knowing about any harm they could be causing 'cause they never ever have any contact with a developer.
Flash games are percieved as such a throw away commidity that the line between IP theft and hosting becomes very blurred. A lot of people who run boards wouldn't dream of hosting mp3's, but see Flash in a totally different light.

We really fucking resent having to spend time on things like this, but if we're in the position of toying with ads and sponsorship as well as the client based work, then we need to protect our IP. Like we all do.

There's more coming,

Squize.

Saturday, July 05, 2008 4:49:49 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Thursday, July 03, 2008
We have recently discovered that one of our sponsored games is out there in a pirated version.

I know that is is part of the deal to spread a game as much as possible, but when someone hacks the (encrypted) game and removes all that what makes it a sponsored game ... I get pissed. I mean it was for "free" anyway.

So fellow flash developers, have a look at your stats and see if your games happen to be run from this domain:

http://forum.***.**/...

These guys steal games, and use hacked versions.

See this:
lotw_pirated.jpg

Of course the loading screen ad has been bypassed too.

There is money involved so I think it's my damn right to be pissed. I have contacted them, let's see what happens.

/* edited, we found thesource and further steps have been taken ... read the SICO post */

nGFX.

No, I'm not in a good mood today.

Thursday, July 03, 2008 8:55:17 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [9]  |  Trackback
 Wednesday, June 25, 2008
Look what's live now

pinballAd.jpg

Play it here: Law of the West Pinball

Squize.

Tuesday, June 24, 2008 10:13:47 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [9]  |  Trackback
 Friday, June 20, 2008
"...two posts in one day?"

Just a quick post to pimp a new game out today, Big Bod Says

bb_grab.png

It's just a bit of throw away pointless fun. Bit of trivia, the voice of Big Bod is actor Timothy Spall, which is nice.

Squize.

Friday, June 20, 2008 1:59:17 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, June 17, 2008

I'm enjoying these one word titles, it's saving me a bit of effort when trying to think of something catchy.

Anyway, the purpose of this post is below. Forgive youTube it's nasty nasty compression, we did try vimeo over and over again, but it just kept falling over on the file.

 

Or you can hit it directly here.

I really don't know when it'll be out, there's been a general appathy towards it atm, perhaps we need to add a shop system to it.

Squize.

Tuesday, June 17, 2008 9:45:25 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Friday, June 13, 2008

The final Phantom Mansion went live today. I just needed to share that, after 8 episodes and nearly a year working on it ( A hetic 3/4 days every month just before release ).

So that's it for me and Hector. Freedom.

I'd like to thank all the die hard fans of the series for their constant support, and anyone whose taken the time to vote on it on any portal where they've been hosted.

And it's time for the final link to mansion for this blog, here, right here.

Squize.

Friday, June 13, 2008 2:45:44 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, May 20, 2008
Just on a quick sidenote:

lotw_title_online.jpg

Law of the West has finally been released to the public.

And as I'm a sponsor slut now ... go play it on newgrounds (and while you there ... vote, damnit :) )

Oh, well, better than gathering virtual dust on my hdd, I guess.

nGFX

Tuesday, May 20, 2008 8:39:17 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [7]  |  Trackback
 Saturday, May 17, 2008
Final couple of days of pinball development so time to show a quick grab. As the table graphics aren't quite final yet I can only show the medal screen.

lowp_grab1.jpg

So the rest of the day for me is adding the final sound effects and there are a couple of bugs and things that need tweaking, then just got to drop in the preloader and it's code complete. From there as soon as Olli's finished the final render of the table and the light layers we're good to try and sell it.

Nearly there.

Squize.

Saturday, May 17, 2008 12:20:02 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [1]  |  Trackback
 Thursday, May 15, 2008

...Flash 10 pre-release player is out to play with.

If you want it, just click this here link.

Squize.

Thursday, May 15, 2008 10:37:16 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Sunday, April 27, 2008
My first ever as3 project went live Friday. I'm not going to slip into a "Phew, as3 is harder than it needs to be" style post, but it must have added at least 2/3 weeks to the overall dev time.

Back on with the show, the game is called "Brain Voyage" ( "Brain Benders" in the UK and possibly Europe, although I think the German version may be called something else again ) and is a port of the Nintendo DS game which launched last week.

grab_BB.jpg

I've read somewhere that Dr. Knizia is famous the world over and apparently he's designed many many board games.

