Be in our next video game! Yes thats right complete this competition and youll be in some way in our next game!
http://gameinterface.net/?p=12135
Good Luck!
Friday, 1 October 2010
Tuesday, 21 September 2010
Thursday, 16 September 2010
Holy Moley
Another new mention of the game on this site... :)
http://www.xblaratings.com/component/content/article/54-action-a-adventure/3028-holy-moley
http://www.xblaratings.com/component/content/article/54-action-a-adventure/3028-holy-moley
Holy Moley Mention
Not a review but made it in the 24 new titles round up here...
http://www.gamergeddon.com/2010/09/12/xbox-indie-games-round-up-september-12th/
http://www.gamergeddon.com/2010/09/12/xbox-indie-games-round-up-september-12th/
Wednesday, 15 September 2010
First review online!
Is here, he seems to have enjoyed it....
http://www.diygamer.com/2010/09/xblig-thursday-4-player-competitive-snake-holy-moley/
http://www.diygamer.com/2010/09/xblig-thursday-4-player-competitive-snake-holy-moley/
Publishing Time!
Now the party of making moley is over, its time to start getting the name out there for people to review and advertise! and hopefully make some revenue to put towards our next title. We have 50 codes to give away, so we are being selective to whom we send these too, choosing the best magazines and websites to hopefully get some nice feedback and help promoting the game. Then its onto the rest....
Holy Moley is Live!
After just over 2 months of part time work, Holy Moley is finally out to buy! for around £2 grab yourselfs a bargain :)
Tuesday, 31 August 2010
Sunday, 29 August 2010
Holy Moley Launched!
Holy Moley, in peer review progress on x-box indie games
Hopefully in a few days the game will be live!!! once there is enough reviews...
Download and review the game here, please
http://catalog.xna.com/en-US/GameDetails.aspx?catalogEntryId=9e214aa3-f2a9-4620-81c1-336c5529d26a&type=1
Hopefully in a few days the game will be live!!! once there is enough reviews...
Download and review the game here, please
http://catalog.xna.com/en-US/GameDetails.aspx?catalogEntryId=9e214aa3-f2a9-4620-81c1-336c5529d26a&type=1
Tuesday, 10 August 2010
Video Killed the radio star
Well today has been spent on after fx, trying to remember how to do the things I want. After a while it soon came back, and we were putting together a small simple video of our first indie game, to allow us to send to various websites and magazines to try and boost the sales. Lacking in the music area so freesound came in very handy and hopefully works well with what we have. Its a whopper at 4gigs uncompressed for only 55seconds, so halfing the size I`ll have too, to get it onto youtube, gametrailers etc. Will wait until the game is available to purchase before uploading. Onto some concepts tomorrow which will be fun, that and the lunchtime come dine with me of course :)
Tuesday, 3 August 2010
Well it had to happen in this modern world of half a billon users, and now its half a billion plus 1!as we are now on facebook. Just search for funbulb and there we are :). Enjoy
X-box Indie Game
Well our first indie game release is almost upon us, from start to finish in about 6 weeks while still working in full time employment is pretty good going. Were currently wrapping things up art wise, with results screens and particles the last on the main list. Its been good doing the box art too just in the fact that it makes things feel they are coming to a close on this game which is a good feeling, were also adding polish where we can while code wrap there zeros and ones up too :) . Just sound and music to implement also. Its been fun and looking forward to moving onto game number two.Will post links when available
Monday, 2 August 2010
TCRs
So there isn't actually all that much interesting code to talk about on this project, the game itself is pretty simple, both in terms of gameplay and code. That's a good thing though, simple things are great, and easy to work with.
I've been spending that last while working on menus and the dreaded TCRs, or TRCs (depending on who you're talking to). XBox Indie Games doesn't really have TCRs, so it's easier to get a game out there, it does however, have the 'evil checklist' (and the lesser 'not-so-evil checklist'), which are basically lists of things that games can do fail to pass the peer-review process. Basically they boil down to 'don't crash', 'don't mis-represent the game' and 'don't make other things break'. The game doesn't crash, and I'm beavering away at stuff like 'what happens when a memory card is removed'. For me this is definitely the most boring bit of development for me, but it's important to make the game feel finished, and hopefully I'll get it done so well that no-one will even notice all the work that went into making it 'just work'.
