Addictive 247 Blog
Not a multi-million pound faceless corporation but an Independent game developer. People often confuse the two!
Thursday, 26 March 2015
Friday, 7 November 2014
Sunday, 5 October 2014
Monday, 28 May 2012
Because We May
We're taking part in "Because We May" which is great news for you as it means that all our games are reduced in price until 1st June.
Go grab yourself a bargain from Addictive 247 - all games are only $1.55 !
Go grab yourself a bargain from Addictive 247 - all games are only $1.55 !
Sunday, 1 April 2012
Late to the party!
So I've just started using Twitter after a friend recommended it to me as a great way to spread the word about stuff you're working on.
Only been using it for about a week but do find it strangely addictive. Follow me by using the button to the right -->
Only been using it for about a week but do find it strangely addictive. Follow me by using the button to the right -->
Tuesday, 6 March 2012
Something is on the way . . .
. . . maybe in the summer, maybe a little bit later.
The past dictates that anything I talk about on this blog always goes wrong so I'm saying nothing else. . . .yet!
I might release some teaser stuff when we're a bit further along.
The past dictates that anything I talk about on this blog always goes wrong so I'm saying nothing else. . . .yet!
I might release some teaser stuff when we're a bit further along.
Saturday, 31 December 2011
Wow! Another Year!!!
I didn't realise that its been so long since I last posted a blog message.
To be honest 2011 wasn't really a good year for Addictive 247. We didn't release any new games and motivation was at an all time low.
Many projects were started but none were completed. They now sit on my hard drive covered in dust.
To be fair some of the ideas that I prototyped were addictive and would be excellent full games but motivation and dedication towards them failed.
I hope this will change in the New Year.
Anyway as a parting gift to 2011 our game Addictive Football is now FREE!!
Grab it from http://www.addictive247.co.uk/addictivefootball.htm
This is not a limited offer and the game will remain free. Enjoy and have fun!
See you in the New Year!
To be honest 2011 wasn't really a good year for Addictive 247. We didn't release any new games and motivation was at an all time low.
Many projects were started but none were completed. They now sit on my hard drive covered in dust.
To be fair some of the ideas that I prototyped were addictive and would be excellent full games but motivation and dedication towards them failed.
I hope this will change in the New Year.
Anyway as a parting gift to 2011 our game Addictive Football is now FREE!!
Grab it from http://www.addictive247.co.uk/addictivefootball.htm
This is not a limited offer and the game will remain free. Enjoy and have fun!
See you in the New Year!
Friday, 7 January 2011
Spoon.net
Ok, lets get it out the way - - Happy New Year - -
There you go, enough of that stuff as already it's been a bad start to the year and I'm not going into details.
Anyway, onwards and upwards and onto game development. . .
Just before Christmas we were looking into Spoon - and it looked good. It's a very clever idea which enables users to launch desktop apps (and games) from the web with no installs.
Now I wanted to see if it would work with our games so I contacted them, signed an agreement and sent the guys at Spoon the full version of Skin & Bones.
I wasn't sure how this would work as Skin & Bones stores files on the users hard drive for save points, scores etc.
Spoon only had the full version of the game to work with. Not the source code but the .exe that any person would get when buying the game.
A few days later Skin & Bones was launched on Spoon at http://www.spoon.net/Skin-Bones
I gave it a run through and it works perfectly!
Basically you can now play Skin & Bones (for a limited time before you have to pay) on the web!
This isn't the cut-down Flash version that we made, but the full downloadable version in all it's glory - how cool is that!
The experience with Spoon.net so far has been excellent and I can see them growing massively in 2011. Expect to see more of our games on there very soon.
There you go, enough of that stuff as already it's been a bad start to the year and I'm not going into details.
Anyway, onwards and upwards and onto game development. . .
Just before Christmas we were looking into Spoon - and it looked good. It's a very clever idea which enables users to launch desktop apps (and games) from the web with no installs.
Now I wanted to see if it would work with our games so I contacted them, signed an agreement and sent the guys at Spoon the full version of Skin & Bones.
I wasn't sure how this would work as Skin & Bones stores files on the users hard drive for save points, scores etc.
Spoon only had the full version of the game to work with. Not the source code but the .exe that any person would get when buying the game.
A few days later Skin & Bones was launched on Spoon at http://www.spoon.net/Skin-Bones
I gave it a run through and it works perfectly!
Basically you can now play Skin & Bones (for a limited time before you have to pay) on the web!
This isn't the cut-down Flash version that we made, but the full downloadable version in all it's glory - how cool is that!
The experience with Spoon.net so far has been excellent and I can see them growing massively in 2011. Expect to see more of our games on there very soon.
Labels:
skin and bones,
spoon.net
Tuesday, 21 December 2010
Ten Ton Ninja Xmas Level Pack
Just uploaded the new Xmas Level pack for Ten Ton Ninja.
It's 5 extra levels of fat ninja Christmas fun!
Get it at http://www.addictive247.co.uk/tentonextralevels.htm
I've also put it in a nice simple installer so all 5 levels are installed in the correct folder. You can then just launch the main game and get to the new levels from the Custom option on the main menu.
Enjoy!
It's 5 extra levels of fat ninja Christmas fun!
Get it at http://www.addictive247.co.uk/tentonextralevels.htm
I've also put it in a nice simple installer so all 5 levels are installed in the correct folder. You can then just launch the main game and get to the new levels from the Custom option on the main menu.
