Posts Tagged ‘urth’

Urth gets submitted to ALL the things

Posted by (twitter: @secret_tomato)
Sunday, October 30th, 2011 7:16 pm

Well no not ALL the things, but some of the things. Some of the things is better than no things at all.

It’s currently available on the android market and pending in a bunch of other places so I’m sitting on versions for windows, linux and osx. In all honesty I focused more on getting it ready for the igf (student edition) and less about scouting marketplaces.

“Is this the part where you tell us to buy it?” the crowd asks. Well yes actually: “Go buy it!” Or at least +1 it on the android market or tell your friends and family and that cousin George you haven’t spoken with since 3rd grade about it. Yes the one with the bigger thumb on his left hand.

Some of the features will roll out to the free (ad supported) version relatively soon (the updated graphics and music), while others will be kept a version behind(mostly new levels and such).

And here’s a trailer for you(can someone please tell me how to embed videos? the code just gets eaten up)

Thanks for reading 😀


A bucket of new stuff in Urth

Posted by (twitter: @secret_tomato)
Friday, October 28th, 2011 1:54 am

In spite of a lack of updates things were done. Great things, wondrous marvelous things! Such wondrous and marvelous things that the human mind can not comprehend! Unfortunately we’ll have to talk about those some other time, since this post is about Urth.

As you may or may not remember Urth scored less than desirably( in LD21) in graphics with an overall 2.65. Needless to say that was given priority. Next up was audio, as that wasn’t great either. After I’ve narrowed down the priorities I’ve naturally decided to start working on something entirely different: the level editor. And what a glorious level editor it is! is it? it may be, it’s like asking a chef how good the food he spent all day cooking is. And by chef I mean amateur cook. And by amateur cook I mean someone who poured himself a bowl of cereal. Now I feel like eating cereal, but I must finish this post first.

The music… well I’ve taken the liberty of outsourcing the music to this chap right here so go and listen to his stuff (and like it!). I’m not posting the music here, you’ll have to wait till I submit the game tomorrow, or the day after. If it’s not done in the last few hours it’s not a proper jam at all.

So what have I got to show other than talk of cereal and a link to a music man? Well what’s left? The graphics! Good answer, shows you were paying attention. And what better way to show off graphics than by showing them! No, not a video, but close enough… screenshots!

Let’s begin:

The updated main menu


The pretty-fied level selection menu


The awesome-ized escape mode settings menu


Gameplay screenshot with 100% more magnets


More gameplay


This may not seem it, but it's from escape mode

There are numerous fixes optimizations and tweaks, but nobody can see them so nobody really cares. Next I’ll finish up the win-linux-osx ports and off to markets they go.

That’s it for now, until next time!

The urth level editor…

Posted by (twitter: @secret_tomato)
Monday, October 17th, 2011 6:07 am

…Is operational and online, and located here:

Lord Kitchener Wants You*


 To make levels!

But seriously, I’d appreciate feedback on the monster.

You can currently make and test levels and save them online. Loading other levels will become available in the next few days for testing purposes.


*Lord Kitchener doesn’t really want that, but I do 😀

I’m in, yes but with what?

Posted by (twitter: @secret_tomato)
Wednesday, October 5th, 2011 9:24 am

My choices:

  • unfinished visual novel engine (android) – I believe I misplaced the source
  • unfinished bullet hell engine (android) – Needs everything except the actual bullet engine
  • LD21 entry: Urth – Needs about 2 tons of polish
  • MiniLD29 entry: Redeye – Needs about 20 tons of polish
  • Something completely new – no
So that’s clear enough. Going with Urth.
Urth had a little head start on the android market, so I’ve fixed it by strapping beta to the end. How does that fix it you ask? Well it doesn’t really fix it actually, but I’m October challenging with the non-beta (gamma? 😀 ), which I intend to have for non-mobile platforms as well.
The to-do list is huge so I’ll not post it for obvious reasons. But I am going to say that I’m working on a ‘user friendly’ level editor and online level database of sorts. After that’s done the visual elements are going to have a once-over and then a twice-over to try make up for the low ranking on visuals during the compo.
For the moment you can get to the latest version of the game by searching “urth” on the android market.

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