There are 3 games included in the package, with two levels given with each. The real life game has a ton more, this is a very cut down taster. There is also a facebook version for those of you who do ( The novelty is lost on me I'm afraid ) which has some pretty nice bar graphs for comparing you to the best players in the world and also with the gimme5 hi-score widget for comparing yourself to your friends.

Over all I'm pretty pleased with it. Having it run next to the real game in an emulator is really freakish as it looks and feels so similar ( Not that big a deal when we were provided with 90% of the assets I know, but still kinda cool to be able to do something so accurate ).

Enough hard sell, if you'd like to play it, clickity clickity click here

Squize.

Sunday, April 27, 2008 12:48:50 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, April 25, 2008
Yum

It's quite rare a Flash game comes along and raises the bar for a whole genre, but this one does.

Racoon Racing

There's just so much love been put into it. One day all Flash games will be this good.

Squize.

Friday, April 25, 2008 11:54:17 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, April 24, 2008

Come here a sec and take my hand. We're going to go on a little trip back in time.

Way back when I first started making Flash games I did 3 games as part of the "Majestic trilogy". Making this package was MJ-12, X and Ultra Armageddon. MJ-12 was the only one that met any real success, and it ended up on miniclip as my first ever commercial sale ( You won't find it on there though as it was rebranded and had our logos removed. Ah the good old days when things like that were thought acceptable by portals ).

Later on I tarted up the games a little and added a hi-score API for pnFlashGames ( Which now seems to be dead, which is a pity ) who then sold them for a nominal amount to webmasters so they could have "better than free" game content on their site.
I had an idea for a reskin for MJ-12, with the idea of selling it as a limited edition on pnF. A one week only remix thing. Unfortunatly wires got crossed, and it wasn't made a limited edition ( Which I wasn't happy about as it just came across as a lazy cashing in on an existing game, rather than a bit of fun as was intended ) but rather was just added to the store there until it all died.

I was looking through my storage folder on the hdd the other day, and re-discovered it. After showing it to both olli and Jeff @ 8bitRocket to make sure it still stood up ok as a game I cracked and removed the old branding, fixed and tweaked some minor things, and now it's sitting on GameJacket.

grab_mj1912.jpg

I'm almost bracing myself for the "It's not very original" comments on all the sites it ends up sitting on, I say almost, 'cause to be honest I couldn't really give a shit. It is what it is.

Enjoy.

Squize.

Thursday, April 24, 2008 10:33:27 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Thursday, April 17, 2008

I've been waiting for the new version of Box2D to be ported to as3, and today it's done and out there.

http://box2dflash.sourceforge.net/

That means I can finally finish a game we've been working on, which required some of the new features of version 2. I don't think I'm giving too much away if I say it features a pin and a ball am I ?

Squize.

Thursday, April 17, 2008 10:44:40 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Saturday, April 12, 2008
some might remeber me posting about a sparetime project of mine: Law of the West. It's been quite about it for a good deal of time now, but after a *shit* week I finally got into gear to finish the last damn 5% of it.

The last two night were spent adding the last pice of love to the game, a highscore/gameover screen (the normal gameover screen was in for ages), levels (99, featuring all uglyness I could come up with) and some additions here and there like ingame key-hints when the level starts (this is for all those people who don't read the instructions) and mouse control (it  was designed as keyboard only game).

lThe book of instructions
a shot from the "How to" section (scaled)

Tonight at around 0200h it finally hit gold status, although it took me another three hours to fix (or in terms of flash: work around) some *weird bug*.
Here's a short description, maybe it helps you to avoid it.
LotW consists of two files (game and sound) and I wanted to be able to upload the game and get the sound file from another server, possibly streamed instead of a file reference.

To write the streaming "site" was no problem in .net, so I quickly wrote something that take an ID and returns the swf. I tested it using my local web server - no problem.
Then I uploaded the gamefile to ngfx.de and stored the sound and the streamer here on gamingyourway - guess what: it didn't work.

A quick look at the http headers showed that the file was requested correctly and the size returned was correct, too, but flash returned a solid NaN for getBytesLoaded/Total. WTF?

