Posts tagged: luma arcade

Bladeslinger

Bladeslinger

Bladeslinger episode 1 is now available in the App store:
https://itunes.apple.com/us/app/bladeslinger-ep.1/id578097213?ls=1&mt=8

I had the privilege of working on Bladeslinger with the very talented people at Luma Arcade.

Bladeslinger website:
http://kerosenegames.com/bladeslinger/

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger

Bladeslinger


TuDee

TuDee is a tile-based map editor I made a few years ago and it is now available for free. Download it here:
TuDee_Setup_v104.zip

Operating system required: Windows


Features include:

  • Tile sets
  • Maps
  • Layers
  • Entities (e.g. sprites, power-ups, triggers)
  • Paths (linear and Bezier curves)
  • Mosaics (groups of tiles)
  • Custom variables (for tile sets, maps, layers, entities and paths)
  • DLL-based exporter (you can write your own exporter, see the example exporter project included with the install)
  • Flexible XML exporter (select data to export)
  • A module for loading and drawing a TDX map in Monkey
  • Flexible binary exporter (select data to export)
  • Binary Map importer
  • Project files are binary or XML
  • A software and an OpenGL version


  • Games that used TuDee:

    The Adventures of Gi (ICE Green Games, 2012)
    The Harvest (Luma Arcade, 2010)
    UJ Graduation (Luma Arcade, 2009)
    Mechanics Touch (Orange Pixel, 2009)
    Astros Incredible Space Race (Luma Arcade, 2009)
    The Ultimate Grand Prix Drive (Luma Arcade, 2008)
    Nokia Navigate Around Town (Luma Arcade, 2008)
    TimeCops (Orange Pixel, 2008)
    MINI#37 (Luma Arcade, 2007)


    TDX file format (TuDee XML)

    TuDee has a flexible XML exporter that allows you to select which data to export.
    Find out more here: http://www.diorgo.com/v1/?p=379


    Screen shots of TuDee:

    TuDee
    TuDee.

    TuDee
    Numbers or collision can be given to each grid block.


    The following screen shots use images created by Daniel Cook (http://www.lostgarden.com/).

    TuDee
    A cute world.

    TuDee
    The grid.

    TuDee
    Some paths and triggers.


    The Harvest precedes The Chaos Engine 3

    Earlier this evening I was looking at Dan Malone’s art on DeviantArt. He is the brilliant artist who worked on The Chaos Engine, by The Bitmap Brothers.

    I posted the following comment on his drawing of the six characters from The Chaos Engine:
    “A great drawing :)
    The Chaos Engine is one of my favourite games, and The Bitmap Brothers are my favourite game developers.
    It feels surreal posting a comment here.
    One of my dreams is to work on The Chaos Engine 3.”

    It took me about 20 minutes to compile the comment. Why so long? Because I felt it was too important to screw up. Because The Chaos Engine is one of my favourite games. Because I reread every article in every magazine about the game when I was a kid (even now I sometimes read those articles again). Because I stared at the screen shots for hours. Because it made me want to work on a game with the same amount of quality.

    The Chaos Engine is a piece of clay moulded to perfection and the end result is a classical marble statue. Ok, I’m exaggerating a little, because the game is not perfect. But it’s close. For me, The Bitmap Brothers epitomised the ultimate game development studio.

    One of my dreams is to work on The Chaos Engine 3. When we worked on The Harvest at Luma Arcade, small quantities of that dream seeped through without me being aware of it at first.

    I sent one of the artists a few screen shots of The Chaos Engine as reference. He probably wondered why I’m sending him old 2D stuff for a new 3D game and deleted the email :)

    I named one of the locations in the game to Navvie’s Blues, as homage to the Navvie character. When we were discussing character stats, I mentioned we should implement a similar coin system as the one in The Chaos Engine for upgrading the character stats. Thankfully I was ignored, because it would not have worked in the context of the game, and not what fans expect from current action RPG games.

    When I first saw the art for the sewer level in The Harvest, it took all of my will power to control the tears about to flow from my eyes. I quietly sat at my desk and opened screen shots from The Chaos Engine’s sewer level and looked at The Harvest’s sewer level. That green, those pipes, the bricks…

    The final boss in The Harvest is an alien merged with advanced technology. In The Chaos Engine the final boss is Baron Fortesque merged with The Chaos Engine, an advanced machine he created. The decision for the final boss had nothing to do with me. It was just a coincidence :)

    The Harvest turned out to be a powerful force in its own right. It has solidified a place in gaming history as one of the first, best looking, and monolithic 3D mobile games. It planted its flag. It drew a line in the sand. From this point onwards mobile games will never be the same again.

    And I’m glad I was part of it :)

    To everyone who worked on The Harvest, and everyone who made it possible: THANK YOU!!!!!

    It is the best game I have ever worked on.

    LouiseBrooks theme byThemocracy