Yeah, Bump n Drop now has 16 levels… So time to re-Conquer the highscore list and show everyone just how Hillariously Epic Win your Combo Skills are πŸ˜‰

Or perhaps your combo skills are beyond even Hillariously Epic Win? *gasp* Dare I say … Chuck Norris! πŸ˜‰

So what are you waiting for? Go go go!!

http://www.tastygraph.com

Enjoy! πŸ™‚

It has been quite a journey, these past 3 months…

Bump n Drop has grown from being a very very small and non-functional tech demo into a fully fledged game that now has a tutorial! πŸ˜‰

I am of course still working hard on the game, but I’ve finally reached a point where the game is presentable to the casual gamer and there are now players out there who are competing against each others scores on a daily basis! πŸ™‚

If you havent played the game in a few weeks, then wait no further and get your behind on over to http://tastygraph.com and start playing! πŸ˜‰

Quick update before hitting the showers and heading for work… πŸ˜‰

Been working most of last night and all of this morning in order to change the old existing graphics from real 3d models, to flat planes with images projected onto them…

In non-geek speak this basically means that the game will look the same on most, if not all computers. Rather than, as it were before, where some computers display fugly solid balls and other computers display fancy looking 3d shaded see through magikky looking sparkleballs of doom! πŸ˜‰

Drawing the stuff didnt take that long… replacing… well… lets just say that the people who invented ‘Planning Ahead’ were on to something πŸ˜‰

I should have planned ahead… but hey, its always easy to be clever in hindsight… or ‘backclever’ as we say in denglish where i come from (yeah, its an insider joke and will most likely only be caught by my danish readers… all ehm… 0 of you? πŸ˜› )

Anyways πŸ™‚ Here is a picture for those of you who are unable to actually pop into the game to see what I am talking about πŸ™‚ Remember, this is just the beginning! More fancy schmancy changes to come! πŸ˜‰

Bump n Drops new facelift

As the subject might lead you to think… Its good times for Bump n Drop! πŸ˜‰ Yep, today the 10th level was added… wewt wewt! πŸ˜‰

More levels will be added in the near future… so as always, stay tuned and please dont hesitate to post a comment and let me know what you think πŸ™‚

Oh! And please pop onto my new domain at Tastygraph.com and Share my game with your friends on Facebook and press the LIKE button as well, it would mean A LOT to me! Thanks in advance! ;D

Also, if any of you have any experience with linking up UNITY3D games into Kongregate and using the Javascript API for achievements and badges and such, please let me know πŸ™‚ (Could also use a hand with implementing DimeRocker API for Facebook/Social stuff.. hehehe, or maybe I am getting ahead of myself πŸ˜‰ )

Yep! It took a while to get implemented, but finally, with a bit of help from a tutorial on serverside highscores and alot of help from a couple of friends as well as the admin who is in charge of hosting my game… Yay, its finally up and working πŸ™‚

Also did a bunch of updates on maps and finetuned a few mechanics on the game.

So knock yourselves out, play the game and set a few records and put your name on the highscore list for all to see! ;D

Enjoy!

Hi All,

Today my game, Bump n Drop, was accepted by http://www.wooglie.com and now shows in the ‘In Development’ category on their website.

Hopefully this will allow me to reach a wider audience and get some much needed feedback as well πŸ™‚

go here to play the game at Wooglie and support me by voting a + in the top right corner πŸ™‚

http://www.wooglie.com/playgame.php?gameID=243

also, check out the latest version πŸ˜‰

I’ve added a brand spanking new combo system that rewards you for bumping into things rapidly in a short amount of time πŸ™‚

and completely overhauled the graphics on some of the orbs, making them use shader 2.0 (geforceFX 7 cards and newer… so roughly, anything that is newer than 5 years old) and i think they look very smexy now πŸ˜‰

and brand new sound effects have been added too… I bought a sound pack over at http://www.thegamecreators.com/ let me know what you think of the new updated sound effects, good or bad ? πŸ™‚

Screenshot of the new graphics follows shortly! But i am impatient, so for now… just go play it and see for yourself!! πŸ™‚

Not much of a blogpost, and most of these changes you’ve most likely already experienced first hand inside the game, as I have been working on the version 0.32 for the last week or so πŸ˜‰ Anyways, better late than never, here are the patch notes and changes and upgrades for Bump n Drop version 0.32 πŸ™‚

Β Enjoy!

Β 

Patch Notes:

v. 0.32

  • Sound added when ball drops out of the playing field.
  • Sound added when level is cleared.
  • First hostile/Semi-Hostile object added.. The Claw! Which actually looks more like a LEGO hand at the moment πŸ˜‰
  • Extra Life awarded when the ball hits the Free-Ball Bat at the bottom, and the player receives a free re-throw, rather than bouncing the ball again.
  • Particle effect added to the Prismatics (Ooooh Shiny!!!)
  • Particle effect added to the player/ball, it is now golden and looks fairy-dust…ish with a shimmering trail following the ball πŸ˜‰
  • Updated the appearance of the Super Bouncer, they are now shaded and look more spherical.
  • Zoomer Bouncers have had their colour changed to orange (they are the ones that move horizontally) and add +500 points when hit.
  • Floating Score text has been added. Whenever you score points on bouncing into objects, the game will display a floating score text that fades away after 1 second.
  • Pause Button added to the game, it is currently assigned to the ‘P’ key.

v.0.32 BUGS

  • Sometimes when the Zoomer Bouncer gets hit by the ball when it is close to an object, it will expand and get stuck in the object. Leaving it unable to move until the object is removed.

