
Showing posts with label previews. Show all posts
Showing posts with label previews. Show all posts
Tuesday, February 15, 2011
Wednesday, February 2, 2011
Nordic Game Jam + More Mac Ports! + Misc
Yeah, I know you're waiting for the Mondo game and whatever else, but I can only update with what I've actually got! Mondo X-mas will be released soon, I've got it to around 50% made, the only thing that isn't there is actual gameplay, sadly.
So here's what I've got instead; a horribly crappy game about Nordic Game Jam. It's a joke game, although some of it is somewhat accurate. I enjoyed the event a lot, but I couldn't resist poking fun at it when I failed to finish the more serious project I started. I also made a trailer so you wouldn't have to actually play the game.
DOWNLOAD
Further more, the ever awesome L has provided me with two more Mac ports and even sent me slimmed down versions of Clean Asia!, Fractal Fighter and Illegal Communications that he ported earlier.
So here's Burn the Trash and Block On! for Mac users:

DOWNLOAD

DOWNLOAD
Also, I edited a video of my acceptance speech at IGF last year for a talk I gave and decided to upload it to YouTube. So I can finally post it on my blog without having to link the vid of the entire event.
Tomorrow I think another one of my games will be released! And I'll leave you with a screenshot of my work in progress for the TIGSource competition.

So here's what I've got instead; a horribly crappy game about Nordic Game Jam. It's a joke game, although some of it is somewhat accurate. I enjoyed the event a lot, but I couldn't resist poking fun at it when I failed to finish the more serious project I started. I also made a trailer so you wouldn't have to actually play the game.
DOWNLOAD
Further more, the ever awesome L has provided me with two more Mac ports and even sent me slimmed down versions of Clean Asia!, Fractal Fighter and Illegal Communications that he ported earlier.
So here's Burn the Trash and Block On! for Mac users:

DOWNLOAD

DOWNLOAD
Also, I edited a video of my acceptance speech at IGF last year for a talk I gave and decided to upload it to YouTube. So I can finally post it on my blog without having to link the vid of the entire event.
Tomorrow I think another one of my games will be released! And I'll leave you with a screenshot of my work in progress for the TIGSource competition.

Saturday, October 23, 2010
BTH Game Jam
I was invited to Blekinge Tekniska Högskola (a university in southern Sweden) to hold a small talk and participate in a game jam. It was a lot of fun, and probably the most generously organized game jam in the history of game jams.
Petri Purho was there to give a talk as well, and he talked about how limitations in games can cultivate creativity. It was an inspiring talk and as usual it was very fun to listen to. I talked a bit about what to think about when you want to finish a game in a short period of time, basically a modified version of my 4 Hour Game Design talk I gave at GDC.
After that the game jam started of with a design competition where everyone got to draw a motive for a shirt that would be printed as an official gift to everyone participating in the jam. My entry split first place together with another one by Martin Jonasson (grapefrukt).

I also made a game, but ended up not winning the game jam. I'm happy with the results though, and the game that won did deserve it. I'll release the game tomorrow, got to add sounds and some small things before it's ready to be played. Meanwhile, here's a preview:
Petri Purho was there to give a talk as well, and he talked about how limitations in games can cultivate creativity. It was an inspiring talk and as usual it was very fun to listen to. I talked a bit about what to think about when you want to finish a game in a short period of time, basically a modified version of my 4 Hour Game Design talk I gave at GDC.
After that the game jam started of with a design competition where everyone got to draw a motive for a shirt that would be printed as an official gift to everyone participating in the jam. My entry split first place together with another one by Martin Jonasson (grapefrukt).

I also made a game, but ended up not winning the game jam. I'm happy with the results though, and the game that won did deserve it. I'll release the game tomorrow, got to add sounds and some small things before it's ready to be played. Meanwhile, here's a preview:

Friday, October 15, 2010
Sunday, August 1, 2010
No More Sweden Presentation
I showed off an early version of Life/Death/Island and parts of Norrland at No More Sweden. The presentation was recorded and has now been put online. Not sure how interesting it is to watch, but might as well post the vids here.
Saturday, July 10, 2010
No More Sweden Game
Sunday, June 20, 2010
Norrland Trailer
Since I didn't sell any of the copies I printed I'll put them up for auction on eBay. Once they're sold the game will be released for free online.
Please note that this is a bit of an "art game". I'm sure a lot of people won't like it.
Friday, January 15, 2010
Contrasts
I think contrasts are important for everyone, they make everything a lot more intriguing.
(Possible collab with David Scatlife)
(Possible project with ASCII graphics)

