tag:blogger.com,1999:blog-33359688415083987602024-03-06T03:53:02.769+01:00Bertils Dev Diaryberilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.comBlogger63125tag:blogger.com,1999:blog-3335968841508398760.post-75314052646408762582012-05-10T13:35:00.001+02:002012-05-10T13:35:11.221+02:00Brief updateSo it's been over a month since Gunman Clives release. The response have been increadibly positive and the sales have been better than I dared hope for (though still not enough to make me rich or even particularly well paid).
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<br>
Here's a few of the reviews:
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<a href="http://www.eurogamer.net/articles/2012-04-28-app-of-the-day-gunman-clive">Eurogamer</a>
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<a href="http://toucharcade.com/2012/04/13/gunman-clive-review/">TouchArcade</a>
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<a href="http://ifanzine.com/gunman-clive-review/">ifanzine</a>
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<a href="http://www.pocketgamer.co.uk/r/Multiformat/Gunman+Clive/review.asp?c=39875">Pocket Gamer</a>
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<a href="http://www.swedroid.se/gunman-clive-speltest/">Swedroid</a> (Swedish)
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<br>
I've been meaning to get started on my next game for a while now but I have trouble finding the motivation and getting into the right spirit. I did a few rendering experiments but they turned out rather crappy. After Gunman Clive I'm feeling quite some pressure to deliver another unique stylish look for my next game; and it also needs to be something production effecient and not too GPU heavy to run on weaker devices. No small feat, but I'm trying not to worry too much about it.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com23tag:blogger.com,1999:blog-3335968841508398760.post-62486689653674598862012-04-03T02:51:00.003+02:002012-04-03T02:55:56.230+02:00FinallyGunman Clive is now released for iOS and Android (might still be a few hours before it's available on the American AppStore)<br /><br /><a href="http://itunes.apple.com/gb/app/gunman-clive/id507264677?mt=8">iTunes</a><br /><br /><a href="https://play.google.com/store/apps/details?id=beril.mootor.gmc">Google Play</a>berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com11tag:blogger.com,1999:blog-3335968841508398760.post-40551144395793031922012-03-25T10:38:00.004+02:002012-03-25T10:50:43.527+02:00Soon...I finally submitted Gunman Clive for apple review yesterday, so it won't be long now. The Android version is pretty much done as well; I'll just need to move over the final tweaks I've made, but I'll hold onto it until I can release it on both platforms simultaneously. So next week I'll try to get started on the PC (and possibly Mac) version, but that won't be released until a short while after. I'm not sure how much work that needs to be done on the PC version, the main thing is to add proper PC-centric video options and save functions and replace FMOD with something that doesn't cost money, and of course make sure it runs on a wide range of systems. I'm also thinking of replacing some of the objects with more highpoly versions, but only if I can make it look good with some basic smoothing operation, I don't want to spend a lot of time reworking the graphics.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com4tag:blogger.com,1999:blog-3335968841508398760.post-22375496701150383562012-02-29T18:07:00.002+01:002012-02-29T18:18:29.427+01:00GMC trailer<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/PMDfq8PLfLM?fs=1&hl=sv_SE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/PMDfq8PLfLM?fs=1&hl=sv_SE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="412" height="248"></embed></object><br /><br />I've been working on a trailer for the last two days. I had to rush it a bit in hopes of getting it on Sony Mobiles GDC reel (which I still don't know if it will be). The one I sent off to them didn't have the captions though. I have a feeling they don't really portray the game in the best possible light but I got bored with trying to make up impressive sounding selling points. The trailer is still work in progress though; I'm not sure if I'll keep the captions and I also have too work a bit more on the timing and stuff before I send it out to any big sites.