January 5, 2016
December 1, 2015
Check out this movie-style poster that was a candidate for the game’s box artwork. Eventually we went with a different one, but I think this is cool as well. Hooray for complemetary colors!
Steam trading cards instead of a poster?
Did you know that you can get more high quality images as Steam trading cards?
Phoenix Online Publishing has just released Morningstar: Descent to Deadrock on iTunes and Google Play.
This post will describe how to display a native custom splash screen on an Android device that will be displayed between the point in time that the AIR runtime launches, and the point in time that the SWF takes control of the screen. While iOS provides out of the box tools to define a custom splash/loading screen, officially there’s no support for this on Android, so this is a workaround for this problem. No actionscript (as3 or as2) is needed for this. This will only affect how the AIR runtime launches, before the SWF takes over. Coupled with an SWF loader this should provide a smoother user experience.
This has been tested with the Flash IDE (version CS6, 126.96.36.1991), and the AIR SDK (version 188.8.131.522), Android 4.4.2, using a Windows 7 PC.
February 22, 2015
February 3, 2015
It was initially planned a a simple iOS/Android re-release of the original game, with the old graphics and other asssets intact. But it quickly became apparent that the graphics of the original title would seem outdated for the new audience, and the gameplay wasn’t long enough to grant a desktop release. So it was decided that all graphical assets would be upgraded and re-rendered in full HD quality, the gameplay would be enhanced and the game would be released primarily on PC and Mac as a stand-alone downloadable title. Additional screens and puzzles were designed to include the story elements that had been omitted from the original due to time constraints. The cutscenes were re-created in HD and more than 30 minutes of new, original in-game and cinematic music was composed. The result is a beautiful, atmospheric, immersive sci-fi game with a full story arc.
Here’s the stuff that’s new:
- Full HD graphics (1920×1080) with upgraded environments
- Full HD cinematics (1920×1080).
- Longer, action-packed outro. Both intro and outro feature new original score.
- Additional full HD cutscenes.
- Upgraded inventory graphics.
- New original soundtrack with 3 new ~10 minute tracks plus a bonus track.
- New ambient sounds for each screen.
- Optimized a few puzzles based on player feedback.
- Brand new locations with new puzzles.
- Extended storyline.
- Completely re-recorded voiceover
I’ve also teamed up with a publisher, Phoenix Online Publishing. They’re terrific folks and have been helping me a lot with the release during the past couple of weeks.
The game will be released on Steam, the Humble Store and other online stores on February 17.
More information here:
March 31, 2013
For those interested in game development: a look back on how the classic game Another World (Out of this world) was made, back in 1991. A somewhat slow, but charming and honest postmortem presentation by Erich Chahi, the creator of this classic game.
March 21, 2013
I’m sorry to say that I still don’t see any realistic way to start developing a sequel to any of our former games. It took three games to learn that the kind of game I want to develop — and have developed — is too big for the flash platform. But if I take it to the next level, which is a HD quality downloadable title, ported to mobile platforms, I face financial challenges that I’m yet to overcome. I can develop a flash game in a few months by myself, but developing a downloadable title takes at least a year and at least 4 people.
It’s too big for a flash game, it’s too small for a downloadable title, so I’m kind of stuck in between.
March 21, 2013
Well, I’ve finally managed to finish the shooter. It’s titled Nocran Space and it’s released by Big Dino.
Here’s a couple of screenshots:
October 14, 2012
It’s been a while. Sorry about that.
So my plan was to release the shooter, then develop Hetherdale 2, then develop Morningstar 2. Life presented me with interesting choices and money talked, so now I’m working at a company as project lead.
The downside is that all my projects are on hold.
The upside is that I’m not giving up on either of these games.
I appreciate every ‘like’. They’ll be worth your while. Keep them coming.