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.
Not a multi-million pound faceless corporation but an Independent game developer. People often confuse the two!
Sunday, 19 December 2010
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 :)
Saturday, 9 October 2010
YOUR ideas
I'm looking at doing a sequel to Ten Ton Ninja as the game received a lot of praise and people do seem to be interested in another version.
The original game was written really quickly and was always intended to be free. I think it's rough around the edges but it served it's purpose.
I'm basically after ideas from other people regarding what you'd like to see in a sequel.
The ideas so far are: Larger and improved graphics, more stunts, more Ninja Skills, more enemy types, mini-games, boss battles, more levels, different online high score tables and choice of control method.
Some of these ideas I have already implemented in what could be a new version.
Anyway, if you've got any ideas on what you'd like to see or what would be cool to include then please post a comment.
The original game was written really quickly and was always intended to be free. I think it's rough around the edges but it served it's purpose.
I'm basically after ideas from other people regarding what you'd like to see in a sequel.
The ideas so far are: Larger and improved graphics, more stunts, more Ninja Skills, more enemy types, mini-games, boss battles, more levels, different online high score tables and choice of control method.
Some of these ideas I have already implemented in what could be a new version.
Anyway, if you've got any ideas on what you'd like to see or what would be cool to include then please post a comment.
Monday, 4 October 2010
Nice Comments
We're getting some nice comments about The One That Got Away so if you haven't played it yet get over to http://www.addictive247.co.uk/flashtheonethatgotaway.htm
Sunday, 19 September 2010
The One That Got Away
We've just released our new Flash game The One That Got Away.
Play it at http://www.addictive247.co.uk/flashtheonethatgotaway.htm
All your fishy friends have been captured by Big Red and his evil Octos. It's up to you to rescue them from the sea chests in this fast paced, quick thinking arcade game.
Play it at http://www.addictive247.co.uk/flashtheonethatgotaway.htm
All your fishy friends have been captured by Big Red and his evil Octos. It's up to you to rescue them from the sea chests in this fast paced, quick thinking arcade game.
Tuesday, 14 September 2010
Scores Done!
The problem with the High Scores is now sorted out and I've even managed to get some music into the game.
The music is soft and "not game like" at all but it then ramps up a lot during the bonus rounds. I like the difference between the two.
Just some little finishing touches to sort out. I can then build it and upload for all to play. Should be ready for this weekend :)
The music is soft and "not game like" at all but it then ramps up a lot during the bonus rounds. I like the difference between the two.
Just some little finishing touches to sort out. I can then build it and upload for all to play. Should be ready for this weekend :)
Labels:
The one that got away
Sunday, 12 September 2010
Online High Scores
Just doing the finishing touches on the online high scores for The One That Got Away.
A few minor bugs to iron out like it sending the scores to the server ok but not displaying them!
Should be something simple to fix though as it uses the same online score code as Donuts in Danger, which works fine.
A few minor bugs to iron out like it sending the scores to the server ok but not displaying them!
Should be something simple to fix though as it uses the same online score code as Donuts in Danger, which works fine.
Labels:
high scores,
The one that got away
Thursday, 9 September 2010
20 Levels - Done!
All 20 levels are now in - hurray!
I've just had a few plays and I've failed to complete my own game! Keep getting stuck at Level 19.
All that's left to do now is to throw in a nice bit of music, do the How to Play and Game Over screens and then sort out the online High Scores - simple!
Should have it ready to upload at some point next week.
I'm pleased with my productivity on this small project. Although the game is nothing special, if I release it next week then it will have taken just less than a month to complete :)
I've just had a few plays and I've failed to complete my own game! Keep getting stuck at Level 19.
All that's left to do now is to throw in a nice bit of music, do the How to Play and Game Over screens and then sort out the online High Scores - simple!
Should have it ready to upload at some point next week.
I'm pleased with my productivity on this small project. Although the game is nothing special, if I release it next week then it will have taken just less than a month to complete :)
Labels:
The one that got away
Tuesday, 7 September 2010
Getting There
Well I've now completed 13 levels and I've changed how the game works ever so slightly.
Now when you collect all the Bonus Bubbles (to spell BONUS) aswell as massive points you now get an extra life. This seems to work out well for letting the player get further into the game.
The later levels are now becoming quite difficult so the extra lives are a nice addition :)
Now when you collect all the Bonus Bubbles (to spell BONUS) aswell as massive points you now get an extra life. This seems to work out well for letting the player get further into the game.
The later levels are now becoming quite difficult so the extra lives are a nice addition :)
Labels:
The one that got away
Wednesday, 1 September 2010
Finally! Screenshots!

A couple of screenies to show you the new game "The One That Got Away".
I've completed 9 levels so far. I'm not sure how many the final game will have yet, but I'm trying to do at least one every night.

In the screenshot you're the yellow fish.
You have to free your fishy friends from the chests to get to the next level. The 2 pink Octopus patrolling the top and bottom of the play area will shoot when they are lined up with you.
The red Octopus is Big Red. He appears if you take too long on a level and chases you all over the screen.
The game starts easy enough with just one Octopus. As it progresses though there will be up to 4 Octopus trying to take you out, plus the threat of Big Red!
Anyway, it's nothing mind blowing or new or radical but hopefully a small fun, free web game that you'll enjoy.
Labels:
Big red,
The one that got away
Tuesday, 31 August 2010
A couple of Screenshots - or not!
Well, I was just about to upload some screenies for you but Blogger is giving me Service Unavailable when it tries the upload - balls!!
Have to wait until tomorro now :(
Have to wait until tomorro now :(
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