Nack’s List – Free Game Hosting

in Eyes on the Web (, , , , )
by the_nackster, 68 days ago
http://nackslist.com/images/logo.png

Nack’s List

For the past year I’ve been working to create a website where indie developers could host their projects for free. I do this because I LOVE the industry. My website offers you a page for your game, screenshot hosting and a fast download server. All of it free because I don’t believe in creating yet another financial hurdle for inspiring developers. If you are interested please check us out, you have nothing to lose. I plan to run the site purely on donations so I don’t require any “catch” or “gimmick” for you to use the service. The basics go like this.

-A project page for your game. Which allows for advanced BB code functions and update posts.

-Image Uploader tied to your project page.

-100mb file uploader also tied to your project page (you can upload as many files as you like, though each will be approved by an admin before appearing)

-No bandwidth limit for your downloads.

Please keep in mind that we tried our best to make a stable site, but its brand new so there may be bugs. Let your friends know!

From the Vault 1: GW Troubadours – Lonely Hearts (A Beatles Tribute Album)

in Gaming World, Music Releases (, , , , , )
by ASE, 104 days ago
http://www.gamingw.net/media/2009/11/GW-Troubadours-Lonely-Hearts_500.png

In early 2006, sometime around March, a group of young and curious amateur musicians who had never met decided to work together to produce an album of music. Coming from different upbringings, musical backgrounds, age groups, and even continents they knew they couldn’t limit themselves to a genre. Instead, they chose The Beatles as their inspiration. They each hand-picked a favorite tune (or two) from the band’s massive collection and set off to recreate it as they saw fit.

Advised and organized by a man named Steel, on the 3rd of May, 2006, their honest renditions of The Beatles were released on streaming live internet radio to a small audience. The GW Troubadours were born. Partially lost in time due to dead links and forum reorganizations, this album is available here for your reminiscence and/or enjoyment:



DOWNLOAD LINK

01. Sredni Vashtar – Yesterday
02. Bootface – Eleanor Rigby
03. Shepperd – Day Tripper
04. GaZZwa – Octopus’s Garden
05. Ballpoint – With A Little Help From My Friends
06. ATARI – Penny Lane
07. Bootface, BunnyMilk – Come Together
08. Cheshire Cat – I Am The Walrus
09. Lars – A Hard Day’s Night
10. A Short Eternity – Yellow Submarine
11. idiot kid – Being for the Benefit of Mr. Kite!
12. Bootface – Ticket to Ride
13. Ex Oh – Fixing a Hole
14. Lars – She Loves You
15. Ex Oh – Good Day Sunshine
16. Magma King – Blackbird


DOWNLOAD LINK

Machinarium

in Games (, , , , , )
by Shadow Kirby, 143 days ago
http://www.gamingw.net/media/2009/10/machinarium.jpg

After a little week off from iPhone games review (Midterms Madness Go!), I am back with a review of the much-awaited indie game by the developers of Samorost 1 and 2: Machinarium.

Machinarium (PC, Mac)
Developed by Amanita Design
Released on October 16, 2009

Machinarium is, at its heart, a return to the classical definition of a point-and-click adventure game. The gameplay is very traditional; you go from screen to screen and you solve puzzles to advance. Those puzzles mostly falls into two categories: one will have you use various items on the environment, like those old adventure games from the 90’s, and the other will have you solve mini-game puzzles that are more reminiscent of Myst, like sliding stones, playing leap frog with arrows and connecting lights to create shapes. You’ll even get to play a Space Invaders clone on your journey through the steam-punk city of Machinarium. One of the interesting aspects of the game is that you have to move your little robot close to items and mechanism before picking them up or using them. That kind of removes the tedious pixel hunting that can go on in games of the same genre.

Everything starts of pretty easily, but as the game goes you will be faced with more and more challenging puzzles. The items matching puzzles aren’t the hardest part; the real difficulty will come from the mini-games puzzles. Thankfully, the game comes with two hint systems. One will give you a small hint in the form of a thought bubble, and the other consist of an in-game guide with all the solutions to all the puzzles. The only thing stopping you from getting to that guide, beyond any shame of taking the easy way out, is a little side-scrolling shooter mini-game that lasts about 15 seconds. Just enough to make you think about it before you overuse the guide.

If anything, the real hook of this game is the aesthetic direction. First, there is the music. The nice ambient tracks by Tomas Dvorak really set the mood of the game; calm with and underlying aura of mystery. Secondly, as Michael Abbott recently posted on his blog, hand-drawn graphics are currently living some sort of resurgence and Machinarium sure is part of it. While the lo-fi charm remains the same, the guys from Amanita Design departed from the “photo-realistic surrealism” of Samorost 1 to something more logic and believable in term of universe (while keeping it weird and offbeat), with some beautiful hand-drawn graphics for all the screens and the characters. And even if they never speak a word, or just have thought bubbles at best, each and every single of the robots you meet in the game (from the bullying Black Cap Brotherhood to the street musicians) are unique and filled with personality.

