<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-3530380326804183962</id><updated>2012-02-15T23:49:49.725-08:00</updated><category term='app store'/><category term='tony mos speedrun interview'/><category term='iphone'/><category term='mos speedrun front end design dev'/><category term='screenshot'/><category term='seaglass'/><category term='gfx'/><category term='apple'/><category term='speedrun'/><category term='mac'/><category term='development'/><category term='1995'/><title type='text'>physmo</title><subtitle type='html'>A game development blog, with insight of the whole development process behind our new iPhone game.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>14</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-5011991652819742277</id><published>2011-06-28T05:19:00.000-07:00</published><updated>2011-06-28T05:19:08.817-07:00</updated><title type='text'>Mos speedrun design grilling</title><content type='html'>Tony retaliated after I forced some interview questions on him. Here I talk a bit about the art and design stuff in Mos Speedrun.&lt;br /&gt;&lt;br /&gt;Q: What do you use to create the artwork for Mos?&lt;br /&gt;All of the artwork was created in adobe photoshop.  It's a great application, but not really designed for such basic pixel art, I wish the zoom went in a bit farther! Aside from that we made heavy use of dropbox which proved to be extremely useful for our small 2 man team. 10 years ago when Tony and I were working on pc shareware games, we were passing art and code around on 3.5 inch floppies, dropbox beats that hands down :)&lt;br /&gt;We used google docs for a lot of stuff too, from design documents, to spreadsheets of level target times. All these online tools make it really easy to collaborate remotely, freeing us up to just concentrate on making the games we want to play. &lt;br /&gt;&lt;br /&gt;Q: How do you set about designing a new level?&lt;br /&gt;I don't really have a set process, but it usually starts with a rough idea of some set pieces and a notion of the kind of shape I want the level to be - a long linear level or a twisty maze like one for instance. I'll then start blocking in the main shape of the level in the editor much in the same way as you would start a sketch. I'll place most of the pickups and enemy locations as well, all the while I'll be testing each part (the level editor is built into the game so I can instantly test any change). At this point I'm not really worried about getting all of the corner and edge blocks added, for instance in the first level, I would have build the whole thing just using one block graphic, and after the level is playing ok I'll do a few passes where I add detail and add all the correct edge and corner graphics. Then we spend a while fine tuning the levels and looking for glitches and problems. Finally we play the level a lot trying to figure out the bench Mark time for the speed run badge. Oh and then I'll realise I've forgotten to place a hidden skull in the level so I'll go back and rework an area to add a secret tunnel or something like that :)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Q: Is there anything you wanted to go into the game that didn't make it?&lt;br /&gt;I always want to add more levels and graphical styles, but these are time consuming and we had to stop somewhere. We are continuing to add more levels in the form of our web levels, and these will be release with some new ones as real in game levels so they will have scoreboards and badges. One feature we talked about was being able to save replays that would be uploaded to our server so that you could compete against your friends or the fastest players in the world, this could happen but it's looking a little doubtful at the moment. Another feature we would have liked to implement was a level editor, but this would have taken as long to make as the game itself. We do have ideas for another Mos game that is based around the level editor though, we have a lot of ideas at the moment :)&lt;br /&gt;There is yet more stuff that we cut out due to our small team size and time constraints, like more of a backstory, collectable items, switches, doors etc. All would have been nice to have but unfortunately were cut - maybe in Mos 2. &lt;br /&gt;&lt;br /&gt;Q: What was the hardest part of creating Mos - the graphics or the levels?&lt;br /&gt;Both were different but related challenges! The levels were definitely the most draining part for me, as it takes a lot to come up with different ideas and keep the levels interesting but balanced, the difficulty had to be right for the position the levels were in the game. They took a lot of play testing, re adjustment of baddy placements, pickup locations etc.&lt;br /&gt;The graphics were interesting to work on, it's quite hard to get character into the sprites, and I'm not an amazing artist, but I think the pixelated look really worked in this game. We did cheat a bit though as the graphics are not 8bit, I guess 32 bit doesn't sound very retro though :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-5011991652819742277?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/5011991652819742277/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2011/06/mos-speedrun-design-grilling.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/5011991652819742277'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/5011991652819742277'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2011/06/mos-speedrun-design-grilling.html' title='Mos speedrun design grilling'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-4426368618561141182</id><published>2011-06-27T16:13:00.000-07:00</published><updated>2011-06-27T16:13:01.724-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mos speedrun front end design dev'/><title type='text'>Mos front end mockup</title><content type='html'>This is the final mock-up I did of the Mos Speedrun stage select screen. It's surprisingly close to the final version that ended up in the game. From quite early on we wanted to make the game as accessible as possible, and we took this to the extreme here by having a single screen that the game loads up to being the way to access all the stages, levels and options.&amp;nbsp; I mocked up the screen in Photoshop and then drew the annotations in a separate layer using a tablet - this was a lot better for programmer and artist than trying to explain what was going on in a separate text file.&lt;br /&gt;The logo was meant to be temporary but I grew to like it, so it ended up being close to the one that ended up in the game (after some tidying up of course). Another change we made was to lose the big star that was awarded for completing every badge in a level - I can't remember why we didn't end up using that though.&amp;nbsp; I think one of the latest ideas we had was to make the background spin which I think gives this screen a really nice look.&amp;nbsp; The colours in the background change for every levels that is selected, and the colour choice is algorithmic. We use the golden ratio (~1.618) multiplied by the level number, multiplied by 360 to select the hue. This spreads the possible colour choice out as much as possible and avoids any repetition in colours.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-FW9Jv55UmyE/TgkOaqo8KEI/AAAAAAAAAWs/YA05fXfBxAE/s1600/StageSelectMock_annotation.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="213" src="http://1.bp.blogspot.com/-FW9Jv55UmyE/TgkOaqo8KEI/AAAAAAAAAWs/YA05fXfBxAE/s320/StageSelectMock_annotation.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-4426368618561141182?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/4426368618561141182/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2011/06/mos-front-end-mockup.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/4426368618561141182'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/4426368618561141182'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2011/06/mos-front-end-mockup.html' title='Mos front end mockup'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-FW9Jv55UmyE/TgkOaqo8KEI/AAAAAAAAAWs/YA05fXfBxAE/s72-c/StageSelectMock_annotation.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-2201692663310880525</id><published>2011-06-25T07:40:00.000-07:00</published><updated>2011-06-25T07:40:35.237-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='tony mos speedrun interview'/><title type='text'>Programmer Interrogation</title><content type='html'>&lt;span style="color: #073763;"&gt;I Took a few minutes of Tony's (Programmer of Mos Speedrun) time to give him a bit of a grilling about making Mos Speedrun, here it is!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #073763;"&gt;Q: What tech do you use for development? What software do you rely on?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A: I normally do the bulk of development on my PC, it's pretty fast with loads of memory and (most importantly) super-fast hard drives for quick compiling. I've also got an old-style Mac Mini for the iPhone/iPad development - I share my keyboard and mouse with both machines using cool free software called Synergy.&lt;br /&gt;&lt;br /&gt;On the PC I use Visual Studio for nearly everything, on the Mac I use xCode. My most important and most used tools are WinMerge (use for merging lots of horrible code changes), &lt;a href="http://subversion.tigris.org/"&gt;SVN&lt;/a&gt; and &lt;a href="https://www.dropbox.com/"&gt;Dropbox&lt;/a&gt; (for sharing files with Nick).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #073763;"&gt;Q: How have you found the whole submission/app store experience?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A: It was pretty awful in the beginning as there's so many things you can get rejected for but after submitting a few titles it definitely gets easier - you get used to the long wait too! The App Store rating system still needs a lot of work though, you can have 5 star apps languishing at the bottom of the charts while 1 star apps are in the top ten :(&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #073763;"&gt;Q: The main tool you made is the level editor. Can you say a bit about it? How did it change over time?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A: The editor began as a very basic tool to place blocks in a map and have Mos navigating it with collision. As time went on we added different layers for background graphics and enemies/pickups and an additional interface for controlling game platforms. One of the key ideas was to be able to switch between the editor and the game quickly to test level design - currently we can start playing at any point in the level just by tapping a single key which makes designing levels a lot easier! &lt;br /&gt;&lt;br /&gt;I also added various options to make Nick's life easier (like randomising background blocks) and cutting and pasting of block sections. As the game progressed we also added the ability to create web levels and set the speedrun times. The editor currently only works on the PC and the screen area is 4 times larger than the game itself - this makes it a lot easier to see more of the level and how it all fits together. The game maps can be huge but they're all compressed so usually only end up being about 40k each.