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com5tag:blogger.com,1999:blog-3335968841508398760.post-43132572847436103442012-02-05T13:15:00.006+01:002012-02-05T13:32:01.783+01:00Gunman Clive<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis1b5GrpIvJNcVIBJhbPFQg1LIscY0IgZbgWGiWzgi8e-jcrQTwLeRhiaZLC0imTDDegr5Ej0v5GoY8G5fp5l8JnTSsMkGcPam0QirT8KXMft_d2Bg1sj6gT_72S_oAaWloZlQ1mbds6Q/s1600/gunmanclive.jpg"><img style="cursor:pointer; cursor:hand;width: 320px; height: 187px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis1b5GrpIvJNcVIBJhbPFQg1LIscY0IgZbgWGiWzgi8e-jcrQTwLeRhiaZLC0imTDDegr5Ej0v5GoY8G5fp5l8JnTSsMkGcPam0QirT8KXMft_d2Bg1sj6gT_72S_oAaWloZlQ1mbds6Q/s320/gunmanclive.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5705624248877238514" /></a><br /><br />Unless I change my mind very soon this will be the official title of my new game. Still not really sure about the name but it's the best I've got. I had a few rather lame alternatives and then I got the idea to keep the GMC abbreviation somehow, and the first thing that popped into my head was Gunman Clive and somehow it stuck (and yes I know that's technically just GC, not GMC, but whatever).berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com2tag:blogger.com,1999:blog-3335968841508398760.post-59220519001121303272012-01-30T23:56:00.002+01:002012-01-31T00:14:00.455+01:00Bionic cowboy<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/YqHRifWayQA?fs=1&hl=sv_SE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/YqHRifWayQA?fs=1&hl=sv_SE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="412" height="248"></embed></object><br /><br />I ran out of ideas for bosses a bit and resorted to stealing some ideas from old games, and this idea came pretty natural for some reason. It was pretty fun to make this boss though. Although I'm fairly familiar with coding characters with bionic arms it was pretty fun to make the animations for such a character, having been in charge of implementing someone elses swing-animations in the past. And while his moveset is pretty much stolen from bionic commando it was interesting trying to make a boss pattern out of it. I kind of want to make him playable though...berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-74814438349078384782012-01-30T16:14:00.004+01:002012-01-30T17:02:50.165+01:00Gameboy shading<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSfYN7yvU5Y5FDkJ9anzmwqbHff8YDw8ja7Vq5A-Td8EGZKCzTFYweclxHme7MVdpjCxaSEm15_t6hFiUmVgvH7J3Q_e2inHpL9B7aKRlLS8el6-yU6ggOrvWPERsz4UTOpT6ONuJY90U/s1600/gameboyshader.png"><img style="cursor:pointer; cursor:hand;width: 320px; height: 228px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSfYN7yvU5Y5FDkJ9anzmwqbHff8YDw8ja7Vq5A-Td8EGZKCzTFYweclxHme7MVdpjCxaSEm15_t6hFiUmVgvH7J3Q_e2inHpL9B7aKRlLS8el6-yU6ggOrvWPERsz4UTOpT6ONuJY90U/s320/gameboyshader.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5703443838661826082" /></a><br /><br />I was a bit bored and didn't feel like starting coding menues today so I played around a bit with my post effects just for fun. Just had to tweak some colours and change a texture to get this effect. I tried rendering it in lower resolution as well to get it more pixelperfect but it just looked worseberilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com2tag:blogger.com,1999:blog-3335968841508398760.post-54377337672245550292012-01-22T20:35:00.002+01:002012-01-22T20:45:18.432+01:00Pompadour<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/7kKxXBYB-VY?fs=1&hl=sv_SE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/7kKxXBYB-VY?fs=1&hl=sv_SE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="412" height="248"></embed></object><br /><br />Another short video of GMC. This is the first boss in the game. He has a pretty simple behaviour but can still be quite hard to defeat.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-49475776919920391292012-01-05T21:50:00.003+01:002012-01-05T22:00:26.107+01:00Horsies<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/ax_8CvDspxo?fs=1&hl=sv_SE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ax_8CvDspxo?fs=1&hl=sv_SE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="412" height="248"></embed></object><br /><br />Short video of an enemy I've just finnished working on.<br />Gameplay wise it's extremely basic but the art and animation took two days to make. I messed up the proportions a bit and had to do my best to salvage it after the animations were already halfways done. I think it turned out decent in the end.