Screenshots from the Past Year

One great thing about working with version control (here at Gambrinous Towers we love Subversion – and so would you if you just gave it a chance) is that you can go back and look at snapshots of your game as it was in the PAST. And that’s just what I’ve been doing recently, rebuilding older versions of the game prototype to look at all the delicious progress that’s been made. And I’ve decided to share the screenshots with you! Enjoy!

Revision 11. It didn't do much more than you can see here.Revision 11. It didn’t do much more than you can see here.

Here’s the oldest build saved into our SVN repository, from November 2008, representing the first few weeks of getting my head around Flex and tiling. There was no animation or smooth scrolling yet, the little guy just jumped around on screen as you clicked on a target space.

Revision 18. It Moves!
Revision 18. It Moves!

By December 2008 I had cracked animating the unit (hilariously, instead of a walking animation he sticks his sword up and down as he moves), and locking the view to him and smoothly scrolling along as he moved.

Revision 27. Glorious background tiles.
Revision 27. Glorious background tiles.

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Top Picks of the Month from Porter’s World

By Porter’s World

Here are the Prince’s top picks of the month, these are the best of the best from January of 2010.

1.) Alice is Dead: Chapter 2 – The incredibly popular point and click adventure delivers its second chapter with even more sketchy fairy-tale goodness.

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Bubble Tanks Arena Update 3

By Hero Interactive

bta_banner.jpg

Since Bubble Tanks Arenas Update #2 seemed to be successful, I thought I’d hold up my promise to do a follow-up post with more answers to your questions submitted via the comments section.  I’m not going to try to answer all questions here, but just a few.  Onward!

Q: Will you be able to face other people’s tanks?
A: Yes, sort of.  If I create enemies and arenas and upload them to the server, other players will be able to fight the enemies I created.  If I create an avatar tank (player controlled), you can’t fight that with your avatar tank.

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Reality Bytes: MochiGames Contest

By MochiLand

masthead_small

The fine folks at SPIL Games have teamed up with Mochimedia to bring you the year’s first big contest! Welcome to the Reality Bytes Flash game contest! Here you will have three months to create a game of the simulation or resource management genre!

The contest will be running from February 2nd, 2010 to April 30th, 2010.

Check out the prizes! There’s $15,000 waiting for you!

  • First Place – $7,000
  • Second Place – $4,000
  • Third Place – $2,000
  • Honorable Mention (x2) – $1,000 each

Please check out the official contest page for all the information you need and official rules!

Good luck!

1066 – Tips

1066“Hints and Tips!”

You only wish you’ve played  a game this cinematic before. Heck, we did too.

A great war simulator, you are the commander and must lead your men to victory in a war between 3 nations

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Come2Play offers $11,000!

Our friends over at come2play.com has two cool offers for game developers.

GET up to $3,000 in funding for your previously released game!

If you have a single-player game with over 100,000 game plays and a rating over 3.5 on Kongregate or Newgrounds. Come2play will pay you up to $3,000 to create a multiplayer version of it! I would recommend our fellow game developers to extend their old game with a simple multiplayer concept. The key is do not overspec the multiplayer version and just go simple. It will be a good way to earn more from an old game, extend the game’s IP, and learn the basic of multiplayer design.

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I Help People Make Flash Games

screenshot

And yes he does! Find a plethora of AS3 tutorials for profressional developers and hobbyists alike

Visit his site here:

http://gamedev.michaeljameswilliams.com/

Ftanks approaching Beta

By Cavalcade Games

Still late but we think we can go beta this week.  The terrain destruction system is undergoing some heavy optimization because it drops the framerate by 50% when it recalculates the terrain during an explosion. We are trying a ‘grid based recalculation by area’ method to restrict the part it recalculates. The come2play API is quirky and has some learning curve to make it behave optimally but nothing a deep dive can’t fix. Thats all for the technical wizardy my partner is doing. As for my part, here are a few new assets in the repository;

GlueFO 3 in the works

By irRegularBlog

I’ve started work on GlueFO 3, the third installment in my GlueFO series. I made the original GlueFO well over a year ago, and the followup GlueFO 2.0 over 6 months ago. The basis of the game is that you capture and fling tiny orbs in order to split bigger orbs. Splitting big orbs right down gives you more tiny orbs to collect and fire. Its Asteroids with a twist – you don’t have conventional ammo and instead use the tiny orbs that you split for this purpose.

Why two sequels?

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Mochi Media is Joining the Shanda Games Family!

By MochiLand

Dear Friends of Mochi,

Bob and I are thrilled to announce today that Mochi Media is joining the Shanda Games family. If you’re not familiar with Shanda Games, they are the leading online game developer, operator and publisher in the Chinese market. This partnership is a phenomenal step forward for us and I’m very excited to join forces with them as we continue building out Mochi products with additional resources and support from Shanda Games. In particular, there will be a tremendous opportunity and benefit from tapping into Shanda Games’ strength and expertise in monetizing China traffic as well as extending the reach of our platform and network to gamers all over the world. Our vision and product focus remains the same, and I’m pleased to say that the biggest change we’ll experience is the additional opportunities and resources now available to invest in our community of developers and publishers.

