Mar 032011
Pixelvania Devlog
by Hannes Rahm
Pixelvania-Concept

We are alive! And we are indeed working on a new game.
It's a 2d platformer made in flash (using flixel).
We are very excited about this one, and the reception so far have been quite warm.

We have decided to put up a development log for this on the TIGSource forums.
http://forums.tigsource.com/index.php?topic=18179.0 <- devlog and playable alpha!

Go there, try the alpha, join the discussion!

/Hannes


archived as: flash game,platformer,flixel
 
Aug 312010
Balance
by Hannes Rahm
balanceScreenShot

Hey, no time to waste, we already missed the deadline!

This is our entry for the August edition of the Experimental Gameplay Project.
The theme was No Buttons.
It's called Balance and it's a physics-puzzle-game controlled entirely with mouse movement.

Balance is a Flash game using Box2D for physics.

The idea is to push the blue block to the green block to get to the next stage.

playBalance
Hope you like it!
/Hannes and Alfred
archived as: game,flash,flash game,experimental gameplay project,prototype
 
Jul 302010
Undercurrent
by Hannes Rahm
Oh, it's that time of the month again. Experimental gameplay time!
For June and July the theme was Addiction.
Our entry is called Undercurrent and it's part fl0w, part geometrywars and part roleplaying game.
Guide your microorganism downwards, kill, level up, avoid spikes, repeat.
When you level up you get points to spend on enhancing your creature. More spikes, Longer Spikes, More health.

We found that one of the most addictive things in games are competing for highscores, so we built in 5 different ways to compete: Score, Most kills, Largest Kill, Deepest Death and Fastest down to 300.

It can get a bit laggy at times, and I'm sure there are a few bugs. But hope you enjoy it anyway!

playundercurrent

Indiehugs!
/Hannes & Alfred
archived as: game,flash,experimental gameplay project,undercurrent
 
Sep 292009
Chomp Update
by Hannes Rahm
So, after a bit of slacking in the beginning of the weekend we finally got some work done.
Quite a lot actually!

We decided that the refactoring would have to wait since the benefits didn't outweigh the costs at this point. We are quite close to being able to construct our prototype in the editor we already have, and porting over the editor would be too much work. The refactored project will be used after the prototype is finished and we know more about what we need. We will have to live with the spaghetti-code a little bit longer :/

Afe added/fixing saving and loading.
I added rotation to physics objects, which majorly screwed positioning-when-saved and the edit-control-gizmo.
This was collectively and swiftly fixed.
I also added one of the features that will be the basis for many of the puzzles in the game, Eating.
Chomp can now eat some parts of the world.
There are still a lot of questionmarks that we have to straighten out regarding this mechanic.
Will this be the source of many diverse puzzles?
How are we going to communicate what parts of the world that can be eaten without making the solutions too obvious?

We still need to tweak the movement a bit. It is pretty good, and a lot of bugs have been fixed, but it's not perfect.
The movement really have to feel spot on for this to work. For example, when you push around objects, the don't feel like they have the correct weight to them. Tweak tweak tweak!

chomp-first-puzzle

Here is a small puzzle we are using for testing and tweaking. Doesn't that red berry look totally delish? Too bad you can't reach it... or can you?

Oh, and I hacked together a small bash-script that posts the log-messages from our subversion commits to our twitter stream. I'm sure this will annoy the crap out of our five followers ;) Speaking of which, follow us on twitter! We are @zinkinteractive

/Hannes
archived as: flash