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #073763;"&gt;Q: Where there any interesting coding tricks you had to use?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A: Most of the coding tricks were really just optimisation to make sure the game runs in 60fps. The whole project is C++ (even on xCode) so that helps with cpu time - there's no garbage collection going on in the background either. All objects are rendered and sorted by texture too so their isn't too much load on the GPU. The wind graphics use a special 'stateless' system so we don't have to keep track of each individual particle. Unfortunately all the objects on the map have to be updated at all times as we wanted the games timing to be perfect. For example, a zombie will always be in the same position if you reach it in the same time. If we didn't use that system then you wouldn't be able to get perfect speedruns as the enemies would only start moving when you were near to them.&lt;br /&gt;&lt;br /&gt;One issue we had was that the iPad (V1) couldn't render a fullscreen 'tv' vignette without slowing the frame rate down so we had to ditch that and just have a tv-style border instead. The iPad 2 has a much more powerful gpu and can handle it no probs!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #073763;"&gt;Q: Anything you would have done differently if you had to start from scratch?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A: One of the biggest problems was that the game started off as a simple prototype and grew pretty rapidly. This meant that a lot of the code ended up in a few files rather than being split up properly into different classes and managers. About halfway through the project I tidied it up and split it into more manageable classes but it would still have been better to do it from day one - I guess that would have meant designing everything first though :)&lt;br /&gt;&lt;br /&gt;I would also have included 'Lite' support from the start too as that was something that had to be shoehorned in afterwards.&lt;br /&gt;&lt;br /&gt;If we had thought about PC and Mac versions at the start as well it would have been useful to design keyboard controls for the frontend.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-2201692663310880525?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/2201692663310880525/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2011/06/programmer-interrogation.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/2201692663310880525'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/2201692663310880525'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2011/06/programmer-interrogation.html' title='Programmer Interrogation'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-5088162337227389498</id><published>2011-03-23T18:50:00.001-07:00</published><updated>2011-03-23T18:50:19.740-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='speedrun'/><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='iphone'/><title type='text'>web levels</title><content type='html'>&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px;"&gt;All of the levels we are shipping with have been created, we are testing and refining for difficulty now and will submit to the app store soon.&lt;/span&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="-webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px; font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 13px;"&gt;An interesting feature we have added is the ability to launch the app from a weblink (or a qr code, 2d barcode thing) - this will launch the game with a downloaded level specific to the link, so we can easily add challenge levels without an app store release, also we can make custom levels that are unique to websites we like. exciting!&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-5088162337227389498?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/5088162337227389498/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2011/03/web-levels.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/5088162337227389498'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/5088162337227389498'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2011/03/web-levels.html' title='web levels'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-4118461387274569891</id><published>2011-03-10T08:45:00.000-08:00</published><updated>2011-03-21T08:45:22.442-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='speedrun'/><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='iphone'/><category scheme='http://www.blogger.com/atom/ns#' term='screenshot'/><title type='text'>Kill Screen</title><content type='html'>This was pretty funny... We hadn't finished making all of the levels yet but could still select a non-existant level in the stage select screen. &amp;nbsp;The game still soldiered on and tried to display (probably using garbage that was in memory already) Didn't crash though!