On behalf of the entire team here at Mochi Media, I want to extend a great big thank you to the Mochi community. We couldn’t have accomplished this milestone without you!

For more information on the merger please refer to the official announcement in our press section. I’ve also put together a quick Q&A to address any additional concerns about what this means. Please let me know if you have any questions, and stay tuned for more exciting news in the future.

Sincerely,

Jameson Hsu
Chief Mochi

Questions & Answers

Who is Shanda Games?

Shanda Games is the leading online game company in China in terms of the size and diversity of their 30+ title gaming portfolio. The online games business includes developing, operating and licensing massively multi-player online role-playing games, or MMORPGs, and advanced casual games. Their game player base consists of nearly 10 million active paying accounts, which is monetized through item-based or time-based sales of digital goods.

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Cool Natio – Game Developer Interview

By Armor Games Blog

by Filip on January 11, 2010 09:53 PM

Coolio

Hi, Could you tell us a little bit about yourself and what you do?
My name is Danny Yaroslavski, ie Coolio Niato. I’m an undergrad Computer Science student living up in the cold reaches of Canada (*cough Toronto) and make online flash games, some of which include Lightbot, Streamline and RhythmWorld.

How did you come up with the name Coolio Niato?
Much like many other developers who start with a strange alias (see The-EXP or Jmtb02) it tends to stick after a few years and gets to the point that you can’t really change it anymore. As such, Coolio Niato came about when I was in elementary school, I had no e-mail address and my best friend had one called Coolio-Viato. Now being the unimaginative child I was, I changed one letter and kept using this name for animations/games I made. As to what Viato means, neither my friend nor I now have a clue to what it was.

How did you become interested in Flash gaming, and how did you begin developing games in Flash?
It started with enrolling in an animation class. There, maybe a few weeks in, the instructor showed us how to make buttons and use tellTarget for simple interactions. When I realized that I could make my own games, games of the likes of Thing Thing and Ultimate Flash Sonic, I was extremely excited. My first game, “Falling Objects 1” was horrible; it used keyPress and shoddy collision testing. My second, “Stench of Blood” was no better. But seeing the kinds of games on Armorgames (then called Games of Gondor) and Newgrounds; games including Marvin Spectrum and Short Circuit, it inspired me to work at coding more to finally complete my first big break, “Streamline”. Nowadays, ByteJacker and Tigsource are my greatest motivation.

Many of your games have themes relating to song or music. Is this something you have a background or interest in?
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On Art and Games as Art

By Intuition Games

Why We Create Art

Greg just wrote about Why do we do what we do? and eloquently summed up the hard-to-define reason for why we at Intuition create art:

These are all things that fester inside me and I desperately want to expel them.  Not that they’re demons of any shape, but it’s this compulsion to create that drives me.

I really like how he put this because it can be difficult to put into words.  He makes it look easy.  The only other thing I can compare this to is something from Judeo-Christian culture – the psalm.  This compulsion is why I created MEHC.  It’s not the kind of game I like to play, but I just needed to make it somehow.

Alec Holowka was kind enough to respond to Greg’s post and suggested we check out his recent post Why Art?.  I was inspired enough by both of them that my comment to both of their posts turned into this.  Check them out if you haven’t yet.

In Response To “Why Art?”

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Bubble Tanks Tower Defense Tips

If you are devastated because you can’t finish Bubble Tanks Tower Defense, you’ve come to the right page in the intarwebz. We have here a video guide to help you out with the game which has 7 enemy types, 52 game modes and 11 unique tower paths that will make you busy for a while. Anyways, you’re not here for that info. You came for the Bubble Tanks Tower Defense Walkthrough and that is what we are going to show you.
Level 50 “Scramble” Video Guide

Level 27 “Framed” Out Video Guide

Flash Game Statistics and Trends for 2009

Check out this incredible statistics post by FlashGameLicense Blog!

Hi guys, FGL_Eric here! I used to put my trends-and-statistics posts in the forums, where they always got lost. Now that we have a blog, putting them here makes more sense. So without further ado, here’s a look back at 2009, especially contrasting it to 2008. All these stats are pulled from FGL’s database of games and sales. It’s important to keep in mind that this is a limited picture of the Flash market, because we’re only watching one of many revenue streams here. But it’s still pretty interesting, so here we go…

How Many Games Get Accepted Bidders?

First up is the most common question newbies ask: what are the odds my game will find a sponsor? Well, first we ask, how many games are there?

  • Total games put up for bid during 2008: 3225. During 2009: 4087.

Then we ask how many games got bids they liked?

  • Total accepted bids during 2008: 588. During 2009: 1196.

That gives us…

  • Number of games that had accepted bids in 2008: 18%. During 2009: 29%.

(Those last numbers aren’t quite accurate since some games have multiple accepted bids, but it’s pretty close.)
Games that sold in 2008Games that Sold in 2009

This is a great trend! From 2008 to 2009, your odds of a sale on FGL went up by over 50%!

How Much Are Games Going For?

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Ski Runner 2

art-concept1 (2)

Ladies and gentlemen, Ski Runner 2 is being created in the lab. We’re starting 2010 with a bang!

-John Funtanilla


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