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 

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