Bigosaur blog

Seeders (was The Final Jump)

I finally got the whole game story in place. A group of skaters learns that their playground is going to be demolished and turned into a mall. They consider all their options and the only possible way would be to steal the permits and other documents fromt the construction company (not, really, but in their teenage minds that should do it). One of them decides to steal them, but goes missing. You are his friend, determined to find him.

But, that's not all. The real story actually starts 10000 years ago when an alien Von Neumann colonization ship lands on Earth. It's task is to seed the Earth with plants that would convert the atmosphere and also to eliminate any intelligent life that could oppose the colonization. However, something goes wrong and hibernated aliens aboard the ship never wake up.

Until a construction company starts digging around, accidentally turns on the ship's systems and aliens take it over. The aliens learn about humans and decide they need to build a robot army to exterminate us. The Mall location is perfect facade to build an underground factory without raising any alarms.

I'm currently preparing a demo of the game, which will include most of the first chapter. It won't feature any aliens, only the puzzles that lead to the construction company headquarters. So, don't worry about spoilers, the real story starts unveiling after the demo.

Feedback & Share Bigosaur, 2015-03-10

Seeders: The First Encounter

Here are some images from the game. Checkpoints:


I'm currently preparing a demo of the game, featuring the first chapter which won't feature any aliens, only the puzzles that lead to the construction company headquarters. So, don't worry about spoilers, the real story starts unveiling after the demo.

Feedback & Share Bigosaur, 2015-03-10

The Final Jump: pixel art

I'm ditching the dark-art idea. The game should be fun and bright. I wanted to draw a game with pixel art for some time, and I guess the time is now. Here's my idea for the lead protagonist:

His passions are driving a spaceship and listening to heavy metal music. I need to work on his legs and...

...well, everything below the head. :)

If you got some suggestions, let me know.

Feedback & Share Bigosaur, 2014-11-20

The Final Jump: dark art

I'm experimenting with different art for the game. Here's the dark version.

The light version does not look that good, but plays much better because brick types are distinct enough and it's clear what you can do. Maybe I should look for a third art style, something like Braid?

I'm not sure what to do next. I got a lot of puzzles prepared but don't want to waste time making the, just to have to redo everything if I decide to change the art style.

Feedback & Share Bigosaur, 2014-11-19

The Final Jump: puzzle platformer

Starting this year I wanted to develop some applications for iPhone and iPad, so I got a Mac Mini. My other computers are 7+ years old, so I couldn't run any recent games. Over the years I accumulated games via Humble Indie Bundles and I finally got to play them. I'm very impressed with Braid, VVVVVV and Limbo.

A few days ago I realized that I wanted to play more puzzle platformers like those, but there aren't many around. So I decided to build one. The idea is to take from each game the element I like:

  • Braid: briliant puzzles
  • VVVVVV: old school graphics
  • Limbo: continuous camera, puzzles with box2D physics and scripted enemies

The main gripe I have with all of those games is that they were too short (ok, Braid maybe not so, because puzzles were hard). I plan to make A LOT of levels in my game AND I will make a level editor with “cloud save”, so you'll be able to upload and share levels on game's website. Other players will be able download and rate the levels. If players really start contributing a lot of levels, I'll pick the best ones, pack them together to continue the main games story in a nice way and release as DLC package.

Because of this, editing levels should be fun. My plan is to mix editing and play mode, so you can play the level as you edit it. Just drag the player, walls, boxes around. You will be able to freeze the enemies and such, but editing should be as fun as playing.

Also, my kids are begging me for multiplayer mode, so it might have separate local co-op puzzles for 2-3 players. Joystick/Controller support is also a must as I plan this to run on desktop computers (Windows, Linux, Mac).

Feedback & Share Bigosaur, 2014-11-05

Gods of Sparta: final release + video

It's all done. Here's a video showing gameplay. It has a mouse pointer because I recorded it on a desktop computer, but it looks exactly the same on Android tablets:

Grab it in Google Play Store:

Feedback & Share Bigosaur, 2014-10-28

Gods of Sparta: second release

The second beta version is ready for testing. Everything should work, except that it lacks music in the main menu screen (should be coming soon). Please test and tell me how you like it and if you think something needs to be improved.

If you installed the first beta, please remove it from your Android. The application package name has changed, so Google is treating this new one as a separate application and won't update the game. You have to install this one as if it was a completely different game. Sorry for the inconvenience.

Feedback & Share Bigosaur, 2014-10-23

Progress report: writing AI, setting up Eclipse and libGDX on Ubuntu

Well, it turns out creating AI wasn't simple at all, but I finally finished it. In the meantime, Voyna created a great music piece to play in the background during the battle. I also had to switch to latest libGDX because I couldn't get the AdMob to work on the old one. Of course, that would be too simple. The new libGDX wouldn't work on my old Slackware, so I installed Ubuntu 14.04 and set up everything there. There was a problem with my old Intel i915 graphic card which supports OpenGL 2.0, but Eclipse/libGDX failed to recognize that. I fixed that with by setting env. variable:


I also got some weird problems like Eclipse crashing whenever I used autocomplete. I fixed that by adding this to eclipse.ini:


The tooltips were also completely invisible (black text on black background). Apparently Eclipse only honors the system background color. I fixed that with gnome-color-chooser. At first I changed the color to a bright one, but then tooltips became unreadable in Firefox (while text on white background). Go figure. One would expect that there are some Ubuntu developers who use both Eclipse and Firefox. In the end I used a shade of gray to get some contrast against both white and black text.

I need to do a lot of testing now. First beta should be out tomorrow.

Feedback & Share Bigosaur, 2014-10-22

Gods of Sparta: gameplay works fully

I finished conversion to landscape mode and implemented the attack icons and animations. For most attacks the cards just move and shake a little bit. Ranged units have special animations, Zeus fires thunderbolts and Catapult throws rocks at enemies. I added the damage numbers to attack icons and it's now visible which type of attack deals the most damage.

I also created some nice icons for unit Energy (heart) and also Attack (sword) and Defense (shield). Those show up when the default unit values are modified (by artifact or an ally that stands next to them). This makes the game fluid to play, as you don't have to keep do the calculations manually all the time.

What's left to do: Turn indicator graphics, Sound effects, Music (I'm going to get help from a musician), AdMob integration. Initially the game was supposed to be only a two-player game, but now I'm thinking about single player mode as well. Writing good AI for this strategy might get complicated, but it's worth a shot. There's still enough time before the end of October.

Feedback & Share Bigosaur, 2014-10-16

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