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Kill_screen"&gt;From wikipedia:&lt;/a&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: sans-serif; font-size: 13px; line-height: 19px;"&gt;A&amp;nbsp;&lt;b&gt;kill screen&lt;/b&gt;&amp;nbsp;is a stage or level in a&amp;nbsp;&lt;a href="http://en.wikipedia.org/wiki/Video_game" style="background-attachment: initial; background-clip: initial; background-color: initial; background-image: none; background-origin: initial; background-position: initial initial; background-repeat: initial initial; color: #0645ad; text-decoration: none;"&gt;video game&lt;/a&gt;&amp;nbsp;(often an&amp;nbsp;&lt;a href="http://en.wikipedia.org/wiki/Arcade_game" style="background-attachment: initial; background-clip: initial; background-color: initial; background-image: none; background-origin: initial; background-position: initial initial; background-repeat: initial initial; color: #0645ad; text-decoration: none;"&gt;arcade game&lt;/a&gt;) that stops the player's progress due to a programming error or design oversight. Rather than "ending" in a traditional sense, the game will&amp;nbsp;&lt;a href="http://en.wikipedia.org/wiki/Crash_(computing)" style="background-attachment: initial; background-clip: initial; background-color: initial; background-image: none; background-origin: initial; background-position: initial initial; background-repeat: initial initial; color: #0645ad; text-decoration: none;" title="Crash (computing)"&gt;crash&lt;/a&gt;, freeze, or behave so erratically that further play is impossible.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: sans-serif; font-size: 13px; line-height: 19px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://lh6.googleusercontent.com/-m5C9tl-TbkQ/TYdyauXQ4aI/AAAAAAAAAWg/jPJaErMMrLY/s1600/2011_03_10_killscreen.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="213" src="https://lh6.googleusercontent.com/-m5C9tl-TbkQ/TYdyauXQ4aI/AAAAAAAAAWg/jPJaErMMrLY/s320/2011_03_10_killscreen.PNG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="font-family: sans-serif; font-size: 13px; line-height: 19px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-4118461387274569891?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/4118461387274569891/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2011/03/kill-screen.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/4118461387274569891'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/4118461387274569891'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2011/03/kill-screen.html' title='Kill Screen'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh6.googleusercontent.com/-m5C9tl-TbkQ/TYdyauXQ4aI/AAAAAAAAAWg/jPJaErMMrLY/s72-c/2011_03_10_killscreen.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-2844647917039315552</id><published>2011-02-22T08:41:00.000-08:00</published><updated>2011-03-21T08:41:31.578-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='speedrun'/><category scheme='http://www.blogger.com/atom/ns#' term='iphone'/><title type='text'>Stage select screen before and after</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://lh3.googleusercontent.com/-6u7lATiF4EU/TYdwnpalvKI/AAAAAAAAAWY/h1iPersSWsk/s1600/2011_01_05.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="https://lh3.googleusercontent.com/-6u7lATiF4EU/TYdwnpalvKI/AAAAAAAAAWY/h1iPersSWsk/s1600/2011_01_05.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://lh3.googleusercontent.com/-8EGi37-MMks/TYdwoq0pdxI/AAAAAAAAAWc/QAt0aEKl6bM/s1600/2011_03_10_01.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="213" src="https://lh3.googleusercontent.com/-8EGi37-MMks/TYdwoq0pdxI/AAAAAAAAAWc/QAt0aEKl6bM/s320/2011_03_10_01.PNG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Here is the stage select screen, mockup and (almost) final. &amp;nbsp;We dropped the big star that was meant to represent getting all of the badges on a level and made the individual badges more specific to the tasks completed. &amp;nbsp;The background now animates and looks pretty cool!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-2844647917039315552?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/2844647917039315552/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2011/03/stage-select-screen-before-and-after.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/2844647917039315552'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/2844647917039315552'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2011/03/stage-select-screen-before-and-after.html' title='Stage select screen before and after'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh3.googleusercontent.com/-6u7lATiF4EU/TYdwnpalvKI/AAAAAAAAAWY/h1iPersSWsk/s72-c/2011_01_05.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-3657837783235517527</id><published>2011-01-04T08:48:00.000-08:00</published><updated>2011-03-21T08:48:24.065-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='speedrun'/><category scheme='http://www.blogger.com/atom/ns#' term='development'/><category scheme='http://www.blogger.com/atom/ns#' term='iphone'/><title type='text'>We're working on a new game!</title><content type='html'>Ok. We've put the other game on hold because we came up with something that we are much more excited about making. &amp;nbsp;It's going to be a fast paced platform game for iOs (initially iPhone) Here is an early screenshot!&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://lh4.googleusercontent.com/-mCtXtKEkT0w/TYdzE8ItAJI/AAAAAAAAAWk/oMv1o_ShuW8/s1600/2011_01_04.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="214" src="https://lh4.googleusercontent.com/-mCtXtKEkT0w/TYdzE8ItAJI/AAAAAAAAAWk/oMv1o_ShuW8/s320/2011_01_04.