Tentadrill

The first game where Dim has worked with another programmer: in this case, The-EXP, creator or games like Indestructotank and Shift! Tentadrill puts you in charge of an ever-evolving squid-like creature, swimming through highly stylised oceans and fighting crazy bosses. The water ripple effect made me so jealous, I had to go work out how to do it myself!
February 22nd, 2009 by Tom 

Solarsaurs: Round Trip

A direct sequal to Solarsaurs, upgraded into ActionScript 3, the dinosaurs are back on earth, getting themselves into any low-friction situation we can think of! Pretty much the same gameplay mechanics as the first, except on its side, with new sound effects and collision particles!
February 22nd, 2009 by Tom 

Creekwood Forest

A simple puzzle game with 3 gameplay modes. The object is to clicck the next grid square in the sequence based on the colour and direction of the cursor and the last square you clicked. The cute woodland creature graphics may not be to everyone’s taste, but you can’t deny that they’re charmingly drawn!
February 22nd, 2009 by Tom 

Blue Rabbit’s Freefall

Another great psuedo-3D game set in the Another Day universe. This time Blue Rabbit and friends are trying their hands at skydiving! With 5 weather-themed jump sites, 4 characters, customisable options and a landing mini-game, there’s lots to play! Check out the cloud layer effect, achieved with perlin noise and some smart Bitmap manipulation.
February 22nd, 2009 by Tom 

James The Pirate Zebra

Who doesn’t love pirates? Other than ninjas of course… Dim animated the intro for this one quite a long time before the game was finished, sorry for taking so long on the coding Dim! Getting a stable and speedy platforming engine working is always lots of fun! In the James tradition, there are two minigames here as well as the main level. We both agree that this is graphically the best...

February 22nd, 2009 by Tom 

Blue Rabbit’s Reelin’ Roundup

This is pretty much a ‘hot/cold’ finding game, with some fishing action thrown in for good measure. The fishing line was actually the most complex part of this game to code, the final version being a simulation of about 30 light masses tied together with springy strings. In the released version of the game, the water graphic is quite static. Dim had done an amazing looking water-ripple...

February 22nd, 2009 by Tom 

Cosmo Cabs

Our second game written with ActionScript 3, the game really pushes Flash to its graphical limit, meaning that a fairly good computer is needed to run it smoothly! Inspired by the likes of Crazi Taxi and Simpsons Hit and Run, we later found out about a few games with the title ‘Space Taxi’ (our work-in-progress title for the game) from the past. The beautiful background art was created...

February 22nd, 2009 by Tom 

James The Beach Zebra

Although this game was released in December, it was actually started in the summer, explaining both the theme and the temporary move back to ActionScript 2. With every James game comes a leap in graphical quality and Beach James is no exception. Dim used a lot of Flash filter tricks he learned when drawing the Grimoire backgrounds to create a really bright, summery feel to the game. The volleyball...

February 22nd, 2009 by Tom 

Spirit Guide

Our very first game written in ActionScript 3! Tom was just learning it as a language at the time, so this game was a huge learning experience. The game draws obvious inspiration from Nintendo’s Pikmin games, with the tiny identical characters swirling around the player to create a fluid gameplay dynamic. The spirits are actually modelled on the way water molecules interact with each other, and...

February 22nd, 2009 by Tom 

The Relic Rush

A simple platform game, the difference here is that Dim was able to have complete control over the level design, due to an experimental platformer engine writen by Tom. Featuring 2 levels of beautiful game art and three fully animated cut-scenes linking it all together.
February 22nd, 2009 by Tom