Archive for November, 2010

BulletTime #5 Leveldesign revisited

Monday, November 29th, 2010

Another clip from the same session…

BulletTime #4 Leveldesign

Friday, November 26th, 2010

Showing of the latest efforts in leveldesign…

Monkey Swipe v1.3 approved and available on the App Store

Friday, November 19th, 2010

MonkeySwipe_update_appstore

Last night Apple approved of our latest Monkey Swipe iteration V1.3. We had it on hold (because you can) Apple calls this “Pending developer release” and today we flipped the switch to release it. So after a half hour of so the App was ready for the App Store, then it took an hour more for us to discover it in the Updates section in the App store on the iPhone. So it’s there, it’s free and it has Game Center support! We also put some effort  in to get the filesize of the binary under 20MB, this allows for download while not on a wifi connection. This is critical for a casual game to be installable anywhere, anytime.  So that’s been taken care of as well. Ladies and gentleman let the updating begin.

Bullet Time #3

Monday, November 15th, 2010

A new day, a new alien, meet AlienSnake

fig 1. The AlienSnake in full action

Bullet Time #2

Friday, November 12th, 2010

This is a second Bullet Time post, currently after some interruptions we’re back at the game (literally) and we made a small clip demoing BulletTime on our iPad. You can watch the footage below via Youtube. Right now the basic engine is there only thing lacking is levels, levels and more levels and we still need more alien characters to make the life of our Hero a true misery (that might not be a problem). The funny part is that we create all of the game sprites in the Brushes app on iPad. We are trying to achieve a bit of a painterish look. In the demo there are still some vector sprites (basically from monkey swipe our previous title ) but if you look at the movie intro that should give you a clue of what look we’re after.

Screen shot 2010-11-12 at 2.22.09 PM
fig 1. Texturing and testing a new monster creation in game.


fig 2. Youtube movie of the Bullet Time demo.

If you want to know about how we technically do it, you can read about it in the more section….

(more…)

BULLET TIME®

Thursday, November 4th, 2010

titleScreensmall
So yes we are working on a new game. It’s a sort of a platformer but also a role playing game. You play the role of a hooded hero (no Robin). A hero without a chance that is, because the world is lost and so are you. But hey CHEER UP, you have something to life for! It’s the “End of the World Party”, you are invited, you have a ticket and the only problem is: the party is levels away and the road is filled to the brim with creatures who would rather light you up and see you smoke and eating slime and all then see you get the chicks. So without any over-ambitious tasks at hand you can fully concentrate on shooting that alien scumbags to smithereens in the menatime navigating your way to this party. Of course you have to stash yourself with any pickups you can find, medikits, crates full of ammo and of course, the latest invention in alien-combat toolery, BULLET TIME®. With BULLET TIME® you have a lot more precision in your actions, BULLET TIME® only lasts for 3 seconds so you have to be very careful when and how to use it. Oh yeah, we are also adding a camera button during BULLET TIME® so you can make screenshots of the hairy situations you will end up in and let your family, back at home, know you’re doing fine.

Oh yeah you can watch the sort of teaser here: