For anyone new (and old) visiting this blog we just wanted to let you know that we are aware of issues regarding Winter Walk not working properly on some Apple devices running iOS6. An update to Winter Walk was submitted last week which should fix this issue whilst also…
So what’s the deal? Well, we created Winter Walk in just 9 days, this included a multiplatform release as well as a micro-site. Now we plan to create a follow up in a mere 2 weeks! We’ll be documenting the entire process as we go, giving you the ins and outs, the nitty gritty and even access to WIP builds as we progress!
Blimey. It’s been a bit quiet around here hasn’t it? No Paper Face Friday’s, no Deep Loot diaries, not even some random ramblings. Well there’s a good excuse for that!
This is part 2 of my coder diary. In my last entry I ended by saying my next step was to add support for authored content. Dave and my plan was always to include some element of authored content in the procedural generation.
Welcome to the first Deep Loot coder diary. Deep Loot is our current work in progress and I’m the guy doing the coding for it while Dave does all the artwork and animation. This is a coder diary which means things are likely to get a bit techy.
This is a write-up of our two Flash/AIR projects so far. We’ve learned a lot by completing these projects and we’re feeling so badass about it that it’s put us in a mood to share.
This was our first mobile project as Monster and Monster. The idea was to take a game we’d already made and spend a couple of weeks sprucing it up and then rebuild using the new CS5.5 packager for iPhone.
We realised making a simple, yet complete game would be about the same amount of work as an interactive Christmas card and that with the power of AIR we could probably release on iPhone, Android and the web more-or-less simultaneously.