Saturday, January 09, 2010
                       i.
.7.
.. :v
c: .x
i.::
:
..i..
#MMMMM
QM AM
9M zM
6M AM
2M 2MX#MM@1.
0M tMMMMMMMMMM;
.XMMMMM ;MMMMMMMMMMMMv
cEMMMMMMMMMU7@MMMMMMMMMMMMM@
.n@MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MMMMMMMM@@#$BWWB#@@#$WWWQQQWWWWB#@MM.
MM ;M.
$M EM
WMO$@@@@@@@@@@@@@@@@@@@@@@@@@@@@#OMM
#M cM
QM tM
MM CMO
.MMMM oMMMt
1MO 6MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM iMM
.M1 BM vM ,Mt
1M @M .............................. WM M6
MM .A8OQWWWWWWWWWWWWWWWWWWWWWWWWWWWOAz2 #M
MM MM.
@MMY vMME
UMMMbi i8MMt
C@MMMMMbt;;i........i;XQMMMMMMt
;ZMMMMMMMMMMMMMMMM@A;.

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
 Tuesday, January 05, 2010
With Ionic in bidding hell ( Really, it couldn't be going any worse at the moment. I think a game about rape would be an easier sell ) it's time to start on the next game.

I've got a vague idea of what I want, and what platform it's going to run on, and the background colour is set ( #B5C7AD ) and that's about it. Acorns and Oaks and all that.

Oh, and it's going to be called "Andrew".

More as and when.

Squize.

Tuesday, January 05, 2010 7:39:42 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  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
 Monday, December 14, 2009
Not really much to say, aside from Ionic is officially gold and up on FGL panting for someone to pay money for it. It's a whore of a game.

ionic_FGL.jpg

Squize.

Monday, December 14, 2009 7:01:27 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Sunday, December 13, 2009
The 13th already ? And not a single post.

Like everyone else in the world right now we're just buried in work / seasonal joy.

As an ultra quick recap regards Ionic, I'm just finishing off the Juggernaut baddie right now. I think it's the only one which wasn't in the beta, so hopefully it'll come as a surprise. It's needing some special case code just for it, due to the sheer size of the sod. Also it's got multiple weapons, like all good bosses should.

Hopefully he should be done in the next couple of hours, then it's just tweaking and adding the remaining attack waves, dropping the final assets in from Lux ( Who has done such an excellent job, especially seeing how he came to the project so late and has had to cope with the programmers thing of "NO! It's got to be that size for a reason", which all artists hate ), the final credits at the end for when you complete the game, which are still in draft form as I keep remembering people I forgot, and we should be good to go.

We're still looking to have it up on FGL by close of play tomorrow, and like every big project it's hard to get your head around the fact that the finishing line is in sight at last. I'm sure it'll be tweaked and prodded once it's up there.

We are really looking forward to how it does once it's up for bidding. It's quite a risky experiment doing a AAA game like this, we're really not sure if it will pay for itself, never mind fund the next game. We have a psychological figure in mind that we want it to hit, so long as we get that then everything else is gravy.
In saying that, even if it dies on it's arse in terms of money, I couldn't really care less ( Well, being able to pay the bills would be nice ) as it's the best game I've ever done and I've been so lucky to have the support of so many friends during it's development. Ah, that's beautiful.

I really can't wait until the blog post with the games official link. Hopefully we'll be able to get it out before the end of the year.

Squize.

Sunday, December 13, 2009 5:37:17 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [4]  |  Trackback