This is now a less frustrating sequel. Less frustrating because I did not implement instant losing in the easy mode. Well, some players already commented on the game being too hard or too easy. Seems like mission completed! I did reuse a lot of code and stuff from the first game, thus development should have been fast. It wasn’t.
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2010/01/30
Game: Flu!! 2
Game: PaperWolf
The fastest game I’ve ever made (including the time of despair about lack of talent) for mochimedia’s January contest. Uhh, graphics are a horrible thing. It would be easier it every object had a clearly defined function. Anyway, that game definitly holds some opportunities and a sequel should definitely follow. Maybe I should get an artist on board of the team.
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2009/11/23
Game: QuadroPop60
This is a byproduct of a game I am actually working on. The announcement of MochiMedias latest contest ‘60 seconds to fame’ led to the development of this simple match-four-type-of-game.
Right from the start this was designed to be short (60 seconds), so a game with fast progress was needed. I have tried several improvements on this one.
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2009/09/05
AS3: Managing multiple bullets/moving objects
One of the frequently asked questions is managing multiple similar things like bullets, balls, enemies etc. I did put together a short tutorial here.
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2009/08/28
Monetizing flash games: Getting the Dollars to Europe
Well, seeing the actual accounts where revenue share drops in and then looking up the conversion rate is quite awful. Again you get 1 Euro per 1.4 Dollars.
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