9th Dec 2012
Back in May 2010 we released the game Quartet. The aim was simple – you had to put together the robots faces as quickly as possible. The more accurately you assemble them, the more points you get. As you progress the game gets faster and faster until eventually you’ll end-up putting a piece in the wrong place. It was a simple little game that Ilija and I put together over the space of a few days, but it has since been converted and revamped for the Commodore 64. Yes, the C64.
Called Assembloids it was an entry for the RGCD C64 Cartridge Challenge. Here is what they had to say about it: “Assembloids is all about assembling faces against a tight timer. Featuring high score verification codes and full screen open-border presentation (on both PAL and NTSC) there’s a lot going on behind the simple design. Using player feedback, the team are already finalising a retail version with some nice improvements. Expect to hear more news on this one soon!”
Ilija did all the graphics and Enthusi and Conrad handled the coding and music respectively. I just watched on in admiration as it all come together at the very last moment It’s great to see our game on another platform, especially one as cool as the C64.
Download Assembloids from CSDb (who also made the great animated gif above)
17th Sep 2012
We’ve been busy working on our own titles recently, along way a raft of games for the BBC, and one of our new titles is called Dungeon Darts. It’s part of my series of games where I tried to think what sort of bar games would take place in a stock Tolkein fantasy land. In this outing we’ve got dwarfs playing darts, using jewel encrusted daggers and a dragon emblazed dart board Here’s a WIP of the title page:
The game art was created by Ezra Allen, so if you’re ever in the need of quality 3D modelling or illustration then drop him a line. We hope to have the game itself released in the next couple of months.
14th Sep 2012
Color Crush is our new mini puzzle game. After the rush of client games we’ve been blogging about recently we felt it was time to show something that we made just for ourselves It will be one of the launch line-up games on the new AOL Games.com mobile portal, but essentially was just something put together because I’ve always loved this style of game.
Needless to say if you’d like to license this game for your portal then drop us a line.
8th Aug 2012
The problem with working so hard on a framework and client projects, is that you have precious little time left for your own games. I felt the need to correct this. So I spent a day converting one of our Flash games to HTML5:
Droplets is a simple little game based on the range of vinyl toys created by Jam Factory. Just get the 5 droplets home, collect as many hearts as you can on the way, and avoid contact with pretty much everything else! The mobile version differs from the Flash one in that you slide left/right and have a lot of bounce – if you aren’t too careful you can end up ricocheting around the place like a pinball. Get home to the factory at the end to complete the level.
Simple, but still quite fun And I’m very happy with the way it resizes intelligently on most devices. I’ve tested it on a variety of phones and tablets, from an iPhone 3 up to a Nexus 7, and it ran ok on most of them. Some (like the Samsung Galaxy S3) don’t cope with the canvas scaling too well and thus the frame rate suffers, but on the whole it’s about all that the ImpactJS engine can handle.
1st Mar 2012
I’m pleased to say that our latest game is released. Veracode Defender is a Flash retro-styled tower defence game. It was a departure from our normal titles in that we made it specifically for a client, something we’ve never done before. It all came about via a casual tweet between ourselves and Melissa, a chiptune composer and NES fan (yay!) who works forVeracode. They were looking for a tower defence style game to help promote their security services. The deadline was a bit insane, but we pulled it out of the bag and delivered on-time. Having never written a tower defence game before it was a challenge, but a good one to under-take. And I now have a new-found respect for developers who churn out TDs by the bucketful, because believe me – balancing those game is far from easy!
The graphics were created by Diego, who I had met at Aardman where I work. He was a matte painter there, creating stunning backdrop scenery for our latest film The Pirates! In an Adventure with Scientists (do watch the awesome trailer! the film is out this month). Anyway he felt like taking on the challenge of moving from gigabyte sized Photoshop files down into 16×16 pixel sprites. So off we started and literally 10 days later the game was finished.
You can get some developer insights from me on the games page itself, but what I wanted to show here was the graphical evolution of the game from concept to final pixels:
Diego and I spoke about how the screen would be structured, I gave him some rough dimensions and he produced this first-pass concept sketch. We wanted the turret menu down the right-hand side, your available funds above it and the wave counter on the far right. The robots would attack from the left and be trying to get to your base on the right. The game turned out remarkably similar to this initial sketch, but went through a few iterations first. Especially the robots …
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