Archive for the 'random stuff' Category

Busy making other plans

Hello 2014! Don’t worry, I’m not making any public new year’s resolutions – I never keep em anyway.

I was just thinking that I haven’t been posting much here recently, you know? Actually, it’s been a while since I’ve said much at all about what I’ve been working on. So, here we go: a snapshot of projects I’ve been working on recently, projects I’ve been thinking about working on, and projects I’m planning to come back to:

vandajan
Untitled DarkSoulslike

Last time I mentioned this, I was looking for an artist. Well, I found one! A very talented London based comic artist called Cristian Ortiz, aka CROM, creator of Golden Campaign.

Collaborations have a way of getting a little out of hand, but I’m still hoping that this one will come together as a small, contained world to experience. Realistically, I think it’ll take another month or so.

roundabout
Halting Problem

I took a complete break from this game just before the IGF submission deadline last year. I haven’t worked on it since. I needed some time away from it. Still do. I wanna finish a few small things before I take this on again.

Halting Problem is a big, scary game. There are a few ideas at its heart that I think have potential to be very, very special, if I’m good enough to bring them to life. I haven’t forgotten about this game. It feels the way Super Hexagon did, the way VVVVVV did, and the way At a Distance and Nexus City did – that idea that won’t go away.

When I come back to this game, I don’t want there to be any distractions – I can feel that working on this one is going to be all consuming, that’s it’s going to take everything I have.

7drl5
Untitled Roguelike

I worked on a game for last year’s 7DRL that I still think about a lot. I dunno when I’m going to find time for it. Maybe it’ll resurface at some point, as something else.

isling
NewCity RPG

I moved to London at the end of last year, and spent my first month here making an RPG about it. It’s a game about a place, and mostly about getting across what that place is like – lots of distinct areas with their own personality, based on whatever alien impression a brief visit with them left me with. There’s a shoreditch level, an islington level, a few other places – and an underground system that links it all together.

I’m long enough here now that it doesn’t feel alien to me anymore, so I’m not sure where to take it. Maybe that’ll come to me, as I get to know the city a bit better.

vect
Vector thing

Really, it’s just tech at this point, and an idea. I owe Stephen a fan game…


VVVVVV’s last hurrah

VVVVVV is always going to be really damn important to me. It’s my final fantasy, the game that changed everything for me.

I’ve had an incomplete iOS version of the game working for over a year now, but other projects have kept me from finishing it up. I’d really like to get that out soon, though. Over Christmas I spent a little time finishing up the port, and I’m happy to say that the really hard stuff is done, now. I just need a week or two to sort out the details.

In addition, Nicalis have been porting the 3DS version of the game to PS Vita, and it feels wonderful on it.

So here’s an announcement of sorts, then.

This year, I’m going to release VVVVVV on PS Vita, on iPad, on iPhone, on Android, on Ouya. And, if I can manage it, all at the same time. This will very likely be the last thing I ever do with VVVVVV, and I wanna go out with a bang!

<3

* 26 Comments

Wanted: Coder

EDIT 21st Nov 2012: This position is now filled! Thank you.

Hey all! I’m looking for another coder for a contract job. Here’s the deal:

I recently ported Super Hexagon from Flash to C++, using the cross platform openFrameworks library. That port is now finished, and the game should hopefully be launching on PC and Mac very soon.

I’m looking for a programmer to port this new version of the game to Android, and then later to iOS (as an update to the existing version there). The library I’ve used is supposed to be cross platform, so I don’t expect it to be a huge job – but there are enough complications with it to make it a job for a more experienced coder than myself.

Part of the job will be to implement Scoreloop on Android, and Gamecenter on iOS. (On iOS, you’ll also need to write some code to pick up the old flash save files.) You may also need to optimise the code to make it run at 60fps at retina resolutions.

You don’t necessarily have to use openFrameworks if you’re more familiar with a different C++ framework on Android/iOS (it should be relatively straightforward to swap oF for something else).

If you’re interested, please get in touch, and we can discuss rates, deadlines, and more about what’s involved. Thanks!

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Wanted: Coder

UPDATE 12th October: I’m no longer looking for help with this. Thank you!

I’ve got a small contract job available for a coder – I’m looking for someone to write an AIR Native Extension for the Android leaderboard service Scoreloop. The scoreloop SDK is written in java.