AH! security! That must be the reason ... ok, changed and added all the "allow *" that was needed and tested again - nope still nothing. Oh well.

To make it short I finally wrote a tiny loader.swf that streamed *both* the game and sound file and viola it worked. F$%&§ knows why.

Anyway here's an image I posted earlier for this game but ...

Meet the gang ...
Meet the gang ...

Right now it's not licensed to I keep a few secrets till then ... but stay tuned (at least I can post about a game here :) ).

nGFX

Saturday, April 12, 2008 4:18:21 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Monday, March 31, 2008

Recently we were approached by GameJacket to see if we had some content that we could re-purpose to support their new ad system.

Digging around we found an old ( Flash 6 or so ) reskin of the even older JBJ Sisters game.

It seems that the game has leaked from the gamejacket site, and is floating around the net now, so it's kind of pushed me into pimping it.

http://www.gamejacket.com/gamejacket.asp?gjid=00040

( It was on newgrounds, but it got blammed! )

Bit of a damp squib of a release really. Such is the world of ads and sponsors and that.

Squize.

Monday, March 31, 2008 12:04:11 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [5]  |  Trackback
 Friday, March 21, 2008
After what seems forever "Professor Sauernoggin and the Landfill of Doom!" is live. Hurray!

toxicGrab.jpg

My first ever platformer! ( Well, Loved Up was technically launched first, but it was built on this game ).

A huge thanks to everyone involved for making it what it is ( Marmotte for the always great art, RayB for doing such an excellent job in the project managers role, Matt for the bouncy tune and Olli for the server side stuff that means you can see your hi-score and get a discount on candy if you finish the game! Nice ).

Just to caveat it a little, it's for 6-16 year olds, so it's not hard core, and as with all things Flash, play it in IE ( Firefox will just give you the "Playing in treacle mix" ). There are seperate html pages coming any day now which use the wmode trick for IE users to make it play even smoother.

Happy Easter everyone, now go play my beauties, play.

Squize.

Friday, March 21, 2008 11:21:13 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, March 13, 2008

Had a quick google to discover that Golden Balls, the game I did the middle of last year for Endemol gaming is finally online ( Has been for a while apparently ).

It's a bit more text heavy than the version I finished up, and it looks like the contestants disappear on level 2, only appearing on mouse over ( Although my work monitors aren't the best so it could be my eyes ), but it's pretty much as I left it.

You can play it in demo mode, which means you don't have to gamble cash for real, and I've got to be honest I found it quite a fun game to play during it's development ( Which was a sweet one too, contracted for 8 weeks, turned it 'round in under 15 days, which meant I was freed up to work on GOL. That's how long ago I worked on it ).

It's well worth a quick play, although remember it's hosted on a gambling site before you go a clicking.

Squize.

Thursday, March 13, 2008 1:08:47 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, March 10, 2008
...and a bit of self centered bleating.

As Flash developers we all know how a lot of sites just pull the piss and will quite happily steal games ( And if you're really lucky, drop their ads into them. Nice ), but this story is just a whole new level of pulling the piss.
Really worth a read.

Now on to the self bleating. GOL got a review at Channel 4 games. 5 out of 10. Visitors to the site actually rated it less than that. It works out ( Using channel 4's rating, let's not make it worse ) at 1 point per game. And nothing for the front-end.
Following that down it's natural path, it means that say "Souper Bowl" would only score 1. Hang on, perhaps it scored less 'cause it's a collection of mini-games, let's double that. 2. Out of 10.
It's a sickener to think that the whole is actually less than it's parts. That's quite an achievement.

Sorry, I don't like wallowing in self pity, but when it's the best thing I've ever done, doing so poorly, it's hard not to have 5 mins being a tart about it. All out of my system now, although don't get me started about Loved Up getting poor reviews 'cause it's "gay"
( Wait 'til Loved Up II - A mouth full of spunk, that'll get the homophobic vote ).

Squize.

Monday, March 10, 2008 9:42:01 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, March 07, 2008

After not wanting this blog to be just a linky one, I've just got to show this, although I imagine a ton of you will have seen it already.

Wow!

Squize.

Friday, March 07, 2008 12:18:54 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Tuesday, February 26, 2008
Just a short and sweet post, Flex 3 is finally out. Find out more here
( I've been using the beta for a week or so on and off, but I've not had chance to play with the profiler, but I'm hoping we're going to see a huge list of optimisations because of it ).