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-88541994335324247532012-01-05T20:25:00.003+01:002012-01-05T21:22:06.742+01:00GMC gameplay videoMade a quick fraps video of GMC, showing the beginning of Level 1 and the basic gameplay and showing of the artstyle<br /><br /><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/itMyTaLS47k?fs=1&hl=sv_SE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/itMyTaLS47k?fs=1&hl=sv_SE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="412" height="248"></embed></object><br /><br />Development is going pretty well right now, though I'm getting tired of doing leveldesign. I might upload some more videos, showing some more interesting gameplay in the near futureberilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com1tag:blogger.com,1999:blog-3335968841508398760.post-28192347073402059922011-11-20T00:10:00.004+01:002011-11-20T00:48:11.048+01:00Finally getting started on GMC<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2s4ttcauO7rqBg4T1r2r6tk5aZKa1tmMfEfv_Zk2amK-pcMB7rUHOmtylCFZ1rcweBSSGNaxg5uxARf3P_GxSzS7lC3vRqaF8JFKmVmwlBwv0OtRfBIKx6sw0rViYlAFZCWg-cMjwHM8/s1600/screenshot.jpg"><img style="cursor:pointer; cursor:hand;width: 320px; height: 183px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2s4ttcauO7rqBg4T1r2r6tk5aZKa1tmMfEfv_Zk2amK-pcMB7rUHOmtylCFZ1rcweBSSGNaxg5uxARf3P_GxSzS7lC3vRqaF8JFKmVmwlBwv0OtRfBIKx6sw0rViYlAFZCWg-cMjwHM8/s320/screenshot.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5676848240650251602" /></a><br /><br />So I've tried applying the rendering technique to GMC. Maybe I'm just crazy but I really like the style and I think I'm finally on track to get started on the game properly. I'm changing the plan a bit and I'm going to give the western theme a bit more focus han I previously intended, and have bandits as enemies instead of robots (though maybe some robots will pop up as well). Having more human enemies will probably change the gameplay a bit as well, but I'll still try have it as MegaMan-like as possible with lots of small simple enemies.<br /><br />Also got it running on Android now. The post effect that's blurring the colours on the character might be a bit too demanding, and I'm not sure how much it really adds. I like it though. I get 30 fps on my Xperia PLAY, so it's probably ridiculously slow on weaker phones. Then again that phone will be about a year old by the time the game is finnished so maybe it's OK. I'm thinking of making it possible to turn of the post effects; but I have to see how much extra work that will be. I'll have to have two sets of shaders for everything in that case, as everything would work a bit different without the post effect.<br /><br />Btw, what you see in the screenshot is some really old content that I've tweaked a bit. When I first started working on GMC ages ago, before releasing the Wii Homebrew version with the GreenHillZone-like environment, I tried making a train level but could never get it look remotely decent and gave up. I thought it fit the theme quite well and I don't really need much textures with this style so I tried reviving it.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com2tag:blogger.com,1999:blog-3335968841508398760.post-22166316092748856912011-11-16T01:50:00.003+01:002011-11-16T02:36:07.261+01:00More rendering tomfoolery<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL3YUkmbuBajldy2jcSneIDYsJCJlw3AmMUUzy1z9KMLGyMpGTatd08-n20SqHMnyysddycPkXBtRgo37gea3SGme4ThmucAlseS7M_lLiRCUjjgYAIsW9wYD5D9oAP2svbAr-Py-t9e0/s1600/cowboy.jpg"><img style="cursor:pointer; cursor:hand;width: 320px; height: 274px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL3YUkmbuBajldy2jcSneIDYsJCJlw3AmMUUzy1z9KMLGyMpGTatd08-n20SqHMnyysddycPkXBtRgo37gea3SGme4ThmucAlseS7M_lLiRCUjjgYAIsW9wYD5D9oAP2svbAr-Py-t9e0/s320/cowboy.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5675389918049281586" /></a><br /><br />I was playing around a bit with the old rendering demo from my last post and accidentally spawned in the character from project GMC (who I suddenly turned into a cowboy a few weeks ago) without proper textures adapted for this rendering technique, and I absolutely love the result. The thing is, he's supposed to have two textures, one colour texture and one with some details that gets rendered along with the shading and outlines. But he's using his standard texture for the details, which just turned into massive areas of solid shading and for the colour texture he just got whatever texture was used last. In this case it's the texture for the tree trunk which turned him all brown; he also looked quite dashing when he was all green. I've tweaked the texture a bit to make some more details standout before I took the screenshot though.<br /><br />The look reminds me of something but I can't quite place it. I think it looks a lot better than when I tried doing proper colouring, and somehow it just feels right with the cowboy motif as well. <br /><br />I'm considering if I should just go ahead and change Project GMC to this style. I'm thinking very sparse environment art that are just outlines with some sketch shading and enemies in this style with just one colour. I'd have to rethink a lot of things, but I'm pretty much stuck anyway and have a hard time finding an identity for the game. This would certainly give it a unique style and it would most likely speed up content creation considerably, but I'm not sure I'd be able to use much of what I have so far, and I don't know how much variation I can make in this style.<br /><br />I still have to try running it on phones though. It needs to render to a couple of different framebuffers and do some blurring and stuff, which seemed quite slow last time I tried to do stuff like that on iPhone and Xperia.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com1tag:blogger.com,1999:blog-3335968841508398760.post-74920084011556370322011-11-12T12:54:00.002+01:002011-11-12T13:43:23.073+01:00Old rendering demoFound this old thing lying around on my computer and thought it was pretty neat. I made this about two years ago I think. It's meant to look like some kind of water colour + felt pen illustration. I was considering making some kind of artsy adventure game with this type of graphics, but it never amounted to anything. Maybe I should try to see if I can get it to work on GLES and do something small for iPhone/Android.<br /><br />I'd need to tweak the effect a bit and have some better suited models for the artstyle though. The effect is done by rendering the scene twice, once with colours and once with outlines and shading. The colour texture is blured and distorted a bit to make to colours float outside the outlines slightly. And the sketch shading is of course done by overlaying a texture with a bunch of lines on all the shaded parts, and offsetting it every few frames to make it look less static<br /><br />(Btw, I reccommend watching it in fullscreen and HD, the effect is pretty hard to make out in the small embedded window)<br /><br /><iframe width="410" height="340" src="http://www.youtube.com/embed/eliIcZLE9r8?hl=sv&fs=1" frameborder="0" allowfullscreen></iframe>berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com2tag:blogger.com,1999:blog-3335968841508398760.post-31272665664574106162011-11-10T22:22:00.005+01:002011-11-10T22:29:00.076+01:00And now something completely differentJust realised that I have just been whining for the last few posts, and that's getting a bit tiresome. So here's something awesome and completely unrelated instead. People in freaky costumes playing sweet Dragon Quest music; what could be better?<br /><br /><iframe width="412" height="310" src="http://www.youtube.com/embed/y3qL49npTN0" frameborder="0" allowfullscreen></iframe>berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-35973033331266854112011-11-10T21:46:00.005+01:002011-11-10T22:08:35.391+01:00Time to move onSo over a months has passed since I released Helium Boy and I still haven't gotten started on my next game and the sales are really awful. The brief upswing I mentioned in my last post didn't last long and now it's down to just a couple of units per day. I tried having a free weekend last week and got over 50 000 downloads. It only lead to a dozen or so extra sales the day after though, and people also discovered a rather serious bug that meant it would not run on iPad for some people so I got a bunch of negative reviews. Unfourtunately I have no way of really testing the bug as everyone I know with an iPad are able to run it just fine. I've also just gotten the game to be featured in the Xperia Play Recommender which was a longer process than I had expected and I'm not sure if it will pay off. Haven't noticed any effect at all yet. <br /><br />I've been meaning to make a Lite version for iOS but I just can't decide the right balance of content between the Lite and the full version; having two few levels in it will probably seem cheap, but having too many means that there's not that much extra to put in the full version, which will make it seem like a ripoff, and there's also good chance people won't finish the levels in the Lite version and won't ever need to get the Full one. Maybe I should just put everything in the Lite version and have Ads be the only difference, though I'm really not sure how effective that would be.<br /><br />Apart from worrying about sales and bugs I've been trying to enjoy some time off. I've played through Catherine and put over 70 hours into Xenoblade Chronicles; might post some opinions about them sometime later. But it's really about time to get started on something new now. Don't feel very motivated though and not really keen on either of the projects I've started on right now, but I guess starting another one wouldn't be a very good idea either.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-77151693843667920512011-10-17T17:35:00.003+02:002011-10-17T17:49:54.811+02:00More sales talkAfter my last post the sales have slowly started going up on a bit iPhone. But now I'm freaking out because I just can't figure out what caused the bump, or if I can count on it continuing.<br /><br />At first it seemed like nothing I did helped at all. I joined Twitter and some retweeting group; posted a press release on prmac which got copy pasted all over the internet; the trailer got posted on gametrailers and I finally got a somewhat positive professional review. But all it did was to keep the sales at a somewhat steady 10 units a day for a while (it sold a whooping 14 units on launch day). It was only a few days later it started going up, going from 10 a day to 20 > 50 > 50 > 80 > 75. <br /><br />The last bump could possibly be explained by the release of an update (though I'm not sure how that would actually affect anything, as I was mistaken in thinking updates would appear on the release list in the AppStore). I can't find anything new written about it on the internet, or even any new user reviews, and I doubt it has made any toplists or gotten featured by apple. The sales seem to be fairly evenly distributed wordwide as well. <br /><br />I don't really understand how the App Store works; how do people find games outside the toplists? Is it normal to get random sales bumps? Or can I actually expect for the baseline to continue at 50-80 a day? Even though it's still not much (especially with the crazy swedish taxes) I could make a meager living if those sales continue and then hope to increase my income after a few more games, but with any less than that it seems a bit hopeless.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com4tag:blogger.com,1999:blog-3335968841508398760.post-74622514807794021012011-10-13T11:34:00.003+02:002011-10-13T12:06:19.249+02:00Helium BOMBAIt's been a very frustrating week. I've tried my best to pimp Helium Boy online, I've posted on a couple of forums, sent out promo codes to a bunch of review sites as well as random people to get user reviews, I've joined twitter and some indie retweet group, gotten the trailer up on GT and paid good money for a press release. But the game has still barely managed to catch up to Trouser Troubles first day sales on iPhone, despite being a considerably less crappy game, and those sales weren't exactly spectacular either.<br /><br />Things have been even worse on the android side. I released a demo but it didn't spur sales at all and even the free demo has only gotten 400 downloads in four days. The new Andriod Market means I can't rely on updates to get attention anymore so I'm guessing the money I get from there will almost completely stop before long.<br /><br />All in all it's starting to look a lot harder to make a living off iPhone/Android apps than I previously thought. My plan was to make a couple of games as quickly as possible until their combined sales could provide me a decent income and then possibly move on to some more ambitious stuff. But these kinds of sales makes me wonder if that's really possible and if there's much point in starting on my other projects. So I don't really know what to do. Should I keep spending all my energy on pimping my stuff and building a name for myself; should I try different business model (freemium or adds or stuff); should I give up and get a job; should I stop making small generic games and bet everything on one spectacularly ambitious project; or am I just overreacting, and I should just keep at it and hope the sales pick up with the next update.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com1tag:blogger.com,1999:blog-3335968841508398760.post-44691030305059555292011-10-07T09:36:00.003+02:002011-10-07T09:43:19.119+02:00Helium Boy is released!It's finally done! Apple review process was a little faster than I expected so I didn't get time to really polish the trailer or to test the Android version on that many platforms but I think it should run moderatly well on most GLES2 compatible phones.<br /><br /><br /><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/KQWNJp2V8vU?fs=1&hl=sv_SE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/KQWNJp2V8vU?fs=1&hl=sv_SE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="412" height="248"></embed></object><br /><br /><a href="https://market.android.com/details?id=beril.mootor.helium">Android Market</a><br /><a href="http://itunes.apple.com/us/app/helium-boy/id469617018">AppStore</a>berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com1tag:blogger.com,1999:blog-3335968841508398760.post-87244374123090700562011-10-02T23:07:00.005+02:002011-10-02T23:28:53.042+02:00Very nearly doneToday I have finally submitted Helium Boy for review for the Apple appstore. I'm slightly ahead of schedule because I cheated a bit with the last two levels. I was really bored with level design and didn't feel that I could make them very interesting so I made them rather short.<br /><br />So next week I'll be working on a trailer and try to make sure it runs on as many Android phones as possible while waiting for Apples review team. I also need to fix support for the touchpad on Xperia Play, but that turned out to be quite a hassle. You need to use the NativeActivity class, which is only supported from android 2.3, for it to work so I have to make two versions and change some of the code structure.<br /><br />Looking back at the blog I realised that I have only been working on it for about two months now. It feels like forever so I was rather suprised. Even with the original version (of which there is little left in the game) and the Wii port I made a few years ago, I still haven't worked on it for more than 5-6 months in total. While the game is hardly massive or even very good, I have to say I'm a bit proud considering the short development time.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-82714933294340006802011-09-23T21:54:00.002+02:002011-09-23T22:05:02.943+02:00Almost doneI just need to make two more levels and then fix the iphone version and then, after five and a half years (or three months depending on how you count) Helium Boy will finally be done. Hopefully I'll get it out by mid october. <br />Anyway, here's a quick video:<br /><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/Kf33ICudToE?fs=1&hl=sv_SE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Kf33ICudToE?fs=1&hl=sv_SE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="412" height="248"></embed></object>berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-66754459884665931002011-09-05T12:04:00.003+02:002011-09-05T12:11:03.024+02:00I can't decide what to work onSo I started working a bit on helium boy. In my last post I said that I would still focus mostly on GMC though. However, shortly after I posted that I started working full time on Helium Boy and set up a schedule that I have followed pretty rigorously. I have made a couple of new levels and the game is nearly halfway done and it's set to be released in about a month and a half. I'm getting extremely tired of doing leveldesign though and this weekend I started on a new game... I really want to finnish a game soon so I can release something; but I kind of want to work on all three games at the same timeberilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-44517069971603515612011-08-08T09:14:00.005+02:002011-08-08T09:28:55.855+02:00<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhpMu4_9eC0Sc58uDIXKotSGu__j1hlCkjG5QMSieiQDUxt4wvf4SM4_ExcyGv_MoI2oUJg2I-mou-2ZPVErHjaZ884b0-y5eEy7pMUy63EA59yx_SkxJwlWw05nfzkVrqAKjIhCk7wLM/s1600/heliumboys.jpg"><img style="cursor:pointer; cursor:hand;width: 400px; height: 261px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhpMu4_9eC0Sc58uDIXKotSGu__j1hlCkjG5QMSieiQDUxt4wvf4SM4_ExcyGv_MoI2oUJg2I-mou-2ZPVErHjaZ884b0-y5eEy7pMUy63EA59yx_SkxJwlWw05nfzkVrqAKjIhCk7wLM/s320/heliumboys.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5638380316425096722" /></a><br /><br />As I mentioned in my last post I've started porting/remaking my old game Helium Boy to Android. Yesterday I did a little update to the main character, and I'm really happy with the results. It's starting to look a lot less like hideous programmer art, so it's nice to see that I've improved a bit in the last five years at least. <br /><br />The new version obviously doesn't use any lighting, which I think I'll skip altogether in the remake. It also has 30% fewer triangles. If I manage to update the rest of the graphics in a similar fashion I think the game might look rather nice in the end, though that's quite a lot of work and then I still have to make half a dozen levels or so before I can sell it, and I'm prioritizing GMC right now.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-30702539262476927482011-07-31T18:27:00.003+02:002011-07-31T18:46:14.076+02:00Something new and something old<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_S7pyU9hfTs_o4bGWqFRpW1ietESlxs6q3JwgYG8gMFaxGmU5BA8_QuM2CtsBLRirPvs54lSAef-us9cQSu-NNIQGzSuy0YponeeMsbdcCsXkTrdQvRfZUyWwC1Ts7_oKCdHHFr5gey8/s1600/helium.jpg"><img style="cursor:pointer; cursor:hand;width: 320px; height: 258px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_S7pyU9hfTs_o4bGWqFRpW1ietESlxs6q3JwgYG8gMFaxGmU5BA8_QuM2CtsBLRirPvs54lSAef-us9cQSu-NNIQGzSuy0YponeeMsbdcCsXkTrdQvRfZUyWwC1Ts7_oKCdHHFr5gey8/s320/helium.