Bloody Zombies

November 1st, 2007

I’m kicking off the new season with a low resolution game done for the Gamma 256 event. The deadline is today, but really this game should have been released yesterday, when it was Halloween and Peter Jackson’s birthday. All I can say in my defence is: Party’s over!

Bloody Zombies

Screenshot of Bloody Zombies Screenshot of Bloody Zombies Screenshot of Bloody Zombies

Download

Bloody.zip (0,5 Mb) (Release 1)

Instructions

Bloody Zombies, the goriest game ever made in the glorious 128 x 96 resolution! Fight zombies with your lawn mower! Solve levels with your opponents blood!

Goal is to rescue Barbara from the clutches of the nasty zombies. Collect all the keys in the level to open the door to the next one.

It’s recommended to play the game with a Xbox 360 controller. But it’s also playable with keyboard and mouse.

Xbox 360 gamepad controls
[d-pad] controls the character.
[right thumb] controls the lawn mower.

[right trigger] gives gas to the lawn mower.

Mouse-keyboard controls
[WASD] moves the character.
[Mouse] moves the lawn mower.
[Left mouse button] controls the gas.

Esc will quit the game.

Settings.xml can be tweaked to run the game in fullscreen. The game runs in 128 x 96 resolution, but for obvious reasons the game area is zoomed. The zoom factor can be adjusted in the settings.xml. It’s under the title PixelSize. PixelSize 1 runs the game in it’s native resolution.

Announcing Crayon Physics Deluxe

October 12th, 2007

The secret project that I’ve been working on for a little while is called Crayon Physics Deluxe.

Screenshot of Crayon Physics DeluxeScreenshot of Crayon Physics Deluxe

The name kinda spoils the surprise, but I’ll explain it anyway. Crayon Physics Deluxe is a “sequel” to Crayon Physics (a prototype of a 2D physics game), but I’m not sure sequel is the right word here. It’s more like Crayon Physics Deluxe is the real game where as Crayon Physics was just a prototype. Real game at least in the sense that I’ve spend way more than 7 days on this one.

There are already a bunch of cool new features. Probably the biggest one being that now you can finally draw any shape you want. And they will behave physically as you would expect them to behave. There’s also a easy to use level editor in the game. Actually all the levels in the game have been done purely in that level editor.

The game is still very much in development. I don’t dare to give you any kind of official release date, but you can trust me that I’ll release as soon as it is done. Which could be a little while.

Here are couple of more screenshots from the game, so you don’t have to visit the game’s “official” site.

Screenshot of Crayon Physics DeluxeScreenshot of Crayon Physics Deluxe

In a couple of days I’ll try to post some video from the game so you can see it in action. I’m really excited about the game and I can’t wait to let you guys play it. I think you’re going to enjoy it very much.

Bunch of Interesting Stuff

October 6th, 2007

There’s been a bunch of cool stuff I meant to write about, so I figured I’d slap them all together and post them here.
Gamma256

The Kokoromi posse is organizing the second Gamma -event. This time it’s called Gamma 256 and it’s about creating games with the minimum amount of pixels (max resolution is 256×256). The submission deadline is November 1st. The games are exhibited (and played) November 28th at a party in Montreal (with free booze for developers). It also happens to be the Montreal International Game Summit’s closing party. I think it’s a great way to promote experimental games and I’m planning on submitting a game myself. Unfortunately my pixel art sucks so I guess I’m trying to squeeze the game into as small amount of pixels as possible. There’s an official Gamma 256 thread over at TIGSource’s forums.

Speaking of TIGSource, the B-Game competition is now open for voting (at least for 10 days still). The B-Game competition was inspired by Jazzuo’s Sexy Hiking game and was meant to celebrate the unpolished gems of indie games. There are total of 29 entries, which is quite an amazing amount. Much more than I expected. This proves that the internet is a wonderful place, there are even people out there who enjoy bad games.

Over at Gameproducer.net Juuso finally opened the Game Producer forums. I registered and noticed that there seems to be a bunch of familiar faces there.

No Game This Month :(

October 1st, 2007

As I explained couple of blog posts ago Kloonigames is right now officially on a break or between seasons to be precise. So that’s why there’s no game today.

I’m sorry if I let someone down. I was hoping of getting one game done, but unfortunately that game just didn’t work. It was a social game, very much in the vein of Mafia. I did a very early testing of my idea and realized there’s no way I can make that game work, because the design was too flawed. I’ll write a blog post about the game and the experience of testing it, because I while the game didn’t work, I learned a lot from the testing process.

And to be honest I did get one game done. But unfortunately I can’t publish it yet. I’ll write about that too in the near future.

I Got Interviewed

September 17th, 2007

You can read the interview “Petri Purho and the Art of Making Games Every Month” by Jarkko Laine over at his blog.

The interview is part of his Insanely Interesting September -series. During the month Jarkko writes articles and interviews people who have an mentally unstable interest in something. And while I’m a bit honored to be dubbed as “Insanely Interested in Making Games”, there are game developers out there who are clearly more insane than me.

Btw. I reread the interview and there’s a part there where I say that making games requires a “huge range of different skills”. I didn’t mean to brag that I poses all those skills (the only skill listed there that I can comfortably say I poses is programming). What I meant to say is that when making a game by yourself there are all these skills you should poses. And at least for me every time I make a game there’s a voice in the back of my head telling me that I should really learn this or that skill properly. So the reason why I’m interested in making games is that there’s always something new to try and learn.