Also I'm not sure this is news ( Well it is, just not sure how new it is ), but Air is out too. Continue the clicking frenzy and go here to find out more.

Squize.

Tuesday, February 26, 2008 1:13:25 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, February 21, 2008
We're not really a linky kind of blog, but these two bad boys are just too good not to share.

First up is whitevoid's site. If you've played Dirt then you'll love this, actually even if you haven't it should still blow you away. I'm not a huge fan of experimental navigation, but this looks great and everything works like you'd expect it to.

Next up, Get The Glass. A wow game if ever there was one, produced by Goodby, Silverstein & Partners and North Kingdom.

Two example of really aspirational work.

Squize.

Thursday, February 21, 2008 3:27:15 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, February 20, 2008
Some of the gimme5 community have gone a bit above and beyond and posted level walkthroughs for the Phantom Mansion games onto youTube, which really rock.

Here's a sample one, I'm pretty sure if you're stuck on a level you'll find it on there.

( Oh, if you want to actually play the games, here you go ).

Squize.

Wednesday, February 20, 2008 4:36:36 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, February 14, 2008
Just the finishing touches today, although we lost about 3 hours thanks to Flash's security policies ( The tilesheet is externally loaded, and when running on the test server here and the swf on the live one, it failed to load them. 3 hours wasted on that one ).

I guess I'll liven this post up with a screen grab later, but for the time being go and get Loved Up.

Squize.

Thursday, February 14, 2008 4:57:31 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Wednesday, January 30, 2008
Whilst we've been talking about tinkering with Flash on the Wii this month, we've got this handy link that Amy kindly sent us to pimp here, and we appreciate the art of pimping, so here it is

how-to-homebrew-wii-games-73-tips-tutorials-and-resources


A really excellent list of links which should be a good starting point for anyone wanting to look into the subject more.

I promise we'll be back to normal service soon, it's just that things are waiting for sign off behind the scenes so we're like a swan, serene on the surface but hidden away it's a flurry of activity.
One way or another, there will be at least one new game posted here before the 14th of Feb ( Guess what the theme of that will be ).

Squize.

 |  | 
Wednesday, January 30, 2008 2:23:47 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, January 09, 2008
Exactly one year ago today Olli posted on this here blog. Ok, the post was rather bland, and re-reading it now I've got to be honest that it makes me taste sick in the back of my mouth, but it's not ( Thankfully ) the content which matters, it's the intent behind it.

Yeah, as much as I enjoy being a shit to Olli on a public blog, the real reason for this post is to say that GYW is 1 today. We made it.

I can't actually believe that Olli has put up with a year of me saying "Yeah, it's great, perfect almost... but it'd be kinda cool if it did this..." without tracking me down and killing me.

We're really proud of what we've achieved so far, we've got a pretty cool portfollio of work built up in our first year, and we're both even more buzzing about what's to come.

The site went live just the other day and we're both greased and ready to face the terrible twos, so let's have it.

Squize.

Wednesday, January 09, 2008 12:56:06 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, January 01, 2008
Well I've been freelancing for over a year now, and GYW must be due it's first birthday, and what with it being the start of a new year I thought it'd be cool to look back at what's gone before so we can look to the future.

warmbeer_grab.jpg

The Day of the Warm Beer. One of my favourite games, I was just given so much freedom on this, and one of the few games that I'm really gutted with didn't have more time with 'cause there was so much more we could have added.
I'd do a sequel tomorrow if I could.
( One quick thing to note, the boys at skive had to alter it, click tracking I guess, so the correct font isn't shown on the sat nav and the arrows pointing to your friends don't tween correctly. )

polarity_grab.jpg

Polarity. I love parts of this, and really dislike others. Should have been better than it is, but it's still pretty impressive.

greenlight_grab.jpg

Greenlight. A really aggressive deadline for this so it was a stressful development ( I was also finishing off Polarity at the same time ). Not my thing to be honest, but I think what we did we did well. It's recently had some more levels added to it, but I was tied up so they were done internally at Skive.

