“The Speccies” – a new ZX Spectrum game coming soon.

Yes, is it I – the master of not updating my website as often as I wish I did. ;-)

As it’s not always my projects becomes actual games – or become massively delayed – I prefer to work silently and not speak up until I have something to show and is pretty confident that I’ll actually complete what I’m working on – and that’s the reason for this post…I finally have a new game out soon. Yay.

My upcoming game is called “The Speccies” and is a remake, for the 48K ZX Spectrum, of the classic puzzlegame “The Brainies” (or “Tiny Skweeks” in Europe) which is available for the DOS, Amiga, Atari ST, Apple II, Mac, Amstrad CPC and SNES platforms.

Here’s the logo of the game.  Click it to go to the “official” page with more information and more pictures.

New release: Buggerman – The Xmas Heist

Hohoho…

A new game – but sometimes things just take longer than expected. This game was supposed to be out a year ago – in December 2011, but I ran into trouble, got annoyed with it and didn’t spend as much time on it as I hoped I would have, and so I left it for a while and only just finished it off recently.

The game, Buggerman: The Xmas Heist is basically a remake of the old arcade classic, Bagman, only re-themed into a (sort of) Christmas game. My third. The game is as usual available for both Windows and Mac OSX.

So, here it is – my third Christmas game…only delayed by one year. I’ve done much worse. ;)

Enjoy. And please let me know in the connects or in a mail, if you like it. :)

New release: Arcadia remake

It’s only been a month since my last game (Black Widow), but already there’s a new one. :)

Since my games tend to grow bigger and more complicated with each game, I felt like making a small and quick remake. Something so simple I could never have time to get tired or bored with it. So I asked on Retro Remakes;

Suggest me something I can remake? – something simple I can do in no more than two weeks, and it can’t be a vector game…but I’m going to make it into one

A few suggestions were put forward and I chose to remake the ZX Spectrum game, Arcadia.

Two weeks later and it’s done. It’s small, it’s simple, and I had a blast making it. I actually poured more love into it than I expected to do, and while it’s nothing special I think it’s pretty good for the time I’ve spent on it.

I hope some of you out there will find it interresting enough for a couple of good shooting-sessions. :)

Read more about it and grab downloads for Windows and OSX here: Arcadia.

Widescreen and me.

Not too long ago, on the Retro Remakes forums, I was asked why my games doesn’t support full HD resolution or scale better, and although I answered there I want to put the answer up here as well.

Not too long ago (in 2008) I had a 4:3 monitor that only ran 1024×768 natively, so games I’d made until then were also in the 4:3 format – and I was happy with it, so therefore it didn’t occur to me to  make my games scalable or widescreen-y before then.

By mid-2009 I’d changed to a 16:9 monitor. It wasn’t the best monitor – it was cheap and had a max resolution of 1680×1050. But more annoyingly it didn’t center a 4:3 game in the middle of the screen – it would stretch games to fill out the whole screen so that everything became wider. Actually, I didn’t mind much – I guess I got used to it, but I could see why other people perhaps wouldn’t like it.

I must have bought that 16:9 monitor around May 2009 while working on Omega Race 2009 because I remember starting out in 4:3, but since that game has those silly widescreen options that all my vector games since has had, I must’ve gotten it while making that game. The idea was to let the user set the right format from the options menu so the game could center the game in the middle of the screen, so that, if the game is run in fullscreen it would keep the right aspect instead of stretching the graphics (if peoples monitors was as bad as mine).

Personally I don’t mind much if a game only runs at 1024×768 as long as it fills out the screen when it’s run in fullscreen mode. It’d be different if a game is run in a window – then you’d end up with a small rectangle in the middle of the screen. And all the vector games I’ve done since 2009 (Omega Race 2009, Star Castle & Black Widow) all has the action centered in the middle 4:3 section of the screen anyway, so all that extra room at the sides wouldn’t have been used anyway, so making them fully scalable HD wouldn’t make much of a difference …unless I change the gameplay a lot, but as you probably know – I try to avoid changing my remakes to much compared to the original games.

I was asked: “It’s vector graphics – why don’t you just re-code the games so they scale better?”.

Sure, it would without doubt be better if the games would just scale properly and run at the desktops resolution, but take Black Widow – I started coding that in 2010 and had it perhaps 75-80% complete when I put it aside for more than two years, and when I began working on it again I just wanted to complete it as fast I as could. Sure, since it uses vector-graphics it’s relatively easy to scale up the graphics, but there’s also a lot of calculations and math on which the gameplay is depending and that would have to be changed too, and making such changes to a game that is as complete as it is – well, that’s just too much work and too much can go wrong. Keep in mind that this is old code, it’s for a game that will be given away for free, and I’d want to finish it as soon as possible. Re-working code so drastically this late in development could potentially screw things up badly and make it take even longer to finish (which happened to me on Rip Off which I started developing in 640×480 and changed to 1024×768 in mid-development).

Since then I’ve upgraded to a nice 27 inch monitor that runs Full HD. Unfortunately my current batch of projects that I hope to finish over the next 3-4 months are also all old projects, so they’re not getting a Full HD upgrade either.

But at some point I would like to develop something that scales better and uses my new monitor fully (and yours too :-) ). I’ve always had a soft spot for Tail Gunner and might remake that one day. That’s also a game that will better utilize the whole 16:9 screen, so it’s not a bad choice. I’d have to develop some new core routines instead of just re-using old ones, and I’m looking forward to starting from scratch and enter the HD age. :)

But all-new stuff will have to wait a while…there’s some old stuff that needs finishing first. ;)