The most speaking example of this is your little robot avatar. From the start of the game, you will fall in love with him and his story. While nothing is exposed directly to you in term of story, the little thought bubbles of your avatar when he sees something that reminds him of earlier days, or just when you idle for too long, do more than enough to get you to know this little chap and the universe he lives in. While the universe and the plot seems light at times, the whole thing being pretty much a save the princess story, there is a very dark depiction of the world under all of this. But this analysis is for another time.

Even with its fairly standard gameplay, Machinarium offers an original and stylish presentation of an old genre with a very touching story and a universe that begs to be explored. For 20$, this is one of the finest, most original, point-and-click adventure game I’ve played in the last few years.

Spelunky 1.0 and Spelunky World!

in Games (, )
by Daniel, 147 days ago
http://www.gamingw.net/media/2009/10/spelunk_failure.png

Well just so you all know Spelunky 1.0 has finally been released, and its gotten a pretty sweet official website too. That’s not all though, because Derek Yu is planning on doing a complete Spelunky overhaul for Xbox Live.

Check it out at spelunkyworld.com or discuss it on the forums.

Touch It!: “Fly safe, shoot straight.”

in Touch It! (, , , , , )
by Shadow Kirby, 156 days ago
http://www.gamingw.net/media/2009/10/meteorblitz1b.jpg

It is no secret that the App Store is filled with clones of popular games (like Bejeweled or Peggle) or even worse, clones of clones of popular games. There’s only two ways to make it in the vast sea of apps: either you are innovative or you are making one hell of a good clone. This week’s game is in the latter category.

Meteor Blitz(iPhone, iPod Touch)
Developed by Alley Labs
Released on September 15, 2009 (US)
Size: 14.4 MB
Version 1.0

Meteor Blitz is, to put it bluntly, an Asteroids clone like so many others out there. You destroy asteroids and aliens while collecting rings (maybe Sonic is the pilot?) to upgrade your different weapons: the basic green bullets, a flamethrower, ice bullets, and a gravity beam. What makes it stand out of the crowd is the staggering amount of polish that the guys of Alley Labs, a Vietnam-based development studio, have put in their work.

For the gameplay, everything was thought out to make one of the best Asteroids experiences on the platform. You control the game with two virtual thumbsticks on the bottom right and left of the screen. Their location leaves the screen free of any obstructions, and all the action happens in the middle of the screen. Even if any danger was to come from the bottom corners, you have enough time to react. Another great feature that, as the developers said themselves, should be in any iPhone action/arcade game is the automatic pause system. Whenever you remove your thumbs from the screen, the game will automatically pause, literally saving you if you are to be distracted while playing.

On an aesthetic level, the game impresses. Carefully designed sprites, amazing particle effects, vibrant colors and amazing backgrounds will fill your screen as you play while never being overwhelming and causing you to lose track of the action. It is also one of the most fluid games on the platform out there yet. Despite all of the above, the game never slows down and there is a total lack of loading screens. The game come with a basic techno track that should come with every game in the genre, but you can also play with your own music in the background.

Bottom line is: there is no shortage of Asteroids clones on the App Store but the truly good ones are pretty rare. Along with Isotope, Nanofighter, and Anomaly, Meteor Blitz is one of them. Intelligent design, amazing aesthetic, and a great deal of polish make this game a must buy for any arcade dual-stick shooters fans out there.

IceFrog news

in Eyes on the Web (, , )
by grep, 157 days ago
http://www.gamingw.net/media/2009/10/dota.jpg

Great news for DotA fans.

What could this mean? What could it be? Hopefully we’ll find out soon. Congrats to IceFrog for getting this — he’s worked hard with DotA, so it’ll be cool to see what he’ll do with Valve’s resources.

Touch It!: Welcome to the Jungle

in Touch It! (, , , , , , )
by Shadow Kirby, 163 days ago
http://www.gamingw.net/media/2009/09/akingdom.jpg

This week on Touch It!, I review the game Animal Kingdom. No, don’t run away right now. It’s not some game about cute animals living in some jungle giving each other presents and letters. It’s a game about the hard laws of nature, such as: only mice can swim, tigers and lions can jump very far, and the only thing that can kill an elephant is a mouse.

