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Written by Ryan
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Tuesday, 05 May 2009 18:54 |
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Baygull Studios newest game has been released earlier today, Drop Off! You can find the game exclusively at Kongregate.com: http://www.kongregate.com/games/BaygullStudios/drop-off Drop Off is a strangely addictive game of skill and luck. Take control of your ship as you dodge incoming blocks of various sizes and speeds. If you let one hit you its all over. Go for the high score and earn your way to the top of the charts!
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Last Updated on Tuesday, 05 May 2009 19:16 |
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Written by Sean
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Wednesday, 29 April 2009 07:05 |
Many independent game developers start off with a day job to help pay
the bills while they spend their free hours toiling away to get their
games finished with the hope that, one day, they'll be able to take off
- or, at the very least, have enough money saved up to devote
themselves full time. Some independent developers have also come from
the more traditional game development community as well, having gained
experience there to help them become successful. The real question,
though, is how do you quit from your current position to fully focus on
your own games?
Jarrad Farbs, formerly of 2K Australia, has shown the world exactly how
to do it. He used the iconic Nintendo character Mario to pass along his
resignation from the company by coding up a few simple levels based on
the original Super Mario for the NES. As you complete each state, you
are greeted with a flashing screen and the worlds "I QUIT!" and each
level after the first provides a note explaining why - none of it
mentions anything negative toward 2K Australia, and even ends with a
bit of support and praise for the team.
It is certainly a memorable way to part with a company - and very
fitting given the situation. To Jarad, I'd like to wish him the best of
luck!
You can play his resignation over here.
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Last Updated on Wednesday, 29 April 2009 07:09 |
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Written by Ryan
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Wednesday, 22 April 2009 20:47 |
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Damn Baygull Studios is on schedule, at least in the programming department! Let's see what the programming department has been able to accomplish this week so far: - Earning Special Ability Points, depending on what mode the player is in.
- Using your Special Ability Points
- Switching Between Modes for both the Player and the Conscience
- Power-ups: Health, Speed, and Ability Points
- The UI is complete
- Sound FX have been implemented for the Player shooting, Power-Up pickup, and Enemy Explosions
- Expanded on Player Modes
- Finished Objectives Expansion - Kill Target Objective implemented, Launching multiple waves at the start of an objective
Otherwise you can see this week has gone very well. I'll have to pull some tasks to do from the main To Do List to work on for tomorrow. We'll see how it all works out.
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Last Updated on Wednesday, 22 April 2009 21:29 |
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Written by Sean
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Thursday, 16 April 2009 11:17 |
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While the Baygull Studios logo began life as a hand drawn image, Ryan has taken the time and effort to make it digital. The new version of the Baygull floating on a bagel retains the look and style of the original image, but has a few updates to it. It also looks quite slick - well, at least we certainly think so. You can decide for yourself by checking it out below:
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Last Updated on Thursday, 16 April 2009 11:25 |
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Written by Ryan
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Tuesday, 14 April 2009 22:40 |
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Hey BayGull Fans!! Ryan here again with another quick update. Today was a very successful day for the programming department. I was able to finish programming all the different weapon types (power-ups) for the player and implement them into a Power-Up that the player can pickup on the screen. The generic power-up object has been coded up and can be extracted to the different types of power-ups that we will be creating. I was also able to create a dynamic destruction algorithm for all the objects in game. If I have some free time I will create and upload some videos of the destruction algorithm in action. Lastly, I started research on orbital mathematics for the AI Conscience to follow. I am looking for the Conscience buddy to have a very organic, orbital movement system in which it will travel around Nodes and be pulled toward smaller Nodes depending on the mode it is in and the enemy that it is fighting. It is a very dynamic system and hopefully I can get a firm start on the coding tomorrow. See everyone soon!
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