thinkDrive_grab.jpg

Think & Drive. My first job with Morpheme ( Before starting on the Phantom Mansion games ). It's still sitting around waiting for the client to supply a final bit of copy before going live. Feels a bit dated now ( It's been gold over 6 months ) but it's still fun, and it was great using the mouse to control a driving game.


sol_2.jpg

Signs of Life. Epic huge project, although I really had next to no input. A pay the bills job for me.
I'm not going to link to it as it's UK locked due to it being a BBC project ( And therefore funded by UK licence fee payers ). I think 'cause of that it's recieved a lot less attention than it deserves, which is a crime.

pm_screenGrab.png

Phantom Mansion(s). A very difficult and drawn out development, but we're there now and it plays really well. I've just all but finished the next chapter ( Blue, which is number 5 I believe ? Starting to blur a little now ) so that should be out before the end of the month.
( Some of the early chapters have an issue with the loader frame work, if it gets to 3 hands on the preloader and just sits there, hit F5 and it'll work fine ).


FF_logo.png

Model City. Bit of an emergency job to help out a mate, I re-coded Fuel Factor-Y from scratch in 8 days ( I think that includes the never ending supply of amends ) as the original game source we were given would have been too much work to reskin and add the additional features.
Also did the code for the model city itself ( The loading Hub ) and various bits and bobs on the other two games.
Not the most fun project I've ever worked on.

grabFinal.png

Crazy Balls. Just a rebrand and re-release of an old game to see how it would fair on Kongregate. It died on it's arse.

GiftShopButton.png

The Game of Life. This was actually being developed when I was working on Signs of Life ( And "Golden Balls", which still hasn't been released and I think I'd be badly busted if I even posted a screen shot of it ).
First time as a project manager, and one of the best things I've ever done, and great working with Olli and Marmotte on it. There's more than enough posts about it on the blog so I'll leave it as that.

And that's a years worth of development. Hopefully when Olli stops being lazy and taking time off he can post some of his goodies too.

Coming up we've got the platform game ( Which I'm really proud of. It's on par with GOL in terms of love and quality ), the continuing Phantom Mansion games, Orbs and Olli's got a great old school game that we've been commisioned to do. All good.

Squize.

Tuesday, January 01, 2008 3:24:16 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, December 31, 2007
Well I was going to do a review of the year just gone, but time's against me, so I may be lame and do it tomorrow. Only a day late.

As regular readers will know finding the performance drop in the official release player compared to the beta's was as welcome a surprise as waking up next to your mum, so I thought I'd try and be a bit pro-active, rather than just bitching.

Firstly I posted at http://www.kaourantin.net/ although my comment wasn't posted ( 1 about the performance drop was at least, although no response there ), so I posted a comment over at Emmy Huang's blog, and Emmy was excellent and put up with my slightly wingy emails about the subject with some really helpful replies.

The up-shot is,

"@ Squize - I've filed a bug - you're right."

So the good news is it's on a bug list now, rather than just being moaned about by us game devs.

There seems to be quite a few bugs with the latest release. Normally I wouldn't even care to look, Flash player bugs are normally just things you stumble across as you work, so I don't know if there's more with this latest build than normal due to the big changes going on under the hood.
Looking at it positively if there are a lot of bugs we may get another update before F10 rather than people just coming up with work arounds.

Have a good New Year everyone.

Squize.

Monday, December 31, 2007 5:27:24 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, December 20, 2007
"Critical vulnerabilities have been identified in Adobe Flash Player that could allow an attacker who successfully exploits these potential vulnerabilities to take control of the affected system. A malicious SWF must be loaded in Flash Player by the user for an attacker to exploit these potential vulnerabilities. Users are recommended to update to the most current version of Flash Player available for their platform."

See details here: www.adobe.com/support/security/bulletins/apsb07-20.html

nGFX

Thursday, December 20, 2007 12:02:13 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, December 07, 2007
Two posts in one day, check me out.

Anyway, this is a good one rather than a "Adobe, what the hell have you done" style post.

The Game of Life is finally live! Not on the actual client's site, but it's out there for people to play. Thanks HSBC for letting us run with this project, and cheers to Dom and team Tak for not stressing out during the development :)

Also a huge thanks to both olli and marmotte for their hard work on this. One of the most satisfying projects I've ever worked on, and to me it sums up everything about GYW. This is us.