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;We'll add more development stuff to this blog as we go!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-3657837783235517527?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/3657837783235517527/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2011/03/were-working-on-new-game.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/3657837783235517527'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/3657837783235517527'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2011/03/were-working-on-new-game.html' title='We&apos;re working on a new game!'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh4.googleusercontent.com/-mCtXtKEkT0w/TYdzE8ItAJI/AAAAAAAAAWk/oMv1o_ShuW8/s72-c/2011_01_04.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-1532718004419994715</id><published>2010-10-29T09:07:00.000-07:00</published><updated>2010-10-29T09:07:15.454-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='seaglass'/><category scheme='http://www.blogger.com/atom/ns#' term='app store'/><category scheme='http://www.blogger.com/atom/ns#' term='mac'/><category scheme='http://www.blogger.com/atom/ns#' term='iphone'/><category scheme='http://www.blogger.com/atom/ns#' term='apple'/><title type='text'>apps in store</title><content type='html'>Progress on the new game will slow down for a week or so as we are going to prepare a version of seaglass (our first iPhone game) for the new Mac app store. Tony is basing this off the code and graphics from the iPad version of the game. Since the game is locked to a vertical iPad display mode, the graphics will have to be reduced by around 1/3rd in order for the game to fit on most monitors.&amp;nbsp; Hmm, I guess we better figure out the height of all common mac / macbook displays.&amp;nbsp; I'm not sure what is in the SDK for these mac apps, maybe there is built in display scaling - that would be handy.&lt;br /&gt;I don't think game centre will be available at launch, but we will have the code ready to support it when it is inevitably added to the app system at some point.&lt;br /&gt;&lt;br /&gt;Check out seaglass on the app store: http://itunes.apple.com/us/app/seaglass/id333188618&lt;br /&gt;&lt;br /&gt;Speaking of Seaglass, we saw a slight bump in the number of downloads after we changed the look of the icon (and upped the resolution) - I'm glad we got rid of the big green "S" icon, the new one looks more interesting, and a lot snazzier. It's hawt.&lt;br /&gt;&lt;br /&gt;Oh, and someone has completely blasted my high score in seaglass on gamecentre, and I don't have a hope of getting back to the top of the table. The #1 score is currently 170799 () - my score is only 43,625, and that was me really trying!&amp;nbsp; Still it's still a lot better than Tony the programmers EXTREMELY SUSPICIOUS 18000 points.... no one else on the high score table has 000 at the end of their score, what's going on here? Could he have just typed it in to the database by hand???&lt;br /&gt;&lt;br /&gt;- nick&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-1532718004419994715?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/1532718004419994715/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2010/10/apps-in-store.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/1532718004419994715'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/1532718004419994715'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2010/10/apps-in-store.html' title='apps in store'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-1224501206992543237</id><published>2010-10-18T16:15:00.000-07:00</published><updated>2010-10-18T16:40:56.965-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='screenshot'/><title type='text'>Graphics and gameplay</title><content type='html'>&lt;table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5529534612573022610" src="http://1.bp.blogspot.com/_VoI7THMMyUQ/TLzabvOkaZI/AAAAAAAAAWE/OuS-lfFDIRw/s200/level_generator.png" style="height: 200px; margin: 0pt auto 10px; width: 159px;" /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;output from some early level generator test runs&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;a href="http://1.bp.blogspot.com/_VoI7THMMyUQ/TLzabvOkaZI/AAAAAAAAAWE/OuS-lfFDIRw/s1600/level_generator.png" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;/a&gt;&lt;br /&gt;Another chat with Tone about the game tonight, some of the things we discussed were the graphics style, game mechanics, mini games and distribution.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Graphical style&lt;/b&gt; - I think that we are stuck in a weird limbo with the graphics - they don't look retro enough, and they don't look good enough either :) We discussed trying out a few different things, like reducing the palette, making them more pixelated and that sort of thing. At the moment I'm thinking of either going really C64 / 2600 ish or trying something very modern looking. Also, we are thinking about trying some swish Jeff Minter style effects, all blocky particles and vivid flashing pixels, that sort of thing. Revenge of the mutant camels, anyone remember that?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Intro&lt;/b&gt; - had a couple of ideas for a very silly quick intro to the start of the game, not really ready to talk about it yet but it's really very silly.