Tuesday, 6 July 2010
A Different Game
Hello!
This is my first post as a Funbulb-er, so let's hope it's a good one...
I'm a programmer and I'm working on a different game to the one talked about in previous posts. This one is much smaller in scope and hopefully will be finished in the very near future. It's already a lot of fun to play, we played about 100 rounds at the last Official Funbulb Meeting a couple of weeks age, and it's really developed since then. That we were enjoying playing a game that we're working on is hopefully a really good sign that you guys will too.
The game is still top secret squirrel, but I'll try to talk in my posts about some of the exciting programming things that I'm getting up to, without giving away any of the surprises that we have in store.
Today I've been re-vamping the collision system, so that we can have discrete dynamic objects in the world that can do things that were not possible yesterday when we only had one static world, things like bombs that explode and disappear!, or, well, that's the only one for now, but there *could* be more.
That last sentence goes for all my posts on this blog too, there's only one at the moment, but there *could* be more in the future too!
Wednesday, 19 May 2010
Let there be light!
It's kind of ironic that with our company logo being a lightbulb we've done no real work on lighting ...that is until now, hoorahh! Finally we have 2 blocks, being lit by some rather horrible, hackey broken point lights. It's a start though. The FunBulb lighting model should hopefully be up and running in the next few weeks. Big dramatic sunsets here we come :-)
Wednesday, 24 March 2010
The beginning of SkyNet
The FlyingGame AI is up and running. God help us all! In ten weeks it will cease control of the military main frames and declare all out war on the world ... but for now it seems quite content to bumble the planes around the track, occasionally getting confused and just flying around in circles.
Getting the AI working has uncovered a pretty massive boo boo on my part. It's looking horribly like in multi player there is a completely separate instance of each plane created for every extra view port and because the planes are mapped perfectly over each other it's extremely hard to tell. This effectively means there are 16 fully physics-upped planes in 4 player. It's good in a way, in that we're probably going to reach 60 fps now once I fix it, but bad in that I'm going to look really really silly when I tell the lads.
Oh well, we won at footy 4 -2 hooray, means we don't get relegated too :-D
Getting the AI working has uncovered a pretty massive boo boo on my part. It's looking horribly like in multi player there is a completely separate instance of each plane created for every extra view port and because the planes are mapped perfectly over each other it's extremely hard to tell. This effectively means there are 16 fully physics-upped planes in 4 player. It's good in a way, in that we're probably going to reach 60 fps now once I fix it, but bad in that I'm going to look really really silly when I tell the lads.
Oh well, we won at footy 4 -2 hooray, means we don't get relegated too :-D
Monday, 22 March 2010
Artwork update
Its been a few weeks for me, got a bit behind what with work taking up most of the time.
Hopefully that should die down a bit now and I can get back ontop of things.
Need to finish the spaceship which is almost there, and then get onto the front end, and get the positions correct and add any polish that is needed.And will carry on polishing what is there rather than make new things for the time being.
Also been doing the iphone game artwork which is coming along quite well, so my time is shared between these two. Would like to help out on the canyon level too, when i get a chance.
Hopefully that should die down a bit now and I can get back ontop of things.
Need to finish the spaceship which is almost there, and then get onto the front end, and get the positions correct and add any polish that is needed.And will carry on polishing what is there rather than make new things for the time being.
Also been doing the iphone game artwork which is coming along quite well, so my time is shared between these two. Would like to help out on the canyon level too, when i get a chance.
Wednesday, 10 March 2010
I'm on the level ... ahh ...no ... actually i'm not.
Done pants all this week. Too busy dancing to disco music and eating things, mostly cakes. The level selection's screen suffered for it a little ... well ... in that I just didn't do it :-) Shouldn't take too long anyhow this week and might start looking at getting some planes flying around by themselves.
Still torn whether just to shoehorn something in or do some nice AI, guess it depends if we're going to do AI that you actually want to fly against or just use it for tying together the race states with planes flying around before and after, hmmm.
