Posts Tagged ‘iOS’
Well, I managed to miss the October Challenge completely, but I kept working away on the further development to my MiniLD #37 (yeah, way back) entry “Stargazing” into November. The theme of the original MiniLD was “Not game”, and indeed Stargazing is a bit of a curiosity. You connect stars to make constellations while progressing through a story covering brief moments in the life of a couple. Pocket Gamer kindly wrote a little thing about it! Which was nice.
The game went live on the App Store and Google Play last Thursday. Naturally I must share this news with the community that is the reason the game ever came to be! Let me scatter some links below a screenshot for those who are curious
More info at the game’s page on my site: http://paulsburgess.co.uk/stargazing/
Please help this game go beyond its potential by backing the project or sharing. Making this game will rely greatly on the outcome of this Kickstarter campaign. I think this is a great community here and thank you for any help. Also any feedback is also greatly appreciated.
I finally did it! I released a game!
Going back a little. Last year, I wanted to participate in October Challenge. I had just discovered the goodness of Unity3D and was eager to make a nice little game and market it to the mobile platforms. But, as I started working, classes also started and the game went from and idea to a paper and got left in a drawer.
Some time later ( August this year ), I started to make a whack-a-mole game for my nephews, which they liked ( obviously, because they’re kids, and they love to mess with gadgets ). The whack-a-mole game turned out to change its gameplay to a memory game, a tile based memory game. I was working on it, and made a development plan on Trello, so I could really follow it, with deadlines and everything ( which is important to keep the pace going ). So between university, work, and part-time indie development, a month later I had a playable demo and a deadline in mid-september.
After subcontracting friends and unknown guys online, to make me game art and compose music, I had something kinda nice! But i still had to push the release a few weeks, because I couldn’t work all the time I wanted per day.. There were days that I would work 16h or more. After all that, in my daily blog surfing, I came to LD and saw that the October Challenge was up, once more! Good news! I was already in the finishing line, so no excuses this time! Last few weeks, were polishing, fixing bugs, polishing, fixing bugs, play testing, gathering feedback.
Finally I was able to submit the game to Google Play 3 days ago! Yay! And I got 2, $0.99 sales! So technically, I’m good for October Challenge, I’ve made my first dollar. Although I invested more money to be a Android/WP/Apple developer. But now I’m promoting the game so hopefully I’ll get my first positive balance in some weeks. I will also be releasing the game for iOS and Windows Phone in the next 3 weeks.
Here’s a trailer of the game.
Hope you liked it. I hope you also got to make a game and your first dollar.
Here’s a link to Google Play
Please share it with whoever you know, the more the merrier, its hard to get noticed on Google play. Help a indie out
Hey guys, I just wanted to mention my game which I have been working on for the October Challenge 2013. Two weeks ago I was working on a puzzle combat game for android, Tank Tank: The Tankening. The project was going well but it was taking allot of time to develop the large number of levels I needed. So in order to get a product out for the holiday season I decided to switch my focus to a new, smaller game.
Emergency Landing Disaster is my take on mobile flight simulation. Allot of the current flight games on Google Play feature little to no flight realism, and instead use clumsy physics and movement systems. After coming across a new Unity plugin called UnityFS, I was shocked to realize how easily it would be to bring realistic flight to mobile, and how much fun I would have doing it.
My plan is to create 10 crash scenarios and develop a fun and intriguing game for flight enthusiasts and action 3D gamers. It will be a free title, so my monetization method is Admob smartbanner ads which I never show during game-play. I also hope to add Unity Cloud with interstitial ads for the load-screen; whenever the service matures from private beta.
Back in December, I made “Cruel Cruel Dastard” for Ludum Dare 25. Folks seemed to respond positively to the mechanic, so I’ve spent the past few months making an updated version. The new game, now called “Ragtime Ruffian” was just released today and is available for iPad/PC/Mac/Linux.
The new version includes completely re-done art, new mechanics, 50 designed levels, and the procedurally generated endless mode I originally wanted to implement during the compo. You can get it here if you’re interested.
Earlier in December 2012. I went all out in my first Ludum Dare, 25 themed “You are the villain” which sparked all kinds of ideas… especially sub-themed with a goat. I went for an overhead traffic game where you play as a goat working for a corrupt mechanic, dropping objects into traffic to create accidents to earn more money and unlock new items. It was an amazing experience! I almost panicked near the end of the compo, due to several physics bugs and strange Flash issues. Titled “Goat Mechanic”, it earned 15th place.
I have completely redone the entry, adding new items, levels, polish, and pushing it to the Apple App Store and Google Play! Tokens are earned over time and creating accidents eventually unlock more items and levels.
Here you can see the video taken from a Pre-Alpha version:
Recommended wacth on full HD to see better all details/effects
The game is still in development and will be released “When it’s done” but i hope get finished on 2014 for desktop versions and release the mobile (ios/android) and OUYA in the nexts weeks.
Nedd more info? check this links:
I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S
At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.
Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:
To see the game in movement:
Some info about the game:
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2
And a few days ago the game was uploaded on Greenlight
And well I hope code more fast for the next compo or at least enter some fun-playable!.
[Cross posted from Omiya Games]
Before I go any further, I wanted to make a quick mention that Omiya Game’s (the game studio that currently consists of only me) latest mobile game, Touch Yoga was just published on the Barnes & Noble NOOK HD tablets! Don’t have one? It’s also available on the iPhones, iPads, iPods, Androids, and even Amazon Kindle Fire HD tablets.
Anyways, I digress. To compliment the unexpectedly useful things list, I now talk about things I thought were going to be useful, but weren’t.
Pen & Paper
I expected myself to doodle and draw a lot of pictures. Instead, I leave as the cleanest paper yet.
At least it came with a free Mario figure. And speaking of doodling…
My wacom tablet was left untouched on top of my printer. The latter which was also useless, but that was expected for this event.
No love for the poor guy.
I ended up using the Wiki more than the tablet and the notepad, but only for two things: first, the 30 minute game brainstorming.
And coming up with the game’s title
Fun fact: the second best contender for The Sentient Cube title was, indeed, The Artist’s Pornography. I decided against it for an obvious reason.
Unity’s Pre-installed Scripts
Seriously, I ended up using only 2 scripts in the end product: one for the water refraction, and the edge detecting post-image effect. Everything else? Illegibly coded and completely impractical for the game.
Hello folks, today i’ll post a beginning project that I’m working in this last month. They’ll call SELECT S.A., and will be a mix of Missile Command… with reverse screen.
Yeah, that’s a pretty good definition.
The project born in the Ludum Dare with the theme “You are the villain”, and after the event i started the planning, script, test and everything else. In this month I start to code it in AS3 (same code that I used in the LD) and i’m thinking about make this game in Unity because he doen’t work fluently in old android phone.
Alright, that’s not a excuse if the game needs power of processing… but the fact is: the game doesn’t need too many power.
I just think to make this changes after i see the game Gunslugs work very smoothly in my smartphone (an Xperia X10 from 2009). If they make all of the game so nicelly, I have to make some at least similar in my game too, but the fact is: it will be a spend of time. So, I’ll finish this one in as3, and the next ones in UNity or other mobile languages.
Here i’ll let some images of the game until now.
I’m here to say that my game “Egypt Wizard” has had 2 buys, yesterday , 6 of November still doesnt count, but I feel like a win, the game is unfinished, but keep growing very fast, a new update is waiting for review and i’m preparing the versions for Android and Bada markets.
Here some screenshots from updated version.
There is a lot of new stuff in the game, lot of hard work and fun.
Game is in japanese, chinese, english and spanish.
Buy game here: