Archive for December, 2009

EggLegg – Mini project

December 25th, 2009 by Noel :: Posted in Game Development | No Comments »

I recently downloaded and bought Game Maker 8, and wanted to try out some of the new features. So, I thought I’d make a little game using .png support, and a few other nice features GM 8 provides.

This project turned into EggLegg. I decided I wanted to make this game using photoshop graphics, rather then my usual pixel art. I’ve got some practice in this style of art, through my drawing and constant messing around with the program, so I was quite pleased with the way the game is coming out, visually. I’m not a great pixel artist, but I seem to be able to make these high res graphics (well, kinda high res) relatively well.

 

I don’t have enough for a demo, so here’s some screenshots ;)

(click for full size)

Game By NB

Level Selection screen

Gameplay

You died

 

Oh, and, to those who celebrate it, Merry Christmas. I’m not Christian (Atheist), but my family does celebrate Christmas to an extent.

Website Designs

December 22nd, 2009 by Noel :: Posted in Web Development | No Comments »

I made some website designs today/yesterday. The two first ones are designs for just a strait out portfolio of my website stuff, mainly so people can easily see what I have done, as I have had a few people talk to me about potentially hiring me to do some website work. The last one is the new design for the rBlog engine (which I almost have V0.2.5 ready for release)

anyways, to the designs..

Noel Professional Portflolio 1

Noel Professional Portfolio 2

rBlog new Design

 

The last design there wouldn’t actually be used as the default design for people who download rBlog, but instead the design for the site where people go to download it.

huh.

December 18th, 2009 by Noel :: Posted in General | No Comments »

Random blog post. But I’m curious.

What version of Windows do you use?
Windows 2000 and Less | Windows XP | Windows Vista | Windows 7

Blueberry Garden

December 16th, 2009 by Noel :: Posted in Reviews | No Comments »

I played Blueberry Garden today. I bought it a few months back, but my old computer was unable to run it, so I thought that, since I have a new computer now, I should give this game a play.

 

And I’m really glad I did.

 

Blueberry Garden, at first look, seems like a little exploration platformer.. Nothing special. When I started playing, I wasn’t expecting much, and wasn’t really interested in exploring around. But, I started anyways. After wandering around for a long time (maybe half an hour), and collecting big objects (apples, top hats, and the like), I realized that the water, which at the start of the game is really low, was actually starting to rise.

I had skipped the intro, where it shows a large tap being turned on. It wasn’t until i played again that I realized that you were playing as some sort of gliding bird, that was being drowned in a garden.

Anyways, eventually the water got high enough that I did drown, for good. You can drown an endless amount of time without getting a game over, as long as your pile of objects is higher then the water. Otherwise, you die for good.

 

I was a little shocked at first. I had spent 30 minutes exploration the world with this little bird guy, and he drowned. The music just added to it. I didn’t feel depressed, but I felt I should play again, and see if I could save him.

It sounds a little silly, but the game really has some cool emotional stuff in there. I wanted to save the little bird from drowning in his garden.

 

I still haven’t, but I’m going to keep trying. I little tip if you play, try eating all the different fruits. They give you special powers or change things.

 

Anyways, Blueberry garden is a really great little game. At first, a bit dull, but when you’re gliding around trying to find high land to save the top hatted bird, it really gets interesting.

Ludum Dare Entry: The Mine

December 14th, 2009 by Noel :: Posted in Game Development | No Comments »

In all honesty, I’m rather disapointed with my entry. I only got about 5 hours to work on it in the end, and that made things rather rushed. Still, it’s playable and somewhat interesting, so give it a try. Should only take 10 minutes to beat (assuming you die a few times).

 

http://www.ludumdare.com/compo/ludum-dare-16/?action=rate&uid=1527

Ludum Dare

December 11th, 2009 by Noel :: Posted in Game Development | No Comments »

Ludum Dare Compo

 

I’ve been posting blog entries too frequently. Oh well.

 

Ludum Dare is hosting another competition that starts in just a few hours! For those of you that have no idea what Ludum Dare is, it’s a competition where you just have 48 hours to build a game based on the chosen theme. After the competition ends, the voting begins and the winner is later announced. Lots of fun.

 

I’m definitely going to enter. I need inspiration, so 48 hours and a theme should hopefully get me in that game making mood again. Don’t expect anything spectacular from me, but definitely expect something.

The competition starts at about 9:00 PM for me, so I should actually be able to get a bit done on Friday, and then have all Saturday+Sunday to finish it up.

 

Anyone else planning on entering? Has anyone entered before?

Games

December 10th, 2009 by Noel :: Posted in Game Development | No Comments »

Question?

Have you ever been in one of those moods where you want to make a game, but really have no inspiration what so ever? You have all these slight ideas, but nothing really comes to mind and stands out amongst the dozens of other bits and peices.