Enjoy!
Sunday, 19 December 2010
Ten Ton Extra Levels
Currently working on some extra levels for Ten Ton Ninja with a Christmas theme. They should be available in the next day or so.
There's more extra levels that can be downloaded at http://www.addictive247.co.uk/tentonextralevels.htm
It's really simple to use the Extra Levels. Once you've downloaded the one you want (see instructions on the page link above) start the main Ten Ton Ninja game and select Custom Levels from the main menu.
Click on OK and you will see a list of the Custom Levels available to you. I think there were 10 in the original release of the game. Any new levels you've downloaded will also be in that list.
Just click on the level you want to play and then click on PLAY.
You can also use the Level Editor that comes with the game and design your own fiendish levels. Submit them to us at our main email address and we'll put them up on the website.
There's more extra levels that can be downloaded at http://www.addictive247.co.uk/tentonextralevels.htm
It's really simple to use the Extra Levels. Once you've downloaded the one you want (see instructions on the page link above) start the main Ten Ton Ninja game and select Custom Levels from the main menu.
Click on OK and you will see a list of the Custom Levels available to you. I think there were 10 in the original release of the game. Any new levels you've downloaded will also be in that list.
Just click on the level you want to play and then click on PLAY.
You can also use the Level Editor that comes with the game and design your own fiendish levels. Submit them to us at our main email address and we'll put them up on the website.
Labels:
ten ton ninja
Thursday, 16 December 2010
Saturday, 11 December 2010
Game Modes
The article I posted the other day about creating game modes and not levels was a really interesting read and got me thinking (and doing) about level design.
A lot of the time when designing levels it's really easy at the start but then it does become a bit of a chore trying to come up with new and interesting levels. Game Modes, I think, gets rid of this repetitive and largely boring design stage.
For example, on my next game I've been looking at it just having Game Modes and no real level structure. I've been working on a Survival Mode where the player has to survive for as long as they can. With random elements the game mode is never really the same so it's fun (and different) every time you play. I've wasted more times playing the game mode than I have at coding it - which I think is a good sign.
If I design enough different game modes then you should have a game that has a lot of content. Some of the modes could be unlockable depending on what you have achieved so far which would also make the player come back for more. Online High Score tables for all the modes would also make it appealing.
Any thoughts on Game Modes?? or do you prefer traditional level design?
A lot of the time when designing levels it's really easy at the start but then it does become a bit of a chore trying to come up with new and interesting levels. Game Modes, I think, gets rid of this repetitive and largely boring design stage.
For example, on my next game I've been looking at it just having Game Modes and no real level structure. I've been working on a Survival Mode where the player has to survive for as long as they can. With random elements the game mode is never really the same so it's fun (and different) every time you play. I've wasted more times playing the game mode than I have at coding it - which I think is a good sign.
If I design enough different game modes then you should have a game that has a lot of content. Some of the modes could be unlockable depending on what you have achieved so far which would also make the player come back for more. Online High Score tables for all the modes would also make it appealing.
Any thoughts on Game Modes?? or do you prefer traditional level design?
Tuesday, 7 December 2010
Another interesting read . .
http://www.toonormal.com/2010/12/03/five-years-as-a-full-time-indie/
A really good read about a full time Indie Developer and the journey over the last 5 years.
One day I'd like to document my journey through this mad world of games but . . . maybe I will when it's our 10 year anniversary - next year, June 2011 - wow!!
A really good read about a full time Indie Developer and the journey over the last 5 years.
One day I'd like to document my journey through this mad world of games but . . . maybe I will when it's our 10 year anniversary - next year, June 2011 - wow!!
Saturday, 4 December 2010
Create game modes, not levels
A very interesting article here
It's about game design and about creating game modes and not levels. It's a lengthy article but well worth a read.
Also, check out the game that its relating to Steambirds: Survival
I think I lost at least an hour playing it yesterday - excellent design, fantastic game!
It's about game design and about creating game modes and not levels. It's a lengthy article but well worth a read.
Also, check out the game that its relating to Steambirds: Survival
I think I lost at least an hour playing it yesterday - excellent design, fantastic game!
Monday, 29 November 2010
Working hard
Yes, I'm still alive!!!
Haven't really posted recently as not much to say. I've been playing around with a few different ideas plus some old designs too. It's funny how when you take a break from something and then come back to it you get a new lease of life.
Anyway, still coding, still posting and desperate to get a big scale game out there next year. I'd like to talk about what I'm working on but whenever I seem to mention anything here, it almost gets the "kiss of death" and I get no further with it - I'm keeping quiet for now!
Want to kick some graphic ideas around with Phil also, but his life is extremely busy now with his first baby. How easy life was before we all grew up and became responsible adults :)
Haven't really posted recently as not much to say. I've been playing around with a few different ideas plus some old designs too. It's funny how when you take a break from something and then come back to it you get a new lease of life.
Anyway, still coding, still posting and desperate to get a big scale game out there next year. I'd like to talk about what I'm working on but whenever I seem to mention anything here, it almost gets the "kiss of death" and I get no further with it - I'm keeping quiet for now!
Want to kick some graphic ideas around with Phil also, but his life is extremely busy now with his first baby. How easy life was before we all grew up and became responsible adults :)
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