Star Castle updated to v1.1

Almost two months since my last update. Not good. Well, here’s a bit of news to show you that I haven’t been completely laid back. 😉

I’ve updated Star Castle to v.1.1
I haven’t touched the gameplay in this version, but I’ve added joystick/joypad support (let me know how it works for you), a pure line mode (non-glowing graphics) and adjustable amount of glow on the graphics if you’re playing the original “neon-mode”. Oh, and there’s a new and more pleasing (imho) backdrop too. Grab it here.

X-Quest 2
This is what I’ve been working on the last month and I’m making really good progress on this title. I have no new screenshots to show as I’ve only been working on the gameplay and not the graphics – so it mostly looks the same as earlier. I hope to find someone to redo the all graphics for me, but if not I’ll be doing them myself, but either way – it’ll have all new graphics before it’s released. I can’t tell you when that’ll be…but it’ll happen. 😉

The iPhone?
I had an idea for an iPhone game yesterday. Not a remake but something original. Well…not original original – more like a mishmash of existing games, but it’ll be fun to make…and hopefully to play too. I’ll start prototyping stuff for it, but for now I’m concentrating my finishing my current PC remake wips.

v1.1 banner.

Star Castle v1.1 now available.

More updates – this time to Jack’o’Roid…+ more

This is crazy. Two updates in two days. What’s next?…two thursdays in a week? 🙂

I’ve just updated Jack’o’Roid to v1.3, and just like I also did with my first version of Omega Race – I’ve made it more arcadecabinet friendly. I hope those people who uses arcadecabinets will like the changes to the menusystem. No other changes – I didn’t do online highscores in it this time, though.

Now that I have your attention I have two more things I’d like to get off my chest;

  • A while back I recieved a couple of mails from a guy who took the time out to make new samples for Zektor and Space Fury. Thank you! I liked the new samples, and was going to use them, but they were in small pieces that were of no use to me and I couldn’t be arsed to stitch them together so I could use them in the format I needed them to be in. Unfortunately I never got back to the guy and I’m sorry about that. If you’re still out there, and still interrrested, you’re welcome to write to me again and then we can do it right.
  • I’ve put Oids on hold for a little while. Not for long though, but I just found a new game that I just had to remake and I’ve been working on that for two weeks now. It’s really coming along a great speed and I can’t wait to show it to people, but because I’ve got as many projects in the pipeline as I have, I haven’t written anything about it – except for this – and won’t do so until it’s done…but that should be before the month is over…I hope.

I’ll keep working on the two, or three, thursdays in a week. 😀

Omega Race 2009: updated to version 1.2

 

It’s been a fun couple of days. I’ve listened to the feedback I got on the first release and I’ve made a bunch of changes to the game.

The game is now at version 1.2 and can be downloaded here.

Here’s the changes I can remember right now;

  • Added a lot of sounds: when enemy fires, when enemy transforms, when shots hits or go through walls, a few others.
  • Added a “check for update” option.
  • Added mouse control.
  • Added an option for better sound on Windows Vista.
  • Added the possibility to enter name using joystick, to make the game more cabinet friendly.
  • Game will now keep increasing speed and spawing the red enemy if you stay too long on a level.
  • Tweaked inertia a bit. Now the ship takes longer to slow down, but loses a bit of speed when hitting the borders.
  • Many more minor changes to the difficulty.

Rip Off updated to v1.1

I discovered a “serious” bug in Rip Off, and a few minor
ones too, so I fixed those and made a few tweaks as well.

Version 1.1 is now uploaded.

Changes:
* Difficulty didn’t work as it should, so it didn’t get harder each round as it should have. Fixed.
* Score fixed. Game only showed 4 digits ingame but has been changed to 5 now.
* The places the enemies entered the screen wasn’t random enough.
* Now you get double score if you shoot an enemy with a fuelcell on tow.
* Now it’ll also say, on the score screen, what round you reached in the last game.