DSIWARE STILL RULES OK: GOODBYE GALAXY’S UPCOMING DOWNLOADABLE, FLIPPER


4.6.2009

Brandon Boyer

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According to Netherlands-based developer Hugo Smits, a publishing deal gone bunk due to bankruptcy threatened the death of his first DS project, Flipper, but heartened by the DSiWare channel Nintendo has just opened, he’s decided to retool it as his debut downloadable.

Built around a voxel engine of his own design, as you can see above, Flipper‘s hook is exploding and repairing the landscape in each of the game’s levels in order to find a way to your lost goldfish — and Smits adds that the game will feature “multiple themed worlds… a time mode, and bonus levels.”

It’s not entirely clear how far down the official channels he’s taken the game and if it’s already been approved for later release, or if this is part of a campaign to do so, but either way, you can see more screenshots of the game here, and follow its progress via his blog.

Flipper home [Goodbye Galaxy, via TIGSource]

Previously:
Nintendo's DSiWare makes holiday debut – Offworld
DSi, Rhythm Heaven getting April 5th U.S. launch – Offworld
DSiWare getting double cubic Art Style games, Animal Crossing …
DSi getting more downloadable Art Style, Tetris Attack – Offworld

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ARTXGAME: SEE THE 4 GAMES OF GIANT ROBOT’S GAME OVER/CONTINUE EXHIBIT


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4.6.2009

Brandon Boyer

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If you missed the opening of Offworld’s oft-blogged Giant Robot/Attract Mode exhibit Game Over/Continue? (though, judging by the overwhelming turnout, not many of you did), you may have missed your chance for some time to play the four collaborative ‘artxgame‘ games created for the show.

While the games were up and running on opening night — and continually swamped, even if you could move through the thick of the crowd to get to them — they’ve subsequently left the scene for the time being (though the rest of the art remains).

So, for the rest of you then, a quick recap of what the four artist/indie dev teams (Hellen Jo/Derek Yu, Saelee Oh/Anna Anthropy, Souther Salazar/Petri Purho, and Deth P. Sun/Jonatan “Cactus” Soderstrom) produced. (more…)

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PIP-BOY IN REAL LIFE: THE IPOD TOUCH SOLUTION


4.6.2009

Brandon Boyer

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In other hardware hackery news, larppodcast-er Joe has won today’s master-of-the-obvious award by creating a real-world Pip-Boy out of an iPod Touch and the Fallout 3 Survival Edition’s included wrist-mountable clock.

He is, perhaps, just a few months too soon: with firmware 3.0’s newly added support for peripherals, the promise of hooking this up to bio and, err, radiation monitors (surely?) is too tempting, and a more logical use than displaying what appears to be a slideshow of game screenshots, though kudos for using the game’s soundtrack in the background as a faux Three Dog radio broadcast.

Pip Boy 3000 + iTouch [larppodcast YouTube, via Kotaku]

Previously:
Fallout 3 Survival Edition ships with real-life Pip Boy for your …
Three Dog's iTunes mix tape – Offworld
The Glow, Pt. 3: Literally the best Fallout 3 T-shirts ever made …
Before and After: the Capital Wastelands – Offworld
Fallout 3: Everybody Dance! edition – Offworld

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8BITAR HERO: PROCEDURALLY GENERATED ROCK BAND FROM REAL-TIME NES AUDIO


4.6.2009

Brandon Boyer

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Filed under “something I had no idea I wanted to do, until I realized I had the opportunity to do it”: Insignificant Studios’ 8bitar Hero procedurally generates four Rock Band patterns from the audio of someone playing an emulated NES game, all in real-time.

If it sounds a little bit like magic, maybe start with Insignificant’s ‘For Dummies’ explanation (essentially summarized above), then dip a toe into the technical chart, then perhaps graduate to the full, exhaustive ‘For Intellectuals’ writeup to see what’s happening behind the scenes.

Creator Arthur ‘Mr. Podunkian’ Lee (also behind indie PC platformer The Underside) is still working out the final UI kinks, but plans to have the final kit together by the end of spring, at which point it will hopefully become a mainstay of retro-geek parties everywhere.

8bitar Hero home [Insignificant, via TIGSource]

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THE ENDLESS FOREST: FIRST WIIWARE SHOT OF EDMUND MCMILLEN’S SUPER MEAT BOY


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4.6.2009

Brandon Boyer

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Says Edmund McMillen of the first work-in-progress shot of his WiiWare remake of Newgrounds flash game Meat Boy (WiiWare at left, original on the right):

Heres the 1st shot of super meat boy side by side with the original flash version.

Im currently going through and remaking the forest chapter, while Tommy gets the tile engine in place. The goal is to have a playable demo by June 1st to show at E3 and so far that’s looking very possible.

That background is a mockup (imagine more depth and lighting effects in the finished version), but it can give you a basic idea of the direction im going with it, that direction being “crap your pants awesome” if that hasn’t been apparently clear by now.

McMillen also reveals that he went in for a developer interview to be published on Nintendo’s official wii.com site, though he adds, in warning to all future indie devs: “Were you guys aware that wearing blood stained aprons to a Nintendo interview was frowned upon… i wasn’t sent that memo.”

I sleep to the sounds of squrils making love to buzz saws [Super Meat boy!]

