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  • First two weeks Abombinaball stats

    As I wrote about previously SpilGroup released my game Abombinaball on November 20th, so today I wanted to catch up and see how the stats were going – and to see which country was the most popular.

    Sadly when they released the game they got the width/height of the SWF wrong, which meant the graphics distorted and it was really hard to play (as you couldn’t even see your status bar). I think this has had a negative impact, and while they fixed it on their own portals, the fixes didn’t carry to all the other sites that seed from them.

    That aside I was happy to see that since November 20th (2 weeks ago today) the game has been played just short of half a million times (490,044 to be exact). That’s a healthy 35,000 plays a day. For me personally this is fantastic. The very thought that I took a really old and mostly forgotten Atari ST classic and bought it back to life so vividly makes me giddy with pleasure :)

    Strangely which country do you think liked the game the best? UK? US? Actually it was Spain, easily in the lead with 22% of the total plays. Poland came a close second with 17%. The worst performing country? Malaysia with a lowly 117 plays. Awww!

    As Spils exclusive deal is now over Abombinaball has started to be featured elsewhere, including being today’s top featured game on the excellent Gamezhero.com site. It’s only been live for a few hours but has a 4/5 rating from 80 votes already, which is great. The Gamezhero team did a wonderful job of making the game feel special on their site, so full credit to them. I have not included stats from this version in the above total, so it’ll be interesting to see how it compares.

    I’ve also submitted the game to GameJacket and Mochi today. I’ll add all of these figures into the next update when one month is up, so we can see how standard distribution via Mochi compares to the likes of heavyweight portal owners such as Spil.

  • Doom ported to Flash Player 10

    Remember the ID Software classic Doom? Well it has been ported to AS3 / Flash Player 10 and can be played here on Newgrounds.

    This isn’t some “let’s try and remake Doom in Flash” game either, it is literally the original game running at a very smooth frame rate, in your browser, in Flash. This is possible due to the release of Adobe Alchemy at MAX08 the other day – Alchemy is a C/C++ compiler for the ActionScript Virtual Machine2.

    Alchemy was created to allow developers to run chunks of code that require optimum performance (such as transcoding and data crunching). But this just goes to show how powerful it really is.

    You’ll need Flash Player 10 to play the game, and a decent spec PC/Mac too. But wow, it’s an incredible sight to behold all the same.

  • 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!

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