I’m in one of those moods. I could always go and make some sort of platformer, but to be honest I feel like I’ve made too many of those. I want to make a fast paced something. A shmup or something. Maybe. If I had a good idea.

 

I go in and out of these moods every few months. Sometimes I have several ideas, too many to work with, and I make 3 games in just a few weeks (though usually they’re unfinished), and then other times, like now, I can’t think of anything.

 

Anyone else ever get this loss of inspiration, but you still really want to make something?

Press a button, play a game

December 9th, 2009 by Noel :: Posted in General | 2 Comments »

Button

I recently heard about the Gamma 4 competition that is being held at Tigsource. I’m not completely sure what it’s all about, but it sounds pretty cool.

 

You have to create a game. A game with a single button. And the game has to be creative an original.

 

I think one button games are pretty cool, and of course the perfect example of a one button game is the recently released Canabalt by Adam Atomic. I may enter the competition, altough according to the rules (link above) the game will be using the xbox controller. You can submit .exe’s and .app (for mac), but I’m not quite sure how you’d sync it with the xbox controller’s “A” button.

Nonetheless, if you can submit .exe’s, you could probably make a game in Game Maker if you figured out the control scheme properly.

 

I’d like love to enter, and it LOOKS like I have the whole winter to do so (unsure of the submission date)…

 

… I just need a game idea…

 

… I’m sure it will come.

 

Anyone else planning on entering?

 

Also, for those interested, here’s an article on 1 button games. I haven’t read it yet, but it looks good. 

 

——————————————————

Some news… according to this blog, the xbox 360 button “A” is recognized by a PC as generic joystick button “1″, in which case yes, you could enter a GM game, I do believe.

Feng Shui Zombies

December 8th, 2009 by Noel :: Posted in Game Development | No Comments »

Zombies preview

Feng Shui Zombies is a game that myself and AndyWiltshire are working on, with the support and feedback of the GameCOG Community. Andy is making all the graphics and doing the main designing of the game, and I’m programming the game in AS3 (and possibly Flixel), and also helping out with the design of the game

The game is about a housewife who’s lovely house is suddenly under attack by a hoard of zombies. You have to move objects around your house to try to block out the zombies for as long as you can. You can also use a few weapons, such as a rolling pin, broom, etc, to decapitate and kill the zombies that happen to break through your defence of furniture.

Currently, we don’t have too much done on the game, but the overal game loop/design is in place, and you can check it out here.

Any advice, support, comments, etc, on the game are greatly appreciated. We basically want as much feedback as possible, and try to get the game really community oriented.

 

Cheers!

Bit.Trip.Beat: Wiiware

December 6th, 2009 by Noel :: Posted in Reviews | No Comments »

Bit Trip Beat

I was bored last night, and thought I would go check out what was new that I could get on my Wii. I found a demo for Bit.Trip.Beat, and the interesting title and screenshots made me download it and give it a spin. I quickly got caught up in the game, and when the demo ended, I had to go buy myself the game for 600 wii points.

Bit.Trip.Beat is a really simple game. It’s like old Pong game. You move your paddle or board up and down on the screen, and bounce the balls that come at you back. However, the game has a lot more depth then a simple pong game, and I had a hard time putting it down.

At first the game is relatively slow, with a ball coming at you every few seconds that you have to bounce back. Over time, things start to speed up, and all of a sudden your moving the wii mote all over the place trying to hit every ball. The balls also don’t just come at you from a strait angle. Some move in circular motions, other squiqqle around, some come to a total stop before moving sideways and then at you again. You can usualy tell what a ball is going to do by it’s colour.

If you miss too many balls, you’ll go into a “Nether” state, in which the whole game turns black and white. In the nether state, if you miss too many balls, before you hit back enough balls, you get a game over and have to restart.

The game features three levels which you can unlock after beat the previous ones, when you play you can also get power ups like double paddles, or occasionally a smaller paddle (where you can score more points for bouncing balls back, since they’re harder to hit).

Graphically, the game is really well done. Though the background gets distracting (I think that’s the goal) I like the simple graphics over the high res effects floating around be hind the game. Cool idea.

Lastly, the sound. The sound really makes this game special. As you hit balls back, they make a sound, and though there is a beat played behind them, you can tell the creators spent a lot of time making the balls be played in time with the music, and the end result is really cool. It makes you want to hit all the balls so you don’t get a flat muted sound that occurs when you miss one.

Overall, this game is really well done, and I look forward to playing their other games (2 of which are already out on the wiiware). This game isn’t for everybody, and can be pretty difficult, but I really enjoyed it.

Check out a youtube video of it in action: http://www.youtube.com/watch?v=N6cjZF7m6fU

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