Author Archive

  • My new game Abombinaball finally released!

    Well I’m glad to say that after several months Abombinaball is finally out for the public to play! I put the development version on Flash Game License, eventually sold it to SpilGroup, had to translate it into 16 different languages (a hell of a lot of work) and it went live across the world today.

    According to my tracking stats it’s going down well, SpilGroup certainly have a decent chunk of traffic. Sadly they got the SWF dimensions wrong when putting live, but I’ve emailed them and it’s being fixed now! So the high rating it currently has is despite the fact the graphics look a bit screwed!

    Will keep an eye on play totals and report back how it goes in a few days.

    I was pleased to see that Stickhead over at The Joy of Sticks blog (a superb Atari ST blog!) wrote a nice comparison of my version with the original including videos. You can read that here. Here’s a video of the game taken from YouTube (created by The Joy of Sticks):

    Oh and Jeff/Steve if you’re reading this, you can now post about the little easter egg in it 🙂

    You can play it on Agame.com or the translated versions at UK English, Netherlands, German, French, Spanish, Italian, Polish, Swedish, Portuguese, Russian, Turkish, Latin American, Brazilian, Indonesian and Malaysian.

  • Social Arcade keeps on growing

    I’ve blogged about Social Arcade before, the 100% Flash based game development system that runs on Facebook. It was entered into the Facebook fbFund program along with 600+ other apps. 25 apps won, and Social Arcade was one of them. Today they had to submit their pitch for the next round (the prize being a cool $200,000). Only 5 apps will get that far, and having seen what Social Arcade can now do, I sincerely hope it’s one of them.

    Watch their new pitch video below (the HD version is here)


    Social Arcade – Facebook App from Richard Vanner on Vimeo.

  • Jack’s Beach Blitz

    Jack’s Beach Blitz is a new game from the fine folks at 8-bit Rocket. They have been posting about the  development process for a few weeks now (you can read it all on their blog). Originally starting life as a Pacman styled game, it’s now much more of Gauntlet meets Wizard of Wor. You play Jack, a slightly cycedelic coloured orange who has to traverse each level, blasting the baddies, teleporting, picking up bonuses and ultimately trying to collect your girl before pegging it to the exit.

    Monster spawning generators can be shot (but take a lot of your limited ammo supply), you can also pick-up power-ups such as freeze or instant kill. But without taking out at least a few of the generators they just keep on coming! They also move pretty speedily (as do you), so you don’t really have time to run away from them. Thankfully they are pretty dumb, so more often that not you can evade them quickly, but if you don’t do something about the number of them you’ll soon get overwhelmed.

    Graphically it’s obvious the 8-bit Rocket team could do with a talented artist onboard (sorry guys!). The graphics are far from terrible, but do get cluttered on later levels and have that “grid like” look to them, which a skilled pixeller can avoid easily. In-game the animations are cute, and things move along at a very nippy pace. The main menu is a bit of a jumble though, with mixed visual cues. Some careful spacing here would do wonders. It was also really quite hard to visually differentiate between something that would do you damage, or do you good, so that was more trial and error.

    As for the audio – it’s great 🙂 Lots of big sounds and rolling effects. Glad to see you got to use that music too guys!

    Aesthetics aside it’s the gameplay that counts, and JBB has in this in spades. There’s a nice puzzle element (unlock things that block your girl), there’s the solid arcade element (shoot, and shoot fast + avoid) and there’s the whole time aspect too. Take too long and you’ll be swamped.

    It’s nice to see a real solid arcade blaster out there. Give it a play!

  • New Game Release – Pumpkin Dash

    I wanted to create something quick and fun for Halloween, so I came up with Pumpkin Dash.

    You are a candy collecting pumpkin, and you must zoom around the graveyard collecting as many sweets as possible while avoiding everything else. Skulls, ghosts, bats and tomb stones are out to get you.

    The Witches Hats will give you either a trick or a treat when collected – so it’s up to you if you dare take them!

    I had fun writing this, definitely my fastest turn-around for a game yet (although I could still do better if I didn’t tinker so much!)

    Update: You can now play this game on Kongregate.

  • 651:Announce Demo by GYW

    squize and ngfx of Gaming Your Way infamy have released a lovely little Flash demo called 651: Announce. It’s a typically old-school demo but with a lovely modern feel to it. squize pumps out the polys with some smooth PV3D sections (you ought to try Away3D mate!) and while the different parts feel slightly disjointed (few transitions from one to the other) they each stand up well in their own right. From pretty rotating plasma, to gunmetal spheres and the neat voxel landscape trip right at the end, this is well worth watching.

    Oh and squize: Thanks for the greets 🙂 and I was glad to see you got this released! Surprised you managed it so quickly given how you admitted you like to procrastinate about these things rather than do them 🙂

    You’ll need Flash Player 10 to view it: http://blog.gamingyourway.com/content/binary/index651.html