It all started in March 2017, amidst the rumours of Steam, the largest games digital distribution platform, closing their Greenlight program and replacing it with an unknown yet submission fee. The time was right to launch our Greenlight campaign for Gorescript, a classic shooter, inspired by the 90s first person shooter games, such as Doom
It’s time to cover asteroid generation. I bet you never thought playing with rock would be fun… well, you were wrong! Before we code, let’s visualize and put into words what we want to achieve: we want a class that will draw an asteroid (stroke of genius right here) it should be drawn randomly
The last article was a bit long so we’re going to move forward in smaller increments. Let’s start with a discussion on how movement works in games. The 18th century Swiss mathematician, physicist, astronomer, logician and engineer (quite a resume) Leonhard Euler devised a way for us to predict where an object’s going to
Time to get started on the core components of the game engine. We should be able to render something on the Canvas before the end of this article! Note: please be aware that I’ll add links to specific pieces of code in the GIT repository history tree. This will make it easier for you
Maybe I should ask if you’ve ever thought about how games work, perhaps even about building a game from scratch? If not, turn away now; I see lots of math in your future! In my childhood I was fascinated by Mario and other games like it. They were very simplistic and yet extremely fun
We’re Amused Sloth and we recently released our newest needle to the haystack called mobile games, in the form of Disco Dave (iOS/Android). The game was well received by both Apple and Google and we got to 500.000 downloads in the first month which was enough to make us proud and boost our egos a bit.
This month was spent creating a new environment. We chose an African theme, based on the savanna. Vlad made a few concept sketches but eventually we settled on the one below: Taking into consideration what I learned when making the Cyberpunk Alley, I tried to have more variation and exploration from the block-out stage.
We are proud to announce that after a long time in development, Chickens Can't Fly has officially launched on the Windows Phone 7 Marketplace TODAY!. The mobile games team inside Evozon has been working on this game for more than 1 year, and after finishing the game and successfully passing certification in October last
Recently, we had the opportunity to talk with Catalin Zima-Zegreanu, Lead Developer at Amused Sloth. At CES 2012, Microsoft announced their new promotion for Windows Phone games called Must Have Games, and Amused Sloth developed Chicken Can’t Fly to be part of it. As one of the few developers developing exclusively for the Windows 7 platform we needed to find out more