Hurray!

Squize.

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Friday, December 07, 2007 7:10:12 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [1]  |  Trackback
So a couple of days ago I was damp with excitement that the new Flash player was on general release.

After testing it for a short while, I'm bone dry again.

It simply doesn't perform anywhere near as well as the beta. My heart's not into comparing it to the last F9 release, it is quicker, but compared to the beta 3 it's a bunch of arse.

This is a real blow. In terms of Orbs it means I'm going to have to cut back on what I was planning, as that was specifically targeting the speed of the beta.

Beta 2 was quicker too, so I don't understand why the final release is slower than the previous 2 beta players which have been around for months. What's more annoying is that I don't understand why adobe would release two beta's with a certain speed, which you would code to and try and take advantage of, if the actual release player isn't going to match it.
It's like test driving a car only to have the engine changed when you actually buy it.

I'm pretty fucked off with this, as we all should be, and I've spent enough energy being annoyed, so if anyone else is interested to take this further, or has some insights into why this is the case, there's a thread on FK games.

Squize.
Friday, December 07, 2007 11:03:14 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [1]  |  Trackback
 Thursday, December 06, 2007
From Stanford comes this nifftly "little" browser based applications that allows you to convert your averrage bitmap file into a high quility vector image.

vectorization_horizontal_narrow.png
(taken from VectorMagic page)

It's free (though you need to register), it's great (just tested a few images of mine) and it uses flash as a front-end (so I think it qualifies for a post here).

Have a look at it here: vectormagic.stanford.edu.

nGFX

Oh. The dgNotify app. now is in private beta stage (we're using it to track out project times now heavily) and I hope to be able to announce a public beta more sooner than later. If things work out like I hope, you can create an account online and use dgN to keep track of your ToDo's and bugs (and use it as small group, too).

Thursday, December 06, 2007 5:13:20 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, December 05, 2007
Following on from this post, MovieStar is officially released !

That's fantastic news as it means that people will finally get to play our games at that sexy full speed.

Also my prediction was only about 14 days or so out, not bad :)

Grab it here.

Squize.

Wednesday, December 05, 2007 5:39:28 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Tuesday, December 04, 2007
Whenever I'm developing a game I always get slightly paranoid when a game in the same genre is released, no one wants to write a game only to have something better pipping you at the post.

So I was a bit worried when I read about Fire and Ice ( And not the Amiga game of the same name ).

The worry wasn't removed when on loading it up it looked great, has slopes ( The icing on the Flash platformer cake ) and even uses a similar Star Wars wipe that we've got in place ( Argh ). On playing it through I was relieved to find it's aimed at a much different audience than our platformer. Man that's a hard game.

Let's just hope Fancy Pants II doesn't come out the same week as "NDA covered project".

Squize.

Tuesday, December 04, 2007 7:21:07 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, November 22, 2007
The latest installment of Phantom Mansion went live yesterday.

Click here for your skeleton and zombie based puzzling action.

Nice.

Squize.

Thursday, November 22, 2007 1:49:58 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, November 20, 2007
I guess most people reading this will be running the latest Flash9 player beta, "MovieStar".

It's pretty damn sexy in that we're finally getting desktop speed in our browsers, which makes a huge difference to the overall performance and smoothness.
For the platform game I'm working on we're really noticing the difference. With MovieStar it's great, feels like an emulated game. With the actual official FP9 release it's not quite as great ( Still good though :) ).

Which leaves us with a slight dilemma, do we push forward with games currently in development now and make them as nice and shiny as they could be 'cause in x number of months virtually everyone playing it will have the official MovieStar release, or do we stick with what we've got now at the expense of the game feeling dated possibly soon after release ?

I found this link which is interesting, and it does feel like MovieStar will be gold and released soon, so sod it, let's build for that power ( Orbs has been built from the very offset to need the speed of MovieStar, it would badly suck in the current F9 player ). I think it's safe to hedge our bets that game players by default move over to the most recent tech. whether that be graphics cards or Flash Players.

Let's hope so anyway.

Squize.

Monday, November 19, 2007 11:12:48 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, November 15, 2007
A couple of months back I dived in to help our mate marmotte out with a "reskin" of some games.

One of which needed a total re-write to get it doing what needed doing, so 8 days later out popped this...