I’m not entirely sure how much work is involved in this, but if you have experience writing ANEs and you’re interested, please get in touch and we can discuss it more! My email address is here. Thank you!

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That’s that then

Changed my mind, it’s scrapped now.

Actually, scrapped isn’t quite right. I realised this evening that the ideas in this that I actually like fit better in

than they do here. So, I’m gutting this and reimplementing those ideas in that.

* 4 Comments

PYRAMID ENERGY IS REAL – IT S SACRED SCIENCE! JUST LIKE THE COMPUTER,

I was originally making this little side thing for SuperFriendshipClub’s Editor Pageant, but I’ve missed the deadline. So now I guess I’m just making it because I kinda like where it’s going.

* 6 Comments

My Super Meat Boy

So hey; here’s a little thing I randomly came across again today while looking for a snippet of code: You guys have heard of Super Meat Boy, right? It was one of my favourite games of last year! Well, if you’ve played it, you might have seen this screen:

…or maybe you haven’t, actually, since it’s from one of the harder warp zones to find; buried away in a Dark World level that you need to reach with a special character! Anyway, Edmund asked a lot of different indie game designers to draw warp zone title screens, including me! His instructions were pretty simple – draw the title screen you’d make for Super Meat Boy if it was your game.

Thing is, I don’t really work that way – in fact, I’m not sure I’ve ever actually “drawn” a title screen. After several attempts I didn’t like and scrapped, I figured it would just be easier for me to make a little Super Meat Boy fan game in my own style, and make something around that.

So, that warp zone title screen is actually a screenshot from the little game I ended up making. It’s only actually a couple of screens long and very broken, but when I came across it again today I figured it was worth sharing, for fun! [You can play it here]

[edit] To clarify, given some comments on reddit and elsewhere: this was thrown together in a couple of hours. It was just part of my process for coming up with the warp zone title screen for Super Meat Boy, and I decided to post it not because I think it’s good or even worth playing, but because I figured some people might find it interesting!

* 29 Comments

Wanted: Coder

I’m no longer looking for any applications – thank you! [13th April 2011]

Hey all! Time for another wanted ad – I’ll keep this one short.

I’m looking for a contract coder to port a new flash game of mine to C++. The job will probably take a couple of weeks. If you’re interested and would like to know more, please send me an email, and we can discuss rates, deadlines, and more about what’s involved.

Ideally, you should:
– Be very familiar with C++ and SDL (or a similar cross platform library)
– Be at least somewhat familiar with ActionScript 3
– Have some experience building binaries in Windows, Mac and Linux.

Thanks!

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yay

yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay

* 12 Comments

July Resolution

Phew! I’ve posted a lot of little games lately! These past couple of weeks have been a lot of fun – it’s exactly what I needed after the last few months. I feel re-energised!

It’s been kinda depressing, really: in February and March, I worked on Big Hero, then around the time I moved to Cambridge I worked an exploration game that I appear not to have bothered posting about, then I spent all of May working on a Negative Capability game, and then spent a lot of June on another RPG. One project after another, not working out. Probably serves me right for trying to make two RPGs.

As a result I haven’t finished anything remotely ambitious in ages, and I want to change that. I want to start fresh this month. So today I did something rather dramatic! I took all of the folders in one particular directory on my computer, and moved them into another one. The first folder is called current games. The second is called abandoned games.

Basically, I’ve abandoned all my current projects. I won’t be finishing up any more of the minigames from TIGJam, and probably won’t be coming back to Big Hero or any of that other stuff anytime soon either. I’m moving on to something new!

My new game is something for TIGSource’s Game by its cover challenge, and I haven’t really much to say about it yet except that I’ve chosen that cover above for it. Right now it’s kind of a jumble, but I’ve been working on it for the last few days and I’m hoping to have a clearer idea of where it’s going by this weekend!

* 4 Comments

Leap of Faith

Over the last couple of days, I did an interview with Michael Rose for Indiegames.com. We discuss how VVVVVV came about and talk about a few of my other games: Check it out!

Also: I added a forum to the site! I thought it might be a useful thing to have for when the game comes out.

FOUR days now! I’m exhausted, but we’re nearly there :)

* 10 Comments

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