Tall Drink of Water

Long time coming but I’ve finally got updated versions of Invader Swarm: Last Stand and Add-Iction awaiting review. Nothing big, just support for the iPhone 5 aspect ratio.

Super Happy Chainsaw

Published by in Uncategorized on March 21st, 2013 | Comments Off

Newest title! Available for your iOS devices!

Swipe your way through tons of trash for money and glory!

Visit the dedicated page for more details here!

What baby wants, baby gets!

Published by in Biolume on December 6th, 2012 | Comments Off

The wife had a group project for her biochemistry class that forced them to look outside the box with respect to conventional means of information conveyance.

So I was volunteered to write a videogame about the chemical processes behind bioluminescence. Her team would compile the information and design the game. My responsibility was to take their design and make it tangible.

So for several weeks I’ve been working on Biolume, a lesson is bioluminescence.

I’ve gotten a few very good things out of this project. I’ve gotten much better at pumping out usable art assets on my own and in a timely manner. Granted they aren’t AAA BUT they get the job done and look better than stick men. The second was that I took some time to read up on screenshots and how they sell your app.

Below we see a screenshot of Flicker, next to a screenshot for Biolume. Big difference eh?

More details and/or support for Biolume are available at its dedicated page here.

Add-Iction, Oh my God it’s MATHS!

Published by in Uncategorized on August 1st, 2012 | Comments Off

Keep it simple, make it fun. Add-Iction (←click for app page) was bouncing around in my head for the last few months and I wanted to take a break before I begin another heavy project like Guinea Ninja.

I’ve become quite adept at the Unity game dev pipeline so it didn’t take long to get all the assets in place and build the basic logic. Most of it was dragging and dropping in scripts from other projects.

The core of the gameplay was written in about 8 hours, I sat down at 5PM and at 2AM I had a test build.

I’m exctied as this is the first game I’ve written that I’m comforatable releasing for the Nook Color as it is visually simple and I think the generation 1 I have seems to handle it just fine.

B&N and Apple still need to approve the builds, but it is available on Google Play right now.

 

“Why didn’t you use that time to work on Guinea Ninja?”

Some people paint, some people sing, some people write, I program games. Programming games is my hobby and it is relaxing and fun. Projects like P.O.D. and Guinea Ninja are “work”. They are involved, complicated, complex. While I enjoy working on them I need the “bubble gum” projects in between to keep my stress level down. These little projects that I complete give me the sense of accomplishment that I need in order to continue working on a project that could take a year or more to reach completion. If all I did was work on the big project then I think I would lose sight of the light at the end of the tunnel and just start watching Adventure Time all day long.

Contract Complete!

Published by in Path of Destruction on July 25th, 2012 | Comments Off

Finally my contract project is done!

Path of Destruction is a side scrolling tank game where you attempt to destroy obstacles and enemies before your tank is destroyed by enemy bullets or crashing into obstacles. You upgrade weapons and armor in an attempt to get greater and greater distances and higher and higher scores.

This is the first game I’ve written that has been linked to GameCenter so you can compare your progress to your friends on a weekly basis. Milestone flags are rendered in the game to let you know when you’ve surpassed a friend’s weekly distance.

This was a wonderful learning experience and I’ve definitley got a great number of scripts that I’ll be using for games in the future. I also learned a great deal about UI design and physics logic. Guinea Ninja will benefit greatly from this new knowledge.

On that note here is a link to the game’s site Path of Destruction.

So my ToDo list now consists of…

  1. Add GameCenter to all existing games.
  2. Update Flicker based on user feedback.
  3. Update Flicker with 2 additional BGM tracks.
  4. FINISH GUINEA NINJA!!!

Flicker: Goofing around becomes a game.

Published by in Flicker on May 1st, 2012 | Comments Off

What can I say, sometimes a proof of concept becomes a game. I recently purchased Ragespline for Unity3D and was playing around with grabbing individual points on the spline to move them around and spawn objects.

This lead to a simple game where the player moves around the screen collecting spheres that appear at the tips of grassy reeds.

Next I wanted to see how well Unity allowed me to process audio and the answer is… very well! I was easily able to process the playing music to find heavy beats and make the game sprites pulse to the music.

What I was left with was the core of a game, and that game is Flicker and the Quest for Dews!

Currently in review on the App Store, see the page linked above for full details.

Where does this leave Guinea Ninja? Mind your own business! That’s where!

Joking aside Guinea Ninja is asset heavy and as I’m doing all the art myself it is very time consuming. As Guinea Ninja is a personal project it has been pushed aside for a project that I’m being contracted to do. I’ll release details on the contracted project as permitted.

Guinea Ninja will see the light of day so help me Zeus!

Mem Spark for Android!

Published by in Mem Spark on April 14th, 2012 | Comments Off

Thanks again Unity for making Android builds available for free!

Mem Spark now available on the Android Market!

Delays and Stuff

Published by in General Dev on April 2nd, 2012 | Comments Off

Unity3D and the newest flavor of XCode don’t play nice so I am unable to push any new updates at this time. I’m plugging away at Guinea Ninja little by little. Currently I’m tackling the AI for the second boss. I actually have 3 titles on my plate right now. Guinea Ninja of course, there is a side scrolling dodge based game that should be ready for release within the month, and last is a contracted project. I’ll post more details as they become available. For now, enjoy a picture of the ham ham biker boss.

Android License!

Published by in General Dev, Invader Swarm on March 10th, 2012 | Comments Off

Since I now have access to Unity’s Android development license I am able to push games out to the Android Market! I’ve got all my accounts in order so Invader Swarm is on the Android Market and soon I’ll make it available on the Nook Color as well.

Last Stand Update

Published by in Invader Swarm on February 6th, 2012 | Comments Off

I got some feedback on Last Stand so I’ve gone ahead and submitted an update to the app store. Visit the page for details.

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