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Curved Bat&lt;/b&gt; - We'd like to try making the top of the bat a curved surface, so that the angle the ball is reflected is changed by the position that the ball hits the bat - this could add a bit of skill to the game and allow the player to have more of a say in where the ball is going, something that is missing from a lot of breakout clones.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Collection / Avoidance Mechanic&lt;/b&gt; - We need to flesh the idea out a bit, but I'd like a big part of the game play to be collecting good objects and avoiding bad objects (whilst trying to stop the ball from hitting the bottom of the screen). We still need to figure out what the benefit and penalties will be for touching the objects. For the positive objects, maybe a level skip bonus or something else.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-1224501206992543237?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/1224501206992543237/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2010/10/graphics-and-gameplay.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/1224501206992543237'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/1224501206992543237'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2010/10/graphics-and-gameplay.html' title='Graphics and gameplay'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_VoI7THMMyUQ/TLzabvOkaZI/AAAAAAAAAWE/OuS-lfFDIRw/s72-c/level_generator.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-7700122294415356067</id><published>2010-10-16T07:19:00.001-07:00</published><updated>2010-10-16T07:27:46.516-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='screenshot'/><title type='text'>Some screengrabs</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_VoI7THMMyUQ/TLm1G4Iq2hI/AAAAAAAAAVk/tfqBAiRFA_Q/s1600/better_gui_and_level_design.jpg"&gt;&lt;img style="float: right; margin: 0pt 0pt 10px 10px; cursor: pointer; width: 214px; height: 320px;" src="http://1.bp.blogspot.com/_VoI7THMMyUQ/TLm1G4Iq2hI/AAAAAAAAAVk/tfqBAiRFA_Q/s320/better_gui_and_level_design.jpg" alt="" id="BLOGGER_PHOTO_ID_5528649147326585362" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_VoI7THMMyUQ/TLm0qEGEi9I/AAAAAAAAAVc/PBImqXuPki4/s1600/landscape_mode.jpg"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 320px; height: 214px;" src="http://4.bp.blogspot.com/_VoI7THMMyUQ/TLm0qEGEi9I/AAAAAAAAAVc/PBImqXuPki4/s320/landscape_mode.jpg" alt="" id="BLOGGER_PHOTO_ID_5528648652320705490" border="0" /&gt;&lt;/a&gt;Screengrab 1 is of the very first version we had running, these are the original 1995 graphics, drawn in dpaint :)&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Screengrab 2 (On the right) shows a slightly later version, we changed to a vertical display instead of horizontal.  Tony added some pickups, enemies and a bit of GUI on the bottom.  The gui stuff is taken from the 1995 version and needs to be redesigned.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-7700122294415356067?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/7700122294415356067/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2010/10/some-screengrabs.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/7700122294415356067'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/7700122294415356067'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2010/10/some-screengrabs.html' title='Some screengrabs'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_VoI7THMMyUQ/TLm1G4Iq2hI/AAAAAAAAAVk/tfqBAiRFA_Q/s72-c/better_gui_and_level_design.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-5021243335793192885</id><published>2010-10-15T04:51:00.001-07:00</published><updated>2010-10-15T04:54:05.987-07:00</updated><title type='text'>New versions and old versions</title><content type='html'>We had a quick dev meeting tonight, Tony has got a rough version of the game running on both PC and iPhone. I say "rough" but it's actually a pretty good representation of how the game is going to play, and impressive to see so early in development.&lt;br /&gt;&lt;br /&gt;We have decided on a portrait screen mode instead of landscape, even though this is different to how the original PC version of Enigma was designed, we feel this will be more comfortable for one handed play, and a portion of the bottom of the screen will be used as a kind of track pad to control the bat. (We have a lot of control methods in mind to try out so more on this later).&lt;br /&gt;&lt;br /&gt;Tony also managed to hook up some algorithmic level generation stuff I wrote years ago, it's a miracle it worked really, but it has potential.&lt;br /&gt;&lt;br /&gt;In the original game, ball movement was locked to 45 degree angles, we are going to experiment with allowing the ball to move in any angle, so if the bat is moving when the ball collides with it, the ball's rebound direction will be affected. Fun stuff!&lt;br /&gt;&lt;br /&gt;Some other ideas we discussed but still need to flesh out a bit - algorithmic background animations, algorithmic block sounds (to make them sound a bit musical), the nature of level progression.&lt;br /&gt;&lt;br /&gt;Oh yeah, while I remember, we wanted to post a link to the two shareware games we worked on back in our student days [circa 1995] - Enigma and Fracas. Both of these are for DOS and you may have trouble running them these days on your fancy PC, but you are welcome to give them a try. &lt;a href="http://www.coolbubble.com/features/geckosoft/"&gt;They are now freeware so go get them&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Apologies for the lack of pictures posted so far, I'll try to remedy this as soon as i can :)&lt;br /&gt;&lt;br /&gt;Nick&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-5021243335793192885?