Detective Grimoire

The result of over 5 months of hard work, we put a lot of love into this game and couldn’t be happier with how it’s turned out. Dim’s backgrounds are entirely created in flash, using the filters new to Flash 8 onwards to full effect. Over 500 lines of character dialogue written and directed by Dim give life to Detective Grimoire and the host of suspects in a fiendish murder case set...

February 22nd, 2009 by Tom 

James The Space Zebra

The fourth game in the expanding James series, this one has you flying through space on a little jetpack! As well as collecting Dark Matter and avoiding various large rocks, its fun just to watch everything rotate around the moon. Includes 2 new minigames, both of which are Jamesified versions of old classics. Probably the prettiest game we’ve made in a while! As usual, all 3 games come with...

February 22nd, 2009 by Tom 

Solarsaurs

A really simple idea, put together with a pretty sweet physics engine, Solarsaurs sees you flinging dinosaurs into space, bouncing them off planets and each other to rack up a score. The sound of two things hitting each other is actually Dim clicking his tongue with a reverb effect!
February 22nd, 2009 by Tom 

James The Circus Zebra

James’ third adventure, and the closest thing we’ve come to making a platformer since Nightmare. The tightropes are particularly awesome, the rope being drawn with ActionScript to be able to wobble it nicely. We’ve also made all three games really competitive for the hi-scores this time, the top scores are nearly impossible to get near, but people should still be able to push towards...

February 22nd, 2009 by Tom 

Defend Atlantis

Our very first defense game, the idea behind this game is to draw bubbles with the mouse, which trap enemies. Originally the engine was going to be used in some sort of platforming minigame! The defense genre fits it much better though, and gave us the chance to make different bubble types. The shockwave bubbles you get in the last level and the freeplay mode are my personal favourite and were really...

February 22nd, 2009 by Tom 

James The Deep Sea Zebra

James the Zebra’s second outing, this time he’s been deep-sea diving. Again including 2 unlockable modes and highscore tables, this game is even more relaxing than the first. We again used some awesome music from the Newgrounds Audio Portal, it’s a great source of royalty-free music. Our fastest game so far, it was though up, drawn, animated and programmed it just 3 days! Not that...

February 22nd, 2009 by Tom 

Blue Rabbit’s Rocket Rush

Another game featuring a 3D engine, will we never learn? This time you take control of Blue Rabbit in his plane/sub/rocket as enemies try to shoot you down. Besides the 3D-ness and the AI, the pause menu was actually one of the most challenging parts to code. Making sure everything stops doing anything, then all starts up again is more tricky than it would seem! The game spans 3 levels, each with its...

February 22nd, 2009 by Tom 

James The Christmas Zebra

James the Zebra came about pretty much exactly as the intro sequence would have you believe – a random thought drifting through Tom’s head. We had wanted to make a swinging game, with mechanics similar to those found in the old “Worms” games. What came out was a relaxing, very festive game featuring a random Zebra and exploding puddings. Our first game to have a high-score table,...

February 22nd, 2009 by Tom 

Blue Rabbit’s Climate Chaos

Definately our finest work ever. A 3D adventure game in Flash doesn’t come easily, but somehow we managed to pull it together in just over 7 weeks. With an original score, smooth cut-scenes, great intro and end game sequences, 4 islands, over 20 characters, textured ground, height-mapping, depth-of-field bluring, weather effects, a working digital camera, save and load features and a ton of other...

February 22nd, 2009 by Tom 

Zelda: Lampshade

Made in under two weeks as a game to play whilst the epic Decline of Video Gaming 3 loads, it stands up as one of the best games we’ve made. Making a simple RPG engine was great fun, especially working out the trading cycle. All the backgrounds are tile-based in order to save time and let Dim get on with finishing off his movie. Since it was made so quickly, the coding is fairly messy in retrospect,...

February 22nd, 2009 by Tom