FF_logo.png

Also did some work on the "Model city" front-end for the project, as well as other bits and pieces. ImprisonedPride leapt in to help with one of the games too ( Deadline was as tight as you like, it was all hands to the deck ).
Like all games with an insane deadline, it sat around for a while waiting to go live, and today it finally is ( Only 3 projects sitting around gathering dust now, getting there )

So click here like your life depends on it, and enjoy 3 pretty cheeky games ( With some great visuals and music ).

Squize.

Thursday, November 15, 2007 6:48:44 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Sunday, November 04, 2007
Just discovered that "Signs of Life" has finally gone live ( But UK locked only! Licence fees and all that, so sorry rest of the world ).

http://www.bbc.co.uk/signsoflife/index.shtml


sol_1.jpg

To be honest I didn't do a great deal, just some of the tests ( ep 4 and 6 from memory, I really should play it through before pimping ) and some under the hood stuff.
A huge amount of really good code was already sitting in place when I started, which made life easier ( And made me look good ).

It's far and away the biggest project I've ever worked on ( Check the credits page, it's just insane ), and I was lucky enough to work with some very talented cool people ( And I also got to see the sights of Shepards Bush for a month or two, always a treat ).

Only 3 more games waiting in the wings to go live now, getting there...

Squize.

Sunday, November 04, 2007 8:30:50 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, November 02, 2007
I once vowed that I'd never have one of my games on newground, and to be honest I was really blown away by the feedback mansion got, the vast majority of the reviews were both constructive and positive.

Teach me to prejudge a site.

I also vowed that I'd never have another game on miniclip.

Just goes to show what a commercial whore I've become.

Squize.


Friday, November 02, 2007 12:46:35 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, October 26, 2007
The next Phantom Mansion chapter has just gone live.

orange_grab.jpg

Just to caveat the preloader, if it hangs for you ( The "Three Hand Hang" as it's known ) then hit refresh and it'll load fine ( A fix is being worked on ).

I'm not going to big it up too much, I think it's much better than the first chapter and it's getting closer to how I want it to be, but see for yourselves.

http://www.gimme5games.com/index.jsp?id=pm_orange

Back to Orbs and platform games for me then,

Squize.

Friday, October 26, 2007 3:26:01 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [1]  |  Trackback
 Friday, October 19, 2007
A little update is well over due, so here's a couple of grabs of two current projects.

ts_grab1.png

A platform game, which I'm afraid is covered by an nda, but despite looking nasty with that placeholder art, it's coming along quite nicely. I'm still really buzzing with this project as it's my first ever platform game, and I'm just planning on over delivering by a lot to make it as good as the time will allow.
The scrolling is in and working ( Although the vertical panning is a bit out ), collisions are working just how I wanted ( The player to baddie collisions worked perfectly on the first compile. I mean, when does that ever happen ? Somedays it's almost like I'm a proper coder ) and it's all coming together like an orgy. Nice.
I'll be posting more about it as it develops, within the boundaries of a nda anyway.

orbs_grab1.jpg

A picture paints a thousand words and all that, so I'm not going to go too much into the gameplay. My first as3 game, and I'm nearly getting to the point where I'm not getting a compiler error just by being in the same room as Flex.
AS3 is funny, it gives you so much power that when you try something and it runs slow, it's like wtf ? A good position to be in though.

I think "Orbs" is my first personal project since Crazy Balls, which from memory originally went live in 2004.

Squize.

Friday, October 19, 2007 4:44:04 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Monday, October 08, 2007
BACK!

After quite a long absence, I finally found the time to do a (small) post. What happened so far is that I had a lot of very tight deadlines for the last couple of weeks (mainly because I was pactically forced to go on vacation for two weeks) and all of the things needed to be done during the time I planned to lay flat on the beach and do nothing.

Three of these deadlines fall under the term "NDA", so I can't go into detail there, only that these projects where some niffty flash/zinc apps.

So ther's only one left, which is finished AND a game, too. I wrote about it earlier, I think: "Logimotion".

lm_promo_00.jpg
(Title screen, the first level, delivery robots
and a part of a later level)

Basically it's a quite easy game: just guide the robots from point A to B. All you have to do is to switch junctions/intersections and make sure your robots don't crash. It may become a bit tricky, though. For the current levels, there may be up to 20 of them running at the same time (but you really have to delay delivery for that to happen).