Β 

  • If the ball gets stuck while bouncing on a Super Bouncer, it can sometimes get thrown out or inwards in relation to the playfield, effectively launching it outside the playing area, thus causing a lost life.
  • Hey all,

    Yep, its more of that stuff πŸ˜›

    I cannot praise iTween enough for its ease of use πŸ™‚ In this update (version 0.31) I used it alot, I think some might say I used it TOO MUCH… but hey, its a fun toy, and yeah, i did overuse it a bit πŸ˜‰

    version 0.31 changes and bug-fixes:

    • Added a whole new level, just for the heck of it, I squeezed it in between level 3 and 4… πŸ˜‰
    • Redid the code for the death/vanish sequence for the orbs. They now fade away and make a popping sound immediately upon collision with the ball. It gives a faster gameplay, I feel. (thanks iTween)
    • The breakable orbs fade into view when the level starts, and will bounce outwards whenever they are hit by the ball. (thanks again iTween)
    • Yellow Super Bouncers now give points (100 points for stationary, 200 points for moving ones). Also, when you hit a bouncer, it reacts by bouncing outwards and flashing in a white colour. (yeah, you guessed it… thanks iTween :p Seriously, this thing makes it so easy to do dynamic snazzy looking effects… )
    • Added Sounds to the Super Bouncers and tweaked it a little bit as well. (these are temporary sounds and will of course be changed for the final release πŸ˜‰ )
    • Fixed a nasty bug that occured if you had only 1 life left when you hit the last Prismatic Orb (This would result in a game over, since your lives hit zero when the ball died… iTween didnt fix it though… I DID… but its gone now πŸ˜‰ )
    • Added persistant Score. You now carry your points over from level to level. It resets whenever you start a new game.
    • High Score list… or… also known as: Highest Score list… since it only records 1 score.. yeah you guessed it… the highest score πŸ˜‰ It will be expanded into a proper highscore list eventually though… πŸ™‚
    • Added a couple more names to the Credits list… If you want your name to be there, then play the game, find some bugs and stuff , and then message me and ill put your name on the list as a little Thank You for your much needed help πŸ™‚

    Until next time! Have fun all!

    Hello All,

    had an entire weekend spent sick in bed.. meh… but on a positive note, whenever I wasnt confined to bed, I would fiddle with the code at the computer and get some updates done on Bump n Drop.

    Many of the following features/mechanics were added to the game with placeholder graphics and sounds, but it will still give a general idea as to what direction the game is headed.

    • added title screen with a temporary game logo
    • play button added to the title screen, along with a little sound effect when you click the button
    • particle effects from the ball when it collides with an object. its a placeholder but will eventually be tweaked to look like sparks.
    • sound effects galore!! or… well actually, only 3 different sound effects… but still… πŸ˜‰
    • added a whole new level… nothing fancy, and nothing permanent of course. πŸ™‚
    • cleaned up the code in multiple instances that handle collision and scoring.
    • bug fix: no longer possible to need -1 or -2 Prismatics and then getting stuck permanently on the level.

    Tons of other changes that I’ve probably missed along the way… I should probably start making notes WHILE doing changes, so that i have a proper, semi-professional looking changelog instead of sitting here for hours trying to remember which things i changed and which i didnt πŸ˜‰

    Anyways, until next time! have funz! :p

    Hello All,

    Been doing alot of thinking and planning for my latest game development project. In particular, I have thought about how to keep a game interesting while keeping the accessability high, so that more players can enjoy the game without feeling that the game is too easy, too hard, too boring πŸ˜›

    Now, I am not saying that I found the perfect way to do this… However, I will say that if I can look at my game, play itself, without my interference… for more than 2 minutes, without getting bored… then I am pretty much on the right track, because I tend to get bored very quickly with games that arent skill based.

    Having looked more into the concepts of Pachinko (a japanese gambling pinball type game that dates back to… i think… the early 1900’s … I’ve seen Pachinko machines from 1920) and become quite fascinated with the Pachinko-game itself. I have tried to use some of the aspects from the Pachinko game and incorporate them into the game design of my own game. Also, when you see the Pachinko, and then try out Popcap’s game Peggle, you will see immediately where they got their inspiration from.

    There is just something oh so mesmerising when it comes to watching little steel balls bouncing around inside an enclosed area with nothing but your own outbursts of ‘GO GO GO LITTLE BALL!!!!‘ to guide it on its way to a successful point-booster! πŸ˜‰

    Anyways, for those of you who havent actually tried out the game-demo-display thingy that I have here on my page, I’ve made a video that you can watch, and it will give you a rough idea where this game is headed πŸ™‚

    As you can see, the game now has 4 different colour orbs which I’ve decided to name Fire, Earth, Water, Air. Hitting these orbs will add points to your score, and later on, they will also add Mana (a sort of fuel or energy for powering certain special abilities) to your player.

    For example, hitting 3 Water Orbs will add Blue Mana to your player, thus allowing you to use some of your Water Based abilities (I admit, everything is just on the idea stage currently, but I have a feeling this could prove to become quite interesting once i figure out how to code all of that :p )

    So… basically what I am aiming for is a kind of Peggle-Clone with Fantasy/Roleplay elements in the shape of gaining Experience Points to level up your player-avatar. Gathering Mana while completing a level, and using said mana to cast spells and abilities that will allow you accomplish your goal of completing a level easier… Think Healing spells that give back lost balls, or throwing fireballs that allow you to target a specific area of the screen and blow up any Orbs in that area of effect. πŸ™‚

    A bit confusing in text, perhaps… but rest assured, It will all make sense once you try it… that is… once its done… that is… when its done… that is… ah well… Stay Tuned! I’m thinking and tinkering!

    This game will rock when its done! and if you disagree, then by all means, chip in and add your comments and constructive critisism! I would love to hear your opinion on this concept and on my game ideas πŸ™‚

    Thanks for reading!