(Possible project with ASCII graphics)
Tuesday, December 22, 2009
Game Over / Continue
Back in March when I was at GDC I did a game for an exhibition at Giant Robo. The event was called Game Over / Continue, and imaginative as I was I ended up naming the game the same thing.
Originally I had planned to do a single player game, but time went by and the day before the event I hadn't received the graphics I was going to work with nor even started working on the game engine. So I went to my collaborative partner, Deth P Sun's studio to spend three hours or so finishing my project. I ended up destroying the awesome cat graphics he had drawn for me, and turning the whole idea around to a multiplayer action game instead (everyone else at the exhibition was doing multiplayer, so I blame group pressure). The cats became freaky mutant spiders crawling creepily across the screen, and the environmental graphics ended up falling down the gameplay arena like slow rain.
I'm not sure if I should be ashamed or proud of the results, but either way I can't really release the game since it requires two joypads and I'm not even sure which ones I ended up using in the final version. I had to recode the movement script at the scene, semi-drunk, since they were all out of 360 controllers.
So today I found a nice video from the event, and figured that it might be interesting to see for those who were unable to attend themselves. My game is shown at 3:45, with Erik Svedäng (of Blueberry Garden) and Messhof playing. The other games are better than mine, and the whole video can be fun to watch since a huge portion of the indie scene can be spotted mingling in the background.
I'll see if I can finish a game for Christmas eve as well. I've released way too few games this year.
Originally I had planned to do a single player game, but time went by and the day before the event I hadn't received the graphics I was going to work with nor even started working on the game engine. So I went to my collaborative partner, Deth P Sun's studio to spend three hours or so finishing my project. I ended up destroying the awesome cat graphics he had drawn for me, and turning the whole idea around to a multiplayer action game instead (everyone else at the exhibition was doing multiplayer, so I blame group pressure). The cats became freaky mutant spiders crawling creepily across the screen, and the environmental graphics ended up falling down the gameplay arena like slow rain.
I'm not sure if I should be ashamed or proud of the results, but either way I can't really release the game since it requires two joypads and I'm not even sure which ones I ended up using in the final version. I had to recode the movement script at the scene, semi-drunk, since they were all out of 360 controllers.
So today I found a nice video from the event, and figured that it might be interesting to see for those who were unable to attend themselves. My game is shown at 3:45, with Erik Svedäng (of Blueberry Garden) and Messhof playing. The other games are better than mine, and the whole video can be fun to watch since a huge portion of the indie scene can be spotted mingling in the background.
Thursday, December 3, 2009
GAMMA IV + Donations
Finished my GAMMA IV entry the other day. I don't think I'm allowed to release it at the moment so I made yet another trailer. Feels kinda crappy to finally finish a game and not get to release it, but I do enjoy making trailers so it's not that bad.
Also, I'm broke and need money for rent, dentist and beer. So feel free to donate. Anyone who donates using the button below will automatically receive the current version of the GAMMA IV entry (hopefully this won't disqualify me). It's short, hard and might throw an error on some computers, just so you know.
Also, I'm broke and need money for rent, dentist and beer. So feel free to donate. Anyone who donates using the button below will automatically receive the current version of the GAMMA IV entry (hopefully this won't disqualify me). It's short, hard and might throw an error on some computers, just so you know.
Saturday, November 14, 2009
Saturday, October 10, 2009
Further Tuning

Monday, September 28, 2009
Air Pirates news, LIFE/DEATH/ISLAND and Indiecade
Air Pirates is complete, aside from possibly small gameplay tweaks and some required help screens (something I'm not very used to adding to my games). So hopefully we will be able to release the game very soon.
I've been working a bit on another project called LIFE/DEATH/ISLAND on the side the last week or so, and so far it's turning out really well. It's procedural and generates islands. The islands have different environments, and wildlife currently including bears, dogs, spiders, birds, maggots, zombies and mutants. The cities also have accessible sewer systems, cars that you can steal, and buildings you can enter. You can also find people to gang up with, to make survival a bit easier. Hopefully I'll be able to add a lot more before release.
Also, Tuning has been selected as a finalist at this years IndieCade. It's got 21 levels at the moment, and I'm not sure how much more it needs before release, but it's not quite ready yet.
I've been working a bit on another project called LIFE/DEATH/ISLAND on the side the last week or so, and so far it's turning out really well. It's procedural and generates islands. The islands have different environments, and wildlife currently including bears, dogs, spiders, birds, maggots, zombies and mutants. The cities also have accessible sewer systems, cars that you can steal, and buildings you can enter. You can also find people to gang up with, to make survival a bit easier. Hopefully I'll be able to add a lot more before release.
Also, Tuning has been selected as a finalist at this years IndieCade. It's got 21 levels at the moment, and I'm not sure how much more it needs before release, but it's not quite ready yet.
Friday, August 21, 2009
Wednesday, August 19, 2009
Tuesday, August 18, 2009
News & Screenshots
Long time no update. Nothing worth talking about really, but I figured I'd post something anyway. I was recently to Finland, visiting Helsinki to do a talk at Assembly. It went pretty well, and I got to hang out with Erik Svedäng and Petri Purho, which always means that you'll have fun.
I've also been working on Air Pirates, which is 98.5% complete. Should be released at the end of the week unless something unexpected happens. And I've been messing around a bit with some other stuff on the side, some of which I decided to post screenshots of here:

As always, don't expect anything in this to actually be released. Especially not right now.
I've also been working on Air Pirates, which is 98.5% complete. Should be released at the end of the week unless something unexpected happens. And I've been messing around a bit with some other stuff on the side, some of which I decided to post screenshots of here:

As always, don't expect anything in this to actually be released. Especially not right now.
Sunday, July 19, 2009
No More No More Sweden
So, I guess I've survived the heat and sweat of No More Sweden. I even managed to make a game that I'm reasonably happy with, although I didn't win any of the categories this year. Heart breaking.
I'm gonna see if I can fix it up tonight and release it, but as usual, don't count on it...

Most of all, it was fun to meet everyone again. I hope I'll get to attend next year too.
Also... I probably shouldn't mention this, but I've been thinking more and more about not making games anymore. The last nine months have had quite a few highlights, but overall it's been the worst time in my life. Maybe things will change, though. I don't know.
I'm gonna see if I can fix it up tonight and release it, but as usual, don't count on it...

Most of all, it was fun to meet everyone again. I hope I'll get to attend next year too.
Also... I probably shouldn't mention this, but I've been thinking more and more about not making games anymore. The last nine months have had quite a few highlights, but overall it's been the worst time in my life. Maybe things will change, though. I don't know.
Saturday, May 30, 2009
Air Pirates Trailer
Game for e4.com. Music in the trailer by The Death Set (really awesome band, buy their record it's great!).
Monday, May 25, 2009
Update
Right now I'm in a state of continuous déjà vu. I know everything that's going to happen right before it happens. I could easily break out of it. But I'm curious to see where it will lead.
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