Tuesday, 27 September 2011


Hey Everyone.

Aracnesis is released. As I mentioned in the previous post, its an old project done in AS2 and lets face it, its not my greatest game ever released. But I wouldn't expect it to be since its almost 3 years old now and I haven't made any improvements since then. Anyway if you want to see how bad I was at game development back in 2008/9 or you just want to kill a few minutes on a lunch break or something.

Check it out.


- Nutter

Sunday, 25 September 2011

Well isn't that a nice suprise.

I go out for a night out on friday night, wake up Saturday morning and someone has sponsored one of my old projects. And we're talking like 2009, AS2, Not even on the timeline Code old. I dig out the old file, dusted off the cobwebs and i'll tell you what. It was incredible to see how much ive improved in 2 years.

Trying to figure out where bits of code that did certain things were, was a nightmare. I used to be on the fence about OOP and AS3. But looking back at this has pushed me over.

How any beginner could hope to understand the code I have in this file is beyond me, I barely understand it. Making the few small changes for the sponsor has taken almost as long as it would take me to write a prototype game now.

On the other hand, it does mean you'll get to see one of my old (and was probably going to be unreleased projects), updated of course with my new logo and all the new shiny branding i'll come up with since I abandoned this project.

I'll tell you what though, i'm so glad I learnt AS3, because AS2 is so unintuitive looking back at it now.

Anyway you should be seeing the new (old) game "Aracnesis" pretty soon.

- Nutter

PS - Just remember its an old project and I have improved a lot since when you do see it.

Monday, 19 September 2011


Hey everyone.

I'm back from my holiday now. Brought a nice little bit of a tan back with me too. But more importantly (or atleast in terms of this blog) I also woke up at 4am one night whilst I was there and furiously scribbled down some code for something i've been stuck on for a while involving tower defense games. So who knows, you might see one of them at some point.

This week (apart from being my return from holiday) is also the week I restart University. Which may affect how often I update the blog (hopefully it won't). But if I have no free time to develop any games, kinda pointless updating the blog. Although I suppose I could talk about game related stuff from my course.

Anyway watch this space (unless I get swamped with work in which case go watch a different space)

- Nutter

Friday, 9 September 2011

The Emperor's Puzzlebox (Alpha Demo)

Hey everyone.

I've finally got a decent enough version of The Emperor's Puzzlebox to show off/let you all play

so check it out HERE and let me know what you think of it so far. Only 10 levels are available to play so far but it'll be enough to get a taste of the game and hopefully drag you into the story.

Have fun

- Nutter

Tuesday, 6 September 2011

TEPB Editor

Hey everyone,

So as much fun as typing numbers into a grid to create levels is. I decided to make a editor for my puzzlebox game. It makes designing levels a lot easier and quicker. And since its not exactly top secret I thought i'd let you guys take a look at it and even make a few puzzles if you want to. I can't promise they'll go into the game or anything but who knows if you invent a cool looking puzzle then it might just make it in.

You can check out the editor HERE and if you do make a puzzle,  feel free to put it in the comments below

To create a level:

1. Set up the grid to how you want the puzzle to start (i.e where all the tiles will be at the start of the puzzle)
2. Note down the blank tile number and note down the data shown in the output box (there must always be one blank tile for the puzzle to work, and only one)
3. Rearrange the grid to how the puzzle should look when it has been solved (Make sure you use the same number of each tile)
4. Note down the new data shown in the output box.
5. Comment all 3 pieces of data below in the comments so I can see your creation.

Have fun

- Nutter

Monday, 5 September 2011

Mini Troopers

Hey Everyone, this is just a short post

Not really about my own game development but more me wanting to show you something cool I found. This game Mini Troopers is a brower based game. I'd guess the fighting bit is handled in flash (if not it easily could be)

Basically you recruit your friends and create an army of mini troopers to fight people.

Its actually a really fun game. My own criticism would be the limit to how many fights/missions you can do per day. I think it would be much more fun if there was no limit.

Anyway if you're looking for a quick lunchbreak time killer (or a distraction to flash game development). Mini Troopers might just be it.

- Nutter

Friday, 2 September 2011

Persistent Puzzles

Hey everyone.

As I mentioned in my last post im currently working on a game idea involving a Puzzlebox, obviously as you get further into the game, the puzzles are going to get more and more complex. Meaning that you might not always be able to finish and puzzle and may have to leave/stop playing before you get chance. Which would be frustrating if you then had to start the puzzle over.

To help combat this, and to help make the game more casual and easier to get into. You will be able to save the state of the puzzle box at anytime. This means that by saving it, you can come back later and all the tiles will still be in the same places you left them, the time spent and moves taken will still be the same. Basically it'll be like you never left.

This will mean whether you're solving a puzzle in your lunchbreak and its time to go back to work, or you just had to close the window to hide the game from your boss (yes, we all do it), you won't lose your progress.

This is handled through the use of a shared object in flash (which means you'll still have to play the game on the same site to recover your progress). This works by storing data such as the current level, how much time you've spent playing and how many moves you've made as well as the all important information about how the tiles are set up into a small shared object file (Flash's equivalent of an internet cookie). Which is then re-loaded when you start up the game next time.

TL;DR: It saves your progress so you don't have to start over.

In the mean time here's another little teaser of the game.

- Nutter

Thursday, 1 September 2011

Wow 2 Weeks.

I knew i'd been busy and forgotten to upload anything on here but wow I didn't realise it had been that long.

Ok, so what have I been doing for the last 2 weeks.

Well, first of all i've carried on with the development of Atomizer Meltdown. Puzzle Mode is about 60% done (and the other 40% is just making levels and testing it all), Meltdown Mode is working and instructions are now included in game. I'm still very focused on the project but obviously i'm still distracted by life and other ideas which come to mind.

Speaking of which, more recently I've also started working on a prototype of another idea I had for a more casual story driven puzzle game which is currently called "The Emperor's Puzzlebox". The story is based around an impatient Prince who is desperate to take over the role of Emperor from his father.

Before he can do this however, he must first solve the Puzzlebox given to him by the Emperor. As the player completes the puzzles within the box, a new piece of the story is given as a reward meaning that as you progress, not only do you feel the Prince's success and often frustration and you solve the puzzles too. But you also find yourself desperate to solve the puzzles to hear how the story progresses.

For now i'll leave you with a little taster of some of the artwork for the Puzzlebox game and you can let me know what you think of it.

- Nutter