Previously:
Get physical with new Super Meat Boy cinematic trailer, papercraft …
Savory new details of Edmund McMillen's Meat Boy – Offworld
Edmund McMillen's Meat Boy getting revamped for Wii, PC – Offworld

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H.GRENADE PROVIDE CIRCUIT STRIKE.ONE UPDATE, FIRST IPHONE SCREENSHOTS


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4.6.2009

Brandon Boyer

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If you’re wondering, as I was, what’s become of H.grenade’s Unity-developed iPhone shooter/node-hacker Circuit Strike.One, everything’s apparently still on track: creator Shay Casey has posted a lengthy progress update, also noting that the title being published by Chillingo (the same publisher behind Zen Bound, Sneezies and, I’ve also just discovered, Flashbang’s previously mentioned Touch KO).

Explains Casey:

I wish I could say that things were moving quicker, but I am only one guy. I work pretty much 12+hrs per day on this game and have since Nov. Does that mean it’s going to be the best thing since the wheel? Probably not. Will it sell as well as iShoot that was done in 6 weeks, maybe not. But, at least you know I have put my blood + sweat into cs.one because it is the kind of shooter that I have always wanted to play.

I don’t like to compromise and I think that too many iPhone games just don’t push the capabilities of the device. Instead they design around it or rely on gimmicks often letting the device dictate what they produce. Trying to push the envelope is seriously challenging, but worth the effort in the long run.

He’s also included a raft of UI screenshots and a few gameplay shots as above: check his post for more details, and head back to the original post to see the game in motion.

+ // circuit_strike.one / progress // + [forums.toucharcade, Circuit Strike.One home]

Previously:
H.grenade reveal iPhone shooter/hacker Circuit Strike.One – Offworld

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LITTLE GAMER BOY: CLOUDSPARROW’S CUSTOM GAME BOY PLUSH TOYS


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4.6.2009

Brandon Boyer

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Essentially one of the most adorable games-related handmade plushes on the face of the earth, ‘cloud sparrow’ is now taking orders via Etsy for these custom little ‘Game Boy’s, made to your own specifications (including, as shown, swank leopard/zebra print).

Gameboy Plushie [Etsy, via little-scale]

Previously:
Roll your own Mr. Saturn Earthbound toy, Metroid hat – Offworld
Savory new details of Edmund McMillen's Meat Boy – Offworld
New Rolito toy: Patapon X our one true heart – Offworld
Offworld: Toys Archives

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PLAYING WITH POWER: MATT MECHTLEY MODERNIZES THE NES POWER GLOVE


4.5.2009

Brandon Boyer

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Nintendo and Mattel’s 1989 experiment to bring wearable VR control to the masses may have ended with a whimper, but Flashbang programmer Matt Mechtley is celebrating the NES Power Glove’s 20th anniversary by trying to do it right:

I loved the Power Glove for what it represented — a precursor to virtual reality, a way for humans to directly manipulate computers, like an artifact from some sort of alternate future Earth.

I realized one day that we’re actually living in that future. It doesn’t look the same as we imagined it, but the necessary elements are all there. It’s been 20 years now since Mattel released the Power Glove, in 1989. Especially in the last few years, the availability of sophisticated sensing equipment to hardware hackers has grown by leaps and bounds. Technology like programmable microcontrollers, accelerometers, and Bluetooth are readily available — and cheap. In short, the time is ripe to re-make the Power Glove — and make it right.

Mechtley has “replaced the ultrasonic sensors with an accelerometer, the proprietary microcontroller with an open-source Arduino, and the wired connection with Bluetooth,” but to what end? Currently he’s feeding the device into Unity, or, more specifically, Flashbang’s recently blogged iPhone boxing game Touch KO, which you can see in motion via the video above.

Make the Future You Imagined: The Power Glove — 20th Anniversary Edition [Biphenyl, full Instructables write-up, via twitter]

Previously:
Touch-KO: An early look at Adam Mechtley's iPhone boxer – Offworld

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LITTLE BLOCKS: MELON DEZIGN’S I FEEL LIKE A COMPUTER VIDEO


4.5.2009

Brandon Boyer

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Though it would eventually be disqualified for using unlicensed music, Melon Dezign‘s I Feel Like A Computer demo (from the same studio behind some actually quite excellent official Beatles videos) from the 2003 Assembly scene competition might be the best video featuring both Donkey Kong and John Travolta.

Melon Dezign [Pouet scene entry, via n0wak]

Previously:
Linger In Shadows devs among scene.org award finalists – Offworld
Pixelz are so small: Deerhoof's new 'Buck and Judy' video – Offworld
Caveat Enzo: The Lost Levels' Early Sheets video – Offworld
Offworld: Music Archives

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GIMME INDIE GAME: CRACKERBLOCKS’ ENVIRO-BEAR 2000: OPERATION: HIBERNATION


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4.5.2009

Brandon Boyer

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We’re only hours in, but barring some cosmically monumental development, this week’s (and very possibly this month’s?) most delightful indie game will surely remain Crackerblocks’ Enviro-Bear 2000: Operation: Hibernation.

Created as part of TIGSource’s ongoing “cockpit” competition, the PC game sees you playing as the titular bear with five minutes to collect pre-hibernation sustenance by — naturally — driving a sedan into trees and through ponds to collect loose berries and freshwater fish.

All built around simulated physics, the challenge comes as your cab soon fills with unwanted junk — pinecones, leaves, wasps, rabid badgers and discarded bones — and quickly turns into a game of micromanaging the chaotic situation with nothing more than a single paw.

It’s fantastically manic and unapologetically absurd, and any would-be quibbles about the touchiness of its vehicular controls are instantly headed-off and negated by the bare fact that bears don’t know how to drive cars.

Enviro-Bear 2000: Operation: Hibernation [TIGSource forums]

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