Author Archive

  • Quartet is released (with an FGL sponsorship warning for fellow devs)

    After what feels like an age, Ilija and I are pleased to announce that our game Quartet is finally released to the wild, ready for you to play!

    Although development of the game was very rapid (we had the whole concept, art and core game up and running inside of 24 hours) the sponsorship process on this one was anything but. As with most of our games we listed it on FlashGameLicense.com. The process started well, and a mini bidding-war broke out between Gimme5games and MiniJeugos. In the end we selected a bid from MiniJeugos, as although Gimme5 had bid higher, they gave us the ability to run our own ads. So we happily selected them as the winning bid, sent them a friendly message and waited…

    … and waited, and waited. After a week we sent them another message on FGL. Nothing. A few days later we tried again, but still they refused to get back to us. Eventually after 2.5 weeks with not so much as a peep from them, we had had enough. Every single message we sent them was civil and polite, but what was so annoying is that we knew they were logging into FGL every day, because we could see their “last logged in” dates. Which basically meant they were choosing to ignore us, which is incredibly unprofessional. We asked FGL to step-in and take action, but they failed to respond to us either.

    In the end I contacted the other bidder on the game, Gimme5, explained what had happened and offered them the game instead. They replied the same day, thankfully still wanted it and we took it from there. Our dealings with Gimme5 were fast, professional and courteous. They were quite precise about certain integration features, but it was all to do with their branding placement (they weren’t cheeky enough to start asking us for gameplay changes, which an amazing amount of sponsors do!). So there was a bit of to-ing and fro-ing, but no worse than I’ve experienced with any other sponsor, and the game is live on their site today.

    While we were integrating the Gimme5 API/branding, FGL did get back to us. They weren’t able to offer any explanation as to what had happened with MiniJeugos, but we were at least able to cancel our agreement and transfer it to Gimme5. To this day MiniJeugos haven’t so much as offered a single message to us, not even an apology, which is quite incredible. So there we have it… I personally know a number of devs who have dealt successfully with them, but they totally failed for us  – so if you are accepting a bid from them on FGL you may want to fire them a PM first, just to check they really mean it. Otherwise it could mean weeks of delay and wasted time trying to sort it out.

  • Sketch-A-Toe Fluff is out!

    We were contacted a week ago by Steve Rack, who had designed a character called Toe Fluff. He decided to open the character up to any artist who fancied creating a customised version. And let’s just say it all went a bit mental from there! It grew into hundreds of quality customs, a big feature in Digital Artist magazine, and an exhibition to show off the best.

    Steve had seen the work we did on the Droplet Series 2 game (indeed Gav has created his own spirograph inspired Toe Fluff for the exhibition), and he wanted to know if we’d be interested in creating a “retro art package”.

    Now dangle anything “retro” and “art related” in front of us, and we’ll most likely bite your hand off while pixelling and coding you a new one. And thus, Sketch-A-Toe Fluff was born! You get a blank Toe Fluff shaped canvas to doodle on, all set in a nice retro homage to etch-a-sketch (without the complexity of the dial controls!).  Pick a crayon, and get drawing 🙂 Click the logo to find the “hidden” credits screen, with a new 8-bit tune from Ilija.

    Steve would love it if you sent your best bits of work to him via email.

    Full details, and the tool itself, are on the Sketch-A-Toe Fluff page. Have fun!

  • Flod 3 Beta 2 Demo – SoundFX, David Whittaker support & more!

    Christian threw a new beta of Flod 3 at me today, and the list of playable module formats just keeps on getting better and better! New in this beta is support for SoundFX 1 & 2 and all variants of the David Whittaker format. It brings the list of total supported formats to 18 (listed below).

    He plans on adding support for Rob Hubbard, TFMX and TFMX 7 Voices formats – and I think that will complete the set for Flod 3! It will quite simply be the best mod/chip replayer in AS3. Heck, the replay quality of standard mods is already well beyond the likes of ModPlug. All it really needs is someone to wrap it up in a sexy AIR app shell, and we’ve got ourselves an incredible new multi-format mod/chip player.

    Download the Beta 2 demo (550Kb) which includes 5 tunes: Another World Intro (SoundFX), Leonardo Intro (SoundFX 2), Shadow of the Beast Title, Wrath of the Demo and Xenon 2 Megablast (all DW variants). Needless to say it’s Flash Player 10 only.

    The full list of formats supported by Flod 3 currently stands at:

    • Delta Music 1
    • Delta Music 2
    • Digital Musician
    • Digital Musician 7 Voices
    • Future Composer 1.x
    • Future Composer 1.4
    • His Master’s NoiseTracker
    • SidMon 1
    • SidMon 2
    • SoundFX 1.x
    • SoundFX 2.x
    • Brian Postma’s SoundMon 1.x
    • Brian Postma’s SoundMon 2.x
    • Ultimate SoundTracker
    • Generic SoundTrackers
    • NoiseTracker
    • ProTracker
    • David Whittaker (all)
  • Quartet now available free for the iPhone

    Ok so maybe we’re sleeping with the devil somewhat in releasing our game Quartet for an Apple device 🙂 But it’s fun, free and TGC have done a good job converting it.

    Downoad it free from iTunes

    They added a nice feature where you can import a photo from your camera allowing you to use your own faces. Which actually makes the game quite fun (and harder if the faces all look similar!)

    We aren’t totally happy with the way the graphics scaled, but we just didn’t have time to modify them (if you look at the Credits screen you’ll see we fixed that one, but got no further). So the lovely pixel graphics look very blurry. But, it’s free, has cool Open Feint integration and I feel is good for killing a few minutes.

    The full Flash version will be out very shortly, as we’ve signed an agreement with Gimme5Games to sponsor it.

  • 3D Ninja Test 2 – Fists of 30 fps Fury

    A few weeks ago I posted my first demo of an animated 3D ninja. At the time I had high hopes of creating a primitive Virtua Fighter styled game. But there were several obstacles to overcome. The poly count was a bit too high, the scene only had one model in it, and it took Away3D a fair time to parse the MD2 data for the key frames.

    So last night I decided to revisit the code and see what could be improved. Here is the result – I dropped Away3D and decided to run a test with ND3D instead. It’s a much more light-weight 3D library, and doesn’t include features like lights or shaders. But what it does do, it does very well, and very fast. The MD2 parser in particular kicked several bails out of the Away3D one.

    This, combined with an optimised MD2 model (many thanks to Adam Biles for help) allowed me to get two fighters in the scene, each independantly animated and textured, with a ground plane and free roaming camera. I did have a skybox in as well, but the camera perspective didn’t look right and made the fighters seem as if they were floating in space. So I’ll save that for a different project.

    Feel free to have a play with the demo.