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/5021243335793192885/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2010/10/new-versions-and-old-versions.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/5021243335793192885'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/5021243335793192885'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2010/10/new-versions-and-old-versions.html' title='New versions and old versions'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-8121963051038628729</id><published>2010-10-14T09:44:00.000-07:00</published><updated>2010-10-14T09:48:34.717-07:00</updated><title type='text'>Just After the Beginning</title><content type='html'>It would be cool to make an iPhone version of that game we made when we were students. That old shareware game, Enigma.&lt;br /&gt;&lt;br /&gt;That's the general idea behind this whole thing.&lt;br /&gt;&lt;br /&gt;Ok, now let's get cracking.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-8121963051038628729?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/8121963051038628729/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2010/10/just-after-beginning.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/8121963051038628729'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/8121963051038628729'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2010/10/just-after-beginning.html' title='Just After the Beginning'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-6544893826100988376</id><published>2010-10-13T07:34:00.000-07:00</published><updated>2010-10-18T16:54:59.851-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gfx'/><category scheme='http://www.blogger.com/atom/ns#' term='1995'/><category scheme='http://www.blogger.com/atom/ns#' term='screenshot'/><title type='text'>Old GFX</title><content type='html'>&lt;div style="text-align: right;"&gt;&lt;table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5528652630183887650" src="http://1.bp.blogspot.com/_VoI7THMMyUQ/TLm4RmyjwyI/AAAAAAAAAV0/MT2QJ8Cazig/s320/old_enemy.png" style="height: 320px; margin: 0pt auto 10px; width: 268px;" /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;some enemy sprites and some pickups&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;a href="http://1.bp.blogspot.com/_VoI7THMMyUQ/TLm4RmyjwyI/AAAAAAAAAV0/MT2QJ8Cazig/s1600/old_enemy.png" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;div style="text-align: left;"&gt;&lt;table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5528652622006518402" src="http://3.bp.blogspot.com/_VoI7THMMyUQ/TLm4RIU7AoI/AAAAAAAAAVs/9NBpjer7XgM/s320/old_block.png" style="height: 276px; margin: 0pt auto 10px; width: 320px;" /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;a selection of blocks&lt;/td&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;a href="http://3.bp.blogspot.com/_VoI7THMMyUQ/TLm4RIU7AoI/AAAAAAAAAVs/9NBpjer7XgM/s1600/old_block.png" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;/a&gt;&lt;/div&gt;Some zoomed in images of sprites from the original 1995 version of Enigma. All graphics were drawn in DPaint running in DOS on PC (Or Amiga, I can't remember :-) ) Whatever it was, they are .iff files, anyone remember those??&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-6544893826100988376?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/6544893826100988376/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2010/10/old-gfx.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/6544893826100988376'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/6544893826100988376'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2010/10/old-gfx.html' title='Old GFX'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_VoI7THMMyUQ/TLm4RmyjwyI/AAAAAAAAAV0/MT2QJ8Cazig/s72-c/old_enemy.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3530380326804183962.post-2527730205146724623</id><published>2010-10-01T09:36:00.000-07:00</published><updated>2010-10-14T09:41:18.283-07:00</updated><title type='text'>In the beginning</title><content type='html'>Hello folks, this blog is going to chronicle the creation of our new iPhone game, from start to finish.  We intend to post frequent updates about our thoughts, development, behind the scenes stuff, things that haven't worked and screenshots.  Hopefully it will be an interesting journey.  Please sign up, follow us and post comments, questions or anything else!&lt;br /&gt;&lt;br /&gt;Nick&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3530380326804183962-2527730205146724623?l=physmotron.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://physmotron.blogspot.com/feeds/2527730205146724623/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://physmotron.blogspot.com/2010/10/in-beginning.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/2527730205146724623'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3530380326804183962/posts/default/2527730205146724623'/><link rel='alternate' type='text/html' href='http://physmotron.blogspot.com/2010/10/in-beginning.html' title='In the beginning'/><author><name>Nick</name><uri>http://www.blogger.com/profile/16921801299213241794</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://1.bp.blogspot.com/_VoI7THMMyUQ/Sx2QVd1M-mI/AAAAAAAAABg/RmP6-9UxiQo/S220/middleface.jpg'/></author><thr:total>0</thr:total></entry></feed>
