Sunday, 13 September 2009
*takes off and nukes the site from orbit*
Wednesday, 9 September 2009
Moving, just keep moving...
Wednesday, 26 August 2009
Talk of the town
Saturday, 22 August 2009
Cologne Day 3 - Pork, Press, Passes and Planes
Friday, 21 August 2009
Cologne Day 2 - Is this place twinned with Neasden?
Wednesday, 19 August 2009
Cologne Day 1 - Bitte Warten, Bitter Water
Tuesday, 18 August 2009
'scuse me love? This train go, to Koelnmesse?
Friday, 14 August 2009
A hint of Cologne
Wednesday, 5 August 2009
Spare some change???
- There is now a new and exciting little info-burp in the top left which tells you about us, and for those who want to get in touch to tell us how awesome it would be for them to work with us, there's the long lost bizdev contact mail address.
- With the launch of the iPhone version of Art Thief, we're now getting proper reviews for our games, so there is a new link section to game reviews. Only one there right now, but more will follow, then I'll have to have a rethink on the layout, but hopefully we might have the new site up by then.
Thursday, 30 July 2009
Ric hits the iPhone
Friday, 24 July 2009
Tuesday, 14 July 2009
Develop checklist...
Tuesday, 7 July 2009
Kahoots is here!
Honeyslug’s “Kahoots”!
Check it out online today -
They’re marching in their boots!
Made from lots of things we found -
Like buttons, beads and treats.
Or things we purchased for a pound -
Like clay and card and sweets.
Kahoots are friendly sofa dwellers,
Who walk twixt To and Fro.
Help them thwart the Cardborg fellas -
Swap blocks to make them go.
Exit doors, they’re just the thing -
To send them on their way!
Just listen to the Pegbeast sing -
He’ll teach you how to play.
A brand new game for everyone!
Solve puzzles, make safe routes.
50 levels of mind bending fun -
Click here - Save the Kahoots!
Tuesday, 16 June 2009
'ving Reigns
Things quickly take a turn for the unusual, the entrance to the hotel should be thronged by baying pap's and fellow autograph hunters by now, but there's not a soul in sight, and the same story in the foyer, the 'ding' of the reception bell echoing around a seemingly empty hotel.
"No wonder there's been no news about the awards, this place is dead..."
Ever the opportunist, Irving decides to investigate the rooms hoping to doorstep some unsuspecting A-listers for their autographs, and quickly gets far more than just autographs to hunt.
Welcome, Irving Nurdler, to Hollywood Ghoulevard...
Thursday, 11 June 2009
We Am One!
Setting up a company was the simple part, drumming up business (and resulting cash) to make that company's existence worthwhile has been (and will continue to be) hard work, but given we've made it to the important first birthday with work steadily rolling in, we must be doing something right!
Happy birthday to us!
Wednesday, 3 June 2009
I Am Dino, Hear Me Roar!
My Pet Dinosaur is a virtual pet game where, you raise a Dinosaur from hatchling to something akin to the size of the Cloverfield monster, except without the statue vandalism, people killing and the entire force of the US military firing shots at you. No, our dinosaurs are nice dinosaurs, all they require is feeding, cleaning, a toy to chase, maybe having a massive dump from time to time and a natty Afro wig and shades combo (natch).
As your dino ages, it discovers new locations to play in and learns new skills which it can improve them over time, he can also have competitions and races against his 4 new dino friends. As I hinted before, you can kit out your dinosaur with different types of headgear and glasses, some of them improve your dinos skills, others just make them look good.
My Pet Dinosaur will, in all likelihood, hit the stores in the summer, so keep 'em peeled. Here's some new screen shots below.
Tuesday, 12 May 2009
Pixel Hail#1 - We're On Display in Brighton!
You know how I love to over elaborate pre-amble for these blog postings, well I'm prepared to make an exception here...
Brighton Fishing Museum:
22nd - 24th May
Pixel Hail #1: The Art of Videogames
An exhibition of art from, and inspired by, videogames
For three days, the annex of Brighton's Fishing Museum will be taken over by a multimedia exhibition of art from, and inspired by, videogames. Award winning videogames artists will exhibit, alongside artists who's lives are meshed in someway with the world's largest entertainment industry: videogames.
Private view: the Friday night opening event will play host to the UK and Brighton's games luminaries as well as artists and members of the press. A mobile phone auction on the evening will give away an exclusive one-off piece of game art, with all proceeds going to charity. The following two days will be a public exhibition with a special kids' cosplay event on the Saturday afternoon outside the Fishing Museum.
Attendees from AtomFire, Double Six, HoneySlug, Creative Assembly, BBC, Habbo/Sulake, Scary Beasties, SEGA, SCEE... and more.
Come down and you can see some stuff from our games and possibly chat to Richard, Natalie or myself.
Monday, 11 May 2009
Ric Rococo: International Art Thief - Out Today!
You can find Ric Rococo: International Art Thief across the Spil network of websites right now which are worldwide. Cos we're Brits, like, we're going to point you in the direction of http://www.mygames.co.uk/game/Art-Thief.html
We hope you enjoy it!
Thursday, 7 May 2009
Migrant Workforce
Monday, 27 April 2009
Kahoots - The final push
We're heading into the final stretch of work on Kahoots, with some tweaks and changes to the look, new backgrounds and a shiny new title screen.
So out goes the Peg Beast, though he'll be loitering around the tutorial screens, and in comes the nemesis of the Kahoot, the Cardborg.
We're chucking in some achievements for the player with Nat getting herself in best punning mode for the titles of the achievements.
Ricky and Nat have been working to finalise GUI elements, which has involved more plasticine and also Nat holding small objects up against the screen to check they won't be too obtrusive to the game itself.
Perhaps you'd like to see some game screen shots, hmm?
Friday, 10 April 2009
Old Big 'ead is Back
Sunday, 22 March 2009
A Useful Flash Extension
I'm not intending to make a habit of technical posts which are only tangentially on the subject of video games. However, when I come across something which is likely to be of use to other developers, it seems worth linking it up.
I've been pulling in a large number of bitmaps into flash recently (in fact importing them from Photoshop psds). I'm scaling the objects in my game, so I need to set the properties of each bitmap to 'allow smoothing', so they anti-alias as they scale (i.e. they scale smoothly rather than going all pixellated).
Quite unhelpfully, the Flash GUI doesn't allow the Properties of multiple library objects to be set at once. And even more unhelpfully, it defaults all Bitmap Properties to 'don't allow smoothing'. This means I would have spent the whole of friday afternoon going left click.. right click.. left click.. left click.. left click.. grind teeth.. repeat..
.. if it wasn't for this lovely Extension which allows you to select a folder, and recursively set the properties of all bitmaps below it with just a couple of clicks.
So thanks Devon O. Wolfgang! You just saved me HOURS of toil!
Okay, your normal exciting game development news service may resume...
/shuffles off..
Thursday, 12 March 2009
Keep Ahead - Share and Enjoy
Keep Ahead is also the first game to provide you, dear gamer, with the ability to create your own levels through Gimme5's ace new Gwizz editor. Once you register with Gimme5games you can access Gwizz from the main menu of Keep Ahead and from there it is a simple process of placing items on your blank level canvas, then testing it works how you want it to.
That's not all though, once you have made levels and are happy with them, they are unleashed into the wilds of the Gimme5games community so they can marvel at your level design genius. Perhaps you'll be the next Will Wright, Matthew Smith or Nat Marco!
Head on over to http://www.gimme5games.com/index.jsp?id=keepahead to see what all the fuss is about.
Friday, 6 March 2009
Someone Made A Game About Us!
It's a Tycoon game about two blokes and a girl setting up a games development studio, so it's like someone has created our lives in electronic form! Then sadly, you check out the box and it all goes very wrong, here's a few inaccuracies.
- The year is 1982? Okay then, apart from that humungous monitor, that image is all wrong. CD's, suits that didn't have enormous shoulder pads, blokes who didn't look like Roy Wood from Wizard and the concept of women in the games industry are all the stuff of fiction! Plus, that monitor is only accurate if the screen is about 7 inches and green.
- Unless that bar chart is an ACTUAL representation of the typical game difficulty curve of your average C64/Spectrum/Dragon 32 game, it has no place in an early 80's dev studio.
- The desks should be covered in boxes from Wimpy, Starburger and Chippy wrappers. Having spent my formative gaming years wandering down to Bug Byte's offices in the centre of Liverpool to buy our games direct from them, I know what an early 80's dev studio looks/smells like.
- Game developers studios were not in offices like that in the 80's. They were abandoned warehouses and bedrooms. Normally tramps and muggers were outside.
- Ricky and I were still in little school in 1982, Nat wasn't even born.
- None of us dress like that, though the glasses on the coder looking guy are quite similar to Ricky's. Even then, contemporary frames like that were not about in 1982.
Even TRON was closer to reality than this...
Saturday, 28 February 2009
Head-Swapping Pet Dinosaurs From The Jungle!
That’s the name of our new iPhone MMORPG which will be coming out very soon! Obviously not, like, we’re just doing a bit of a roundup of couple of titles we’ve recently concluded (hopefully) or have in current development...
Keep Ahead
Ivor and Yora are two explorers, they have got lost in the jungle (they’re not very good explorers) and have fallen foul of a curse which means they only have one head between them to share. You have to help navigate them through 50 levels over four different locations, collecting the totems as you go (which help break the curse).
The lack of mutually exclusive heads means that you can only control one explorer at a time, and you have to swap the head between the two bodies to change control between the explorers. Along the way, there are natural obstacles and terrible enemies to avoid, man-eating plants will eat the explorers (shocker!), lava will spread across the jungle and absorb everything in its way. Shrunken heads will home in on a headless body and take control of it if they reach it, zombee’s will shadow the explorers movements and try to trap and devour either explorer. Worst of all, mischievous monkeys will chase you and try to steal your head, which means you have to follow them around; headless, trying to rescue your head back from them.
You’d think that would be enough for these unfortunate explorers to contend with, yeah? WRONG! There are a number of cursed areas which, when stepped on, will affect the behaviour/mobility of the explorer, although there are cures to hunt out within the levels, but it all means recovering Ivor and Yora’s other head is not going to be easy!
Keep Ahead sees the visual stylings of our third art conduit, Jerry Carpenter. We’ve worked with Jerry since the early Morpheme days, and like us he’s took the brave step to stride out on his own as Magnetic Boots. You can check some of his stuff out at his link (along with the links of the rest of our conduits) at the bottom of the sidebar, he also has some top stuff which he coded in Flash himself on the Gimme5Games website.
When you’re done with all that, check out the game picture slideshow below, and don’t forget to check back here soon for information on when and where you’ll be able to play Keep Ahead!
My Pet Dinosaur
Dinosaurs are nothing if they’re not versatile. When they’re not bothering Jeff Goldblum and Laura Dern, they’re coloured purple and singing songs to infants and buddying up with presenters of cashbox-lucky dip based gameshows. Would such versatility translate into being a good pet? Well, My Pet Dinosaur allows you to put that to the test. Look after your prehistoric pet by washing, feeding and stroking it. You can dress them up and go for walkies. Take good care of it and it’ll be an epic friend forever!
My Pet Dinosaur is in the early stages of development right now, so we’re keeping the best stuff under wraps for later, but we have some concept art below for your eyes to look at.
Saturday, 14 February 2009
Raid Galleries. Steal Paintings. Make Millions!
In the event I ever found myself turning over some art gallery, I’d be stealing the lead off the roof rather than “Light Red Over Black”, but when you realise one of Rothko’s emperors new clothes pictures went for a jaw-dropping $73m in 2007, even I start to think again about pinching it.
Wednesday, 4 February 2009
How to Capture a Kahoot!
I’ve finally finished all the remaining design issues in Kahoots so now I can finally post something! There would’ve been more goodies in the game but...well let’s just say they didn’t last long enough... Anyway, enough talk about sweets (for now) and more about design and animation.
We knew we wanted to use claymation for the characters in Kahoots and, after much debate, finally settled on buttons, sweets (uh oh..that refrain didn’t last long!) and other random items for level graphics as they made for a more interesting aesthetic. After drawing some simple character designs, we chose the one we liked best, after which, I made the model. I started by making a basic wire frame skeleton for the inside of the model. This allows you to pose them far more easily than if they were solid plasticine, it also gives you an excuse to use glue guns! I used polystyrene in the frame to pad out areas without the need for tons of plasticine, which would be heavy and more difficult to work with. Once the frame was made, I sculpted my design over the top using white plasticine, that way we could manipulate the colours in Photoshop once the animation had be done.
The Cardborg was made in a similar manner, although his wire frame was covered in plasticine and tinfoil. My advice now that I’ve experimented in animating something that’s covered in tinfoil is...don’t do it!! Absolute nightmare as the tinfoil ripped every time I moved its arm or leg! The Cardborg also has a cardboard box head and I made a selection of cardboard eyes and mouths for us to stick onto the box and decide what combinations worked best.
When the characters were complete, I set about animating them. I used a webcam, desk lamp and made a mini red screen area so the characters could be keyed out after animating. I used a program called MonkeyJam to take single frame shots of the models (http://www.giantscreamingrobotmonkeys.com/monkeyjam/). All you need to do is position the model in the frame, ensure its lit well and capture the image. Then move the model a little bit and take another picture...then move it again and yes..you’ve guessed it, take another pic! Repeat the process until you have all the frames you need, which you can then put together into what should hopefully be a full animation cycle. I animated all the basic actions needed for the game, a walk cycle, falling, smashing boxes etc. All of the separate frames are shown in a previous posting; below I’ve included a walk cycle of the Kahoot as I captured him and how he appears in the game.
Friday, 30 January 2009
Bless You, Morpheme.
More recently, Matt and the remaining team (as well as a number of ex-staff) have been hugely supportive of us - we may never have got off the ground had we not had their advice and support (and work).
I’ve led something of a nomadic existence in the games industry, and Morpheme (in all its forms) was my home for just under 7 years - that’s the second longest job I’ve had. It was Ricky’s home for 9 years (his only full time job) and Nat’s for over 3 - you don’t stay in one place too long if it’s “just a job”, and these people were not just our colleagues, many are our friends too. Now as the remaining staff move onto pastures new, we wish them every success as they did with us not so long ago. For a final time, the Morpheme roll call (in alphabetical order) was:
Ronald Batty, Justin Buck, Jeremy Carpenter, Robin Clarke, Elliot Curtis, Zane Desir, Jonathan Fisher, Andrew Fitter, Daniel Fordham, Chancal Gill, Ricky Haggett, William Hanson, Lee Higgins, Jonathan Hughes, Stephen Hughes, Mark Inman, Ben Jessell, Davina Lee, Joanne Low, Peter Lumby, Natalie Marco, Paul O’Sullivan, Lucy Reed, Dr. Steven Shipton, Matthew Spall, Frank Sun, Paul Welton, Christopher White, Julian Wolter, Haralambos Xiouros.
For a more eloquent and well structured review of its history, you should read the excellent City State site written by Rob Clarke: http://citystate.co.uk/archives/morpheme-1999-2008
Tuesday, 27 January 2009
It's Games Development, Jim...
There's still tons of stuff to be done, the map screen, title screen and achievements still need sorting. Our Honeyslug logo, the unlockable reward and the end sequence will require trips to various locations in the capital. Then the whole thing needs the hell testing out of it to make sure it all hangs together and the dependencies on the hosting site all work fine. It's gonna be very tight indeed, especially as we have another two games in the pipeline.
As for what "Kahoots" is all about, well, you have to steer your Kahoot to the safety of the exit door by moving the floor around it (Kahoots walk perpetually or until the fall/die, obviously), certain floor has specific properties, so there's trapdoors to drop to lower areas, boing blocks to jump gaps or onto higher platforms, cannons to get fired to another location, etc. Along the way, the CardBorgs, enemy of the Kahoot, will do their best to stop your progress, though they can also come in quite useful for helping you advance through seemingly inaccessible areas.
Right, got to stop now, listening to Ricky and Rob write the song for the Peg Beast (don't ask) is about the funniest and surreal thing I've witnessed in quite some time. Here's some more pics of us feretting away this week. Also a first appearance of another art conduit Adam, whose game we will talk about next week (intrigue!)
Saturday, 24 January 2009
Particles
So I finally got around to porting my particle engine to Actionscript 3 last week. You can see a little test swf here.
What I particularly like about my engine is that it allows behaviours to be defined in XML. Which means the code stays nice and clean (you just create an emitter, give it an XML file and start it up), but more importantly that a non-programmer can tweak particle effects to their heart's content.
To give you an idea, here is the XML for the emitters in my test - both the one attached to the mouse pointer, and the one when you click.