If you want to give it a quick bash, you can play it here: www.gardeur.com (either chose English or German).

After all that 18h shifts I'm doing a bit of 3D at the moment and hopefully start working on a new game in a couple of days.

nGFX

ps: want to see my current workspace? 'course you do ...

ngfx_workspace_small.jpg
two 22inch and one 15inch tft, resulting in a desktop
resolution of 4384x1050px ... pure working bliss


Monday, October 08, 2007 2:30:32 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, October 05, 2007

After a overly long gestation, "Phantom Mansion - The Red Chamber", is live.

pm_screenGrab.png

Seems like forever since I've been able to pimp a live game on here ( Only now waiting for "Signs of Life", "Game of Life", "Goldenballs" and "Think 'n Drive"... ).

Anyway, click here and try out the first chapter is this pretty damn good puzzle style game.

Squize.
Friday, October 05, 2007 2:59:38 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, September 25, 2007
Just a quick well done to team preloaded for scooping best game at the FF awards.

There's nothing left from my preloaded days to pick anything up now, so that's my award cupboard gathering dust for the foreseeable future.

Squize.

Tuesday, September 25, 2007 4:43:02 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, September 03, 2007
Written a game, or just planning to write the next HeliAttack ? Either way, no matter how great your love of game development is, it's still nice to have something to pay the bills with.

Our mate Adam ( Author of the sexy Asteroids Revenge III ) has put together a great resource for all things sponsorship. If you're an old hand, or brand new to the whole world of selling your Flash ass for cash, it's well worth a read.

In fact, do it now, by clicking here.

Squize.

Monday, September 03, 2007 9:13:57 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Monday, July 30, 2007
Before the actual jig competion winners are announced, Jay posted some details about the 4th Casual Gameplay Design Competition.

More here.

nGFX

Monday, July 30, 2007 1:02:34 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Saturday, July 21, 2007
Kongregate seems to have a good buzz about it right now, so I figured it'd be interesting to see if it could be used to help pimp GYW.

I've just uploaded a slightly tweaked version of my old game ( Which was originally done to pimp stimunation ), Crazy Balls.

grabFinal.png

After finding out ( Once it was up there, as always ) that the swf is actually bigger than what they allow, and a quick bit of editing, it's all looking good. Don't think my hi-score stuff is working correctly with their back-end, but I can live with that for the time being, this is just a test the water release.

One thing that's freaked me out is that at the time of writing, about 20 mins after it going live on there, it's had 5 ratings. Call me a cynic, but should you be rating a game you've only played for at most 3 mins ? ( I know this 'cause of the hi-scores so far, no one has even cycled through the levels ). You can if you hate a game on sight ( Or even love it, which is rarer ), but to think a game's average / ok in just a couple of minutes seems a bit, hmmm, rushed ( Wanted to say shit, but that's possibly too harsh ).

Perhaps it's 'cause I'm looking at this as a developer, knowing what goes into making a game ( Whether it's good, bad or indifferent ) rather than as a games player ( Playing on a site with an insane number of free games to play ). It's just that I remember doing a couple of reviews for gotoAndPlay.it and spending ages on the games. I wanted to know them inside and out as much as I could before passing comment on them.

Maybe it is a developer thing, maybe it's cause you get points for everything you do at kongregate ( "Farted ? Here's a point" ), or maybe it's not even worth worring about.

Squize.
Saturday, July 21, 2007 5:01:56 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Thursday, July 12, 2007
Just discovered that CDX has picked up an award, a cheeky bronze at the Cannes Lions live 2007.

All credit is due to the boys and girls at preloaded for it. I did a bit of work on it ( It was my last project at preloaded ), but really not enough to be able to bask in any of the glory. Although the moped game in episode 2 did rock ;)

Squize.

Thursday, July 12, 2007 3:19:30 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, July 09, 2007
"Everybody is welcome to download and start playing with it. We believe you will find it very easy to use and to integrate into your Flash 8, Flash CS3 and Flex projects. [...]"

This is really great stuff, though, I doubt it'll be useable for heavy usage in games, but it sure is promising.

nGFX

Monday, July 09, 2007 11:10:50 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback