Archive for the ‘Misc’ Category

Fans

Tuesday, January 18th, 2011

lol this game is kinda homeworld like but may have less graphics or stuff but this game is very wicked like i said on review on kargs new comment that this game is a website game and cd games were ment to be better but thisgame is te best i found on this internet and i played this like 6 onths ago and remembered about it 2 days ago and spent practically all that tie trying to find it until i found it on kongerate games and when i played it again it just brought back good memories of me destroying the same same ships 6 months agoXD
but for god sakes please continue his game series(ifthere be one)becuase i thought being 1 2 3 4 was fun but this game beats all 4 of em together:D for god sakes i cant wait to play the next game of this for gods sake this is fun!!!!!
oh and is there any way to add a info thing on the ships ya fight?
like the ships you face you pause the gam,e and their a info thing about the ship and its weak points and so on?
god i cant freaking wait to play the next game i cant wait cant wait cant wait cant wait cat wait cant wait god my hands hurt so much right now cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait cant wait ok im done with the cant wait stuffXD
heh you are a god of webistes games for making this game please continue on it for gods sake please=D!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!1

Haxe Preloader – Back to Square One

Wednesday, December 1st, 2010

(it’s going to be a rather long rant regarding the latest experiences with Haxe)

In the beginning, Haxe games couldn’t preload. What Flash IDE can do with a click (“export in frame 1″) and Flex can do with some lines of code, there was no way of doing it in Haxe. Truth is, in the beginning, there weren’t many tools to import assets (and you know…”assets are very important” :) ). It was swfmill, that after several stormy updates felt into oblivion at v0.2.12, with a lot of loose ends, like missing wav and incomplete mp3 import (luckily, later solved later with a patch from Robin of Mindless Labs).
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Orbital Decay’s Ready to Launch

Tuesday, August 10th, 2010

Nothing related to that Orbital Decay, but funny stuff nonetheless :)

Anyway, more of this guy rockets here and here.

Games Line-up #2

Thursday, July 29th, 2010

As Born of Fire TD pretty much hit the maintenance end of the line and only one license (see the previous post) remains to be customized, it’s time to move on and explore other creative horizons ;)

A puzzle game has been completed – it’s actually ready since April – and it’s that kind of game that will twist your brain so hard that will make it melt down :) So I won’t be surprised if lots will hate it. Spil licensed it, which means that it too waits for localizations in 13 languages, which further means that the public release date is unknown. Probably in September.

Meanwhile, a bullet-hell/arena-shooter title is in the making, the result of my collaboration with a talented artist, which, incidentally, is my cousin. Not that cousin, though. Anyway, expect cartoon-ish graphics, flying pigs, a little less conversation, a little more action. Audio/video assets are done 90%, code&design are trying to catch-up, expect a beta in September.

Also, two other titles are in pre-production and are trying to make themselves a place in the busy schedule. One is a “match-3″ type puzzle, but with a lemon twist, the other is a strategy with ZX Spectrum retro feel, which will, somewhat resemble Orbital Decay. Both are small projects and will probably take 2-6 weeks to complete. Unless a catastrophic event is scheduled, they might be out during the Autumn months.

I have abandoned momentarily any project that might take more than 6-8 weeks to complete, so Orbital Decay 2 is postponed indefinitely. There is a concept for the graphics and game-play, but I don’t have anything clever to say as the story, and since the story was the backbone of the first game, it would be a pity to waste effort for a game that doesn’t “speak”. I’d pretty much like to do it sometimes, but I’m aware that it exceeds my resources right now.

As for the Born of Fire TD 2, there’s not going to be any. Maybe a Born of Fire RPG, I’d pretty much like to expand on that universe, but that’s so far in the future that I’ll probably release Pure Power before it :)

upload-a-game

Wednesday, June 9th, 2010

Publishing your games on Nonoba is fun!

…click…click…type…type…click…click…submit…*wait*

Table ‘.\nonoba\search’ is marked as crashed and should be repaired

If this isn’t fun, then I don’t know what else is :)

“Father, I look up to you!”

Monday, June 7th, 2010

If you think you’ve spotted one too many Manowar references in Born of Fire, here’s why:

So remember: when doing house chores, it’s imperative to wear Manowar insignia! Humming “boooorn with a heaaaart of steeeeeel” is optional, but recommended. It really helps :)

A Tale of Three Bugs

Thursday, June 3rd, 2010

It’s a fact: bugs love me.

Flash-back, a couple of years ago. As part of the Gameloft porting drone army, I’ve got the task of getting AND1 Streetball work on a couple of Sprint phones. On the first look, the phones were decent, with plenty of package and memory and it seemed like an easy task. But nooo….

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Born of Fire TD – The Hero Stats

Wednesday, June 2nd, 2010

In the pure Diablo 2 tradition, here are the Born of Fire TD hero stats as tables.

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Obsessing over TD: Nicemetal

Sunday, May 9th, 2010

Here’s a little Flash tower-defense game called Nicemetal by Babara.

It’s not something that screams for mainstream: the name is weird (and we don’t care as long as it follows the “all your base” pattern :) ), 8-bit graphics (and even of the very dull and dusty kind), 8-bit music, the menus and cutscenes are in Japanese and the menu flow is kind of weird and highly against any good UI experience, including the fact that it doesn’t save the mission progress and you have to finish the game in one session.

But, as I said, it’s okay because the gameplay is brilliant in its simplicity. You don’t build anything, you don’t upgrade anything, all the turrets are already built. You don’t have to worry about waves and enemies: there is only one enemy. All you have to do is send 5 pixels small stickmen to man the turrets or wherever on the field to fire pixelated bullets, again and again, because they’re kind of amnesiac and return to the pool after a short while. All in all, the gameplay faintly reminds me of Z by Bitmap Brothers.

The game it would have been a masterpiece if the squashed stickmen would have died in a pool of blood, like you can do in another game by these guys :)

[NSFW]The Epic Boobs of Ucogi

Thursday, April 22nd, 2010

Truly wonderful. The animation technique, what else!?

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