Author Archive

  • FlodPro – Awesome Soundtracker Replayer – Sneak Preview

    Christian Corti has been hard at work on the Flod Replay library, and Flod Pro incorporates the latest version and a whole lot more, wrapped up in a sexy ProTracker style interface! He gave me permission to show you a demo of it, so have a play with this:

    [swfobj src=”http://sandbox.photonstorm.com/flod/FlodProSneakPreview.swf” width=”568″ height=”477″]

    Click “Browse” and select a soundtracker module (.mod file) then hit “Play“. Some features work, some don’t. The two sliders on the bottom right are for volume and stereo separation. The numbers 1-4 at the top enable/disable the channels. Clicking through the sample names often reveal hidden messages from the composers ๐Ÿ™‚

    Just check out the replay quality! It’s now playing back a lot of mods better than even ModPlug can, all from AS3 / FP10.

    If you don’t have any soundtracker modules to load into it then here is a little zip (655KB) with 5 classic Amiga tunes and the FlodPro SWF. Or you can downloads thousands of tunes from sites like Amiga Music Preservation.

  • ActionScript Painter 2.0

    Well this is just too much fun! Grootlicht have just released ActionScript Painter 2.0. I wasted a whole hour this evening creating images in this wonderful package. Remember Painter? This is similar. But automated. And made in AS3. It’s a piece of FP10 wizardary and some of the results are beautiful. Here are a few of my creations:

  • Awesome game artist wanted for partnership

    I’ve a number of games in development at the moment, and I am looking for a quality artist to work with.

    I’m happy to consider either direct paid-for work: You give me a quote, and I’ll pay you for your time (and I don’t mind paying a % upfront either). Or we can do something on a game royalty basis (50/50 sponsorship split, ad share, etc). If you are good enough, I’ll even consider both.

    My only criteria are that you’re available to actually draw, not just once per quarter! And that you really understand game artwork requirements. So tile maps, explosions, characters, in-game GUI / HUD, buttons, etc.

    As you can see from the games I’ve released I need bitmap / pixel art style. But I am not limited to it. If you find it easier to create models in 3DS Max and then render them out to sprites, that’s fine by me. I just want quality end results, I don’t care how you get there. But you must be comfortable working on the pixel tweaking level as I am not looking for a Flash “vector style” artist, sorry. Ideally you probably worked in creating artwork for mobile phone / GBA / DS /16-bit games, or have a style similar to this.

    Hopefully this can be a long-term partnership rather than just one game, but we can see how it goes ๐Ÿ™‚

    My deadlines are flexible and my requirements are nearly always small and manageable. I am far likely to be asking you to “Please draw me 6 different coloured 32×32 gems in the style of Columns” as opposed to “We’re remaking Metal Slug with twice as many levels / animations“. I’m realistic. I want to get games made quickly, so my artwork requirements reflect that. You won’t get drawn into some mammoth long project.

    If you are interested please send me your portfolio (or links to games that feature your artwork) to rdavey at gmail dot com . Thanks!

  • WebbliWorld is live!

    WebbliWorld

    After a manic “finishing off” period the brand new version of WebbliWorld finally went live today. It’s out of beta and open to everyone!

    We’ve added loads of cool new features including a huge stack of new items, pod colours, t-shirts, hair styles and more. The in-game currency is working and you can buy new items for your house (or yourself).

    Lots of other little fixes, updates and changes were added – but best of all did I mention that it’s LIVE! Almost a year of work and now the general public can charge around and explore for themselves ๐Ÿ™‚

    There will be a special promo video going up on the home page tomorrow, but in short feel free to register and play (especially if you have young kids who may enjoy it).

    http://www.webbliworld.com

  • Octopod! One of my first ever games :)

    While digging through a huge stack of old Atari ST disks I found one which contained a bunch of my first ever ST games and demos. Created with STOS these are extremely primitive pieces (even by the standards of the late 1980s!) but I found it amusing watching and playing them all the same.

    My very first real game was called Octopod. It involved shooting octopus, which for no sane reason would drop a gold coin after they exploded in red meaty chunks. Shoot the coin and you got points. Don’t shoot the octopus fast enough and you lost a life. Playing the game back tonight I found it insanely hard! Either my reflexes are vastly reduced now, or it doesn’t run quite the same under emulation ๐Ÿ˜‰

    Eitherway I present you a video of Octopod (sans music, as Camtasia was being a dick re: recording inputs)

    [swfobj src=”http://sandbox.photonstorm.com/octopod.swf” width=”660″ height=”478″]

    At the start you will see it’s inside the STOS editor. At the time this was a quite nice place to work, and reasonably well featured. You could have memory resident programs loaded into membanks, so you could switch between say the compiler or sprite editor at the press of a few keys. The block across the top is where you’d assign a sequence of key commands to function keys. The nasty salmon colour scheme is my fault, the default was white text on black. Remember back then most of us coded using TV sets, so this could be quite painful after extended periods of time!

    I do a “list” at the start so you can view the source code and have a giggle. Oh and yes, you had to use line numbers! Only with AMOS on the Amiga did they drop that restriction. You can find out loads more about STOS at the STOS Time Tunnel web site.

    I’m now considering re-coding it in Flash as part of the GYM Board 30 minute challenge ๐Ÿ™‚