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5635554014162115106" /></a><br /><br />I've finally bought a new phone! One that actually works and let's me install stuff, and only crashes when there's a bug in the code. With an Xperia Play I also have an excuse to make more traditional games that uses a DPAD, though I might be limiting my market somewhat as the games won't work nearly as well with an onscreen gamepad.<br /><br />As for the something old; the game in the picture is my old game Helium Boy that I've started porting to Android. I originally made it over 5 years ago when I was studying, and dear lord the code is a mess! It was originally made in Ogre3D, then when I started coding my engine a few years ago I ported it to this engine and released a version for Wii homebrew; however I barely touched the code back then and the engine has changed so much that it was almost as much work to update it to the current version, and even more work to try to clean it up.<br /><br />I'm not really sure what to do with it. I think the game is pretty nice and works decently for mobiles, even with an onscreen gamepad, but I'll probably want to redo most of the graphics before I release it. And of course I have to make more levels and stuff, which I'm already supposed to be doing for Project GMC, so it'll have to wait.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0tag:blogger.com,1999:blog-3335968841508398760.post-64015525400797076552011-07-14T17:15:00.003+02:002011-07-14T17:30:37.865+02:00Summer Edition<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgYuOZ0SlIBSXxM22Rzix2xfzwxB2rQt2o4sqoyhd4WLhm9bJWuV9G2KVNcY9r691EX9ULGRIliZsCmv_eLZcLlqafoHNvrXvLjLwfYSTpzZ5Z6ANKvlorWU-kKfQ_g0jJ7Vxg6tXUOus/s1600/promo.jpg"><img style="cursor:pointer; cursor:hand;width: 320px; height: 156px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgYuOZ0SlIBSXxM22Rzix2xfzwxB2rQt2o4sqoyhd4WLhm9bJWuV9G2KVNcY9r691EX9ULGRIliZsCmv_eLZcLlqafoHNvrXvLjLwfYSTpzZ5Z6ANKvlorWU-kKfQ_g0jJ7Vxg6tXUOus/s320/promo.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5629227061596191090" /></a><br /><br />I've just released Trouser Trouble Summer Edition for Android. Woho. It turned out rather shitty though and is really just a shameless attempt of milking more money from the game; there is very few new features and little new content... I was planning to do a bit more but I got really bored with the project. In total it just took about two very slow weeks, but considering how little work I actually did I probably could have finished it in half the time. There are some new features though; you can now pull up skirts, but it didn't turn out very well so it's just available on some levels, and you can also pull off bikini tops on the beach-levels.<br /><br />I'm also starting to realise that I really need to get a new phone. Whenever a game is bigger than a couple of megabytes it constantly fails to install on my phone, and the phone crashes randomly every now then; not exactly an ideal development platform...berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com1tag:blogger.com,1999:blog-3335968841508398760.post-76892952624026754682011-07-06T17:13:00.003+02:002011-07-06T17:32:34.190+02:00I just realized that I hadn't updated my blog in ages, so I thought I might as well wright something. Basically I've just been playing games and watching TV for the last two months and enjoyed my unemployment, but I've finally started doing some creative stuff again.<br /><br />About two weeks ago I started moving over an old half finished game, Project GMC, to Android. It works decently with an onscreen gamepad, and quite awesomely on an Xperia Play, though I probably need to optimise it a bit to get it running with a decent framerate on older phones. I'm not really sure what to do with the game now though; I'm pretty much done with the porting, and the android version of the engine now has almost all the features from the windows version. However the game itself is a half finnished mess, and I'd have to make lot's of content before I can release it, and I don't really have a vision for the game.<br /><br />So instead I've started working on Trouser Trouble Summer Edition; basically I'm just going to milk the franchise by releasing an almost identical game with some different graphics, and watch the money roll in. I'm working on some small gameplay additions, but mostly I'll just be making new textures. Hopefully I'll be able to push it out in a week or two.berilhttp://www.blogger.com/profile/13080532027645421141noreply@blogger.com0