Drop Off - New Game Released!!! PDF Print E-mail
Written by Ryan   
Tuesday, 05 May 2009 18:54

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!  

 

Drop Off



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Last Updated on Tuesday, 05 May 2009 19:16
 
Indie Dev Quits Job with Game PDF Print E-mail
Written by Sean   
Wednesday, 29 April 2009 07:05
ResignationMany 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
 
Something from the.... PDF Print E-mail
Written by Ryan   
Wednesday, 22 April 2009 20:47

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
 
Baygull Studios Logo Gone Digital PDF Print E-mail
Written by Sean   
Thursday, 16 April 2009 11:17

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:

 

Baygull Studios Logo

 



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Last Updated on Thursday, 16 April 2009 11:25
 
Code Update of Tuesday PDF Print E-mail
Written by Ryan   
Tuesday, 14 April 2009 22:40

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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