Should probably clean my car too, bleurgghh and double bleurghhh.
Still torn whether just to shoehorn something in or do some nice AI, guess it depends if we're going to do AI that you actually want to fly against or just use it for tying together the race states with planes flying around before and after, hmmm.
Should probably clean my car too, bleurgghh and double bleurghhh.
Wednesday, 3 March 2010
Codey code code,
No-one thought code could be this way, and almost noone thinks it could ever be like it again. An old man caught glance of my screen the other day and wept openly. It's a beautiful thing we're creating here. WORLD! you're welcome.
The frontend continues apace ( as does my lusting after Amy Williams. She's back in Britain now after the olympics and still no phone call ) :-( Spent most of my time on the plane/player selection lobby screen thingey. Hopefully crack on with the level select screen next week.
The frontend continues apace ( as does my lusting after Amy Williams. She's back in Britain now after the olympics and still no phone call ) :-( Spent most of my time on the plane/player selection lobby screen thingey. Hopefully crack on with the level select screen next week.
Wednesday, 24 February 2010
Footy, skeleton ladies oh yeah and the Frontend.
Beaten at five aside footy again [sigh]. On the plus side, the first outing for my new shorts went without a hitch.
I hope when I told the guys last week that the frontend would be done by Thursday they realised that what I actually meant was that I was going to scatter some poorly laid out text over the main menu. Sprite text seems to be working although the classic lack of kerning problem has reared it's ugly head.
I think I might be madly in love with Amy Williams. The Winter Olympics Skeleton Lady Champion. Ooh I could write that with the Sprite Text system.
I hope when I told the guys last week that the frontend would be done by Thursday they realised that what I actually meant was that I was going to scatter some poorly laid out text over the main menu. Sprite text seems to be working although the classic lack of kerning problem has reared it's ugly head.
I think I might be madly in love with Amy Williams. The Winter Olympics Skeleton Lady Champion. Ooh I could write that with the Sprite Text system.
Monday, 22 February 2010
Mondays
Mondays used to be depressing. The long working week stretching in front of me like a giant, furry tongue, wobbling its slimey goo at me every time I tried to smile. But not any more! It's Funbulb full-time and all the way from now on, and even though it's raining and dark (probably cause it's midnight), I'm as happy as a piece of fluff in a fat man's navel.
So anyway, this week and next, I'm going to be finishing off the GDD and then getting on with the website. Once we have that up and running, we can start telling everyone about how great we are. I wonder if they'll believe us...
Sunday, 21 February 2010
Sunday Evening
Making progress with the planes now, just in the process of doing the Uv`s for the new disc plane, and done the model for the next plane, the jetTwin. Taking a bit longer than i wanted too, but should be on course to get the textures done for the disc plane. Wanted to have a look at creating the explosion effect, but can see that taking a back seat and may not get done for thursday. Exciting now we have the missiles mechanic working in game. Almost at the half way mark on the planes now which is great to see!. Dam winter olympics distracting though :)
Thursday, 28 January 2010
Almost the weekend!
It almost certainly is, hope to make some more headway with the Front end screens. Its coming together nicely now, with a near final GDD done. The first race mechanics have been implemented and the controls updated. A shiny new level and plane are on the way too and looking great.Hope to get the plane select screen done this weekend, not happy with what we have at the moment. Enjoy weekend
Monday, 11 January 2010
Tuesday, 5 January 2010
Its Snowing!
Indeed it is!
Well first day back at work today, which was very depressing, but highly motivating to get Fubulb going and get out of the hell of work and start working for ourselves. So happy new year everyone. I didnt mangage to get nearly any work done over the christmas holidays as there was too much turkey to be eaten!. But i did some Hud concepts which i`ll post when im done.
Well first day back at work today, which was very depressing, but highly motivating to get Fubulb going and get out of the hell of work and start working for ourselves. So happy new year everyone. I didnt mangage to get nearly any work done over the christmas holidays as there was too much turkey to be eaten!. But i did some Hud concepts which i`ll post when im done.
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