Archive for the ‘Games’ Category

More TKO Work

Friday, June 5th, 2009

This last week the game has really made some pretty dramatic changes! In addition to getting more of Michael’s graphic design work in place, we have lighting working on the characters now! This is actually a really taxing process for a platform like the iPhone (not the rendering so much as skinning something with normals). That’s why you see so many games with unlighted characters. However, thanks to the genius of Renaldas Zioma and the rest of the iPhone team over at Unity Technologies, we’ve gotten some massive engine performance increases. One of these is assembly-level skinning using the ARM’s VFP coprocessor. Anyway, I’ll stop ranting and just let you take a look at the screenshots!

Touch KO Menu
(more…)

Touch KO Gets a Facelift

Monday, June 1st, 2009

We’re coming down the home stretch right now with Touch KO as well as with Crane Wars. Have you ever crunched on games? Not fun. Now try crunching on two games simultaneously. OK well me crunching on my two games at once is probably still not as bad as crunching on one game for E3 at a company like Sony or Activision (you guys know who you are and have my deepest sympathies).

Anyhow, we hooked up with Michael Heald, the awesome graphic designer who did the Blurst website, to have him take a pass at the graphic design elements in Touch KO. He has done a marvelous job and we have started getting some of his work into the game. Just a couple more weeks now and we should be ready to submit! Here are a couple of new shots to share!

New Touch KO logo!
(more…)

Crane Wars!

Wednesday, May 20th, 2009

OK so I have been super busy lately, as evidenced by the frequency of posts since GDC. Sorry world! Touch KO is wrapping up in a matter of weeks, as is our new Blurst game, Crane Wars. Ben did a little walk through today to show the internets what we’ve been doing. Around 2:00 to 7:00 I show a face rig I did up Monday for one of the characters. It is entirely bone-based. Take a look!

Touch KO Progress

Saturday, March 7th, 2009

While we have been finishing up Blush at Flashbang, I have still been working on boxing when I have been able. Now that Blush is done, I wanted to post up another update, so I just wrapped up a new video today showing some more progress. I have been working on adding a front-end menu with a career mode that includes stat tracking, character customization, and more. Also, my brother, Matt, has jumped on to develop the opponent AI.

As a final (important) note, the game now has a name: Touch KO! Everyone out there thought Flashbang people came up with game names using a dartboard. In actuality Brandon Boyer, who covered the game last time I put up a video, called the game Touch KO, so that is what I am calling it now too. Thanks for the unwitting suggestion!

Blush is Out!

Tuesday, March 3rd, 2009

I have been pretty quiet for awhile, as things have become busier leading up to GDC. In addition to working on some things for that, and a lot of Touch KO work going on (I should have a new video or some screens soon), we have been wrapping up our first game of 2009 at Flashbang. It is called Blush and is also the first game that we completed in a true 8-week cycle (meaning 8 weeks of calendar time rather than just production time).

At any rate, you can play Blush free on Blurst, so give it a whirl. Please note that we have had some compatibility with DirectX 10, so you could have issues if you are running Windows Vista with an nVidia 8x series card. We finally managed to put together a machine here at the office that can reproduce the problem, so there should be a fix soon. If you see a blank screen when the game starts up though, try pressing Q to drop into medium quality and it should work. If you have any problems, please let me know here or post a comment on the Blurst blog.