Animal Kingdom (iPhone, iPod Touch)
Developed by Sleeping Heroes
Released on September 13, 2009 (US)
Size: 5.0 MB
Version 1.1

Animal Kingdom is based on a traditional Chinese board game called Dou Shou Qi (Jungle). The game is easy to learn. You start with 8 pieces, each based on different animals. From strongest to weakest: Elephant, Lion, Tiger, Bull, Goat, Dog, Snake, Mouse. Each piece can kill the ones that are weaker, except for the mouse that cannot be killed by the elephant but can kill it (or scare the hell out of it). You either have to kill all of the opponent’s animals or get one of your pieces to the enemy’s den. There are a few other rules and special spaces but the game comes with some nice instructions. Although the game is easy to learn, it’s hard to master. I feel like I only scratched the surface when it comes to the depth of this board game.

But it’s not like the guys from Sleeping Heroes made the game rules, so let’s talk about the iPhone version. The controls are simple; you just touch the piece you want to move and touch where you want it to go. It’s that easy. The game is very beautiful with its traditional Chinese style for the pieces and the background environment. The traditional looking pieces also have nicely detailed animations when they come to life and move around the board. There is no background music coming with the game, so your iPhone music library will have to do. Or just play silently for a more Zen-like experience if that’s your thing. The single player mode offers you 4 different levels of opponent. Beginner will get you starting to learn the basics, Easy will challenge you a bit more, Normal and Hard will up the challenge quite a bit and Pro will literally destroy you. According to the developers, they still were not able to defeat the Pro A.I. themselves. Good luck with that. The game also comes with a two-player mode, ideal if you want to play a quick game against a friend at a bus stop or anyplace where deploying a board game is kind of bothersome.

If I have a gripe with the game it’s that it does not come with an online mode where you could play against opponents across the world through the Internet. Thankfully, the team is working on implementing Bluetooth for local game play on the next release and adding online challenge and score tracking for future versions. If you are a board game lover, just a fan of strategy games or simply like to twist your brain, I recommend Animal Kingdom.

Results in! (Adult/Educational Compo)

in Eyes on the Web (, , , , , , )
by grep, 183 days ago
http://www.gamingw.net/media/2009/09/nudesdudes.jpg

TIGSource just announced the winners of its competition, as voted for by their gaming community.

Congrats to all the placers! #1 went to Edmund, by Farmergnome.

Go here for the big topic on all of it, including a .ZIP file of all the games. Get yourself some nudes and dudes, but don’t go playing them at work! Unless they’re educational.

Casual Gameplay Design Competition #6

in Eyes on the Web (, , , , , , , )
by ASE, 185 days ago
http://www.gamingw.net/media/2009/09/cgdc.gif

Casual Gameplay @ jayisgames.com is hosting their 6th browser-based Game Making competition. The theme this time is “EXPLORE.” The 1st place prize is $1,000, three runner-ups will receive $500, and an audience favorite will receive $500 as well. Games must be made with browser-based platforms like Flash or Javascript and all entries are due no later than Sunday, October 4, 2009 at 11:59PM (GMT-5:00).

For specific rules and details, check out JayIsGames.

Touch It!: Breakout and Disney’s twisted child.

in Touch It! (, , , , , )
by Shadow Kirby, 186 days ago
http://www.gamingw.net/media/2009/08/breakspin3.jpg

I was browsing the Apps Store last week to find a game to review and like a cat or some other stupid animal, I was attracted to the bright colors of BreakSpin. To my surprise, the developer is Disney Interactive Studio. Maybe it’s because I lived in a cave for too long but I didn’t know Disney made games beyond some pretty princess ones. My curiosity took over and I decided to take this game out for a spin (pun fully intended).

BreakSpin (iPhone, iPod Touch)
Developed by Disney Interactive Studio
Released on August 13, 2009 (US)
Size: 22.9 MB
Version 1.0

As I stated earlier, BreakSpin is, literally, a spin on the Breakout formula. There are two control options. One where you control two paddle by using some your thumbs on the side of the screen and the other where you directly control one panel with your thumbs or any other finger. It all takes place on some circular play field. The goal of the game is pretty simple. Like Breakout, you must destroy all the gems under a certain time limit. Each time the ball goes outside the ring, you loose some time. Break more gems to gain some. There are various power-ups and a green “Bio” bar that raises and gives you access to even more power-ups.

My main gripe with the game is controls. The one paddle control is totally useless. Sure, the ball goes slower now that you only have one paddle but your hand always obscures half of the field as you try to move it around. The two-paddle control is a little bit better but moving your thumbs across the same little area for too long can become tiring. The controls can also be a little unresponsive from time to time (the paddle will suddenly move to the other side of the ring or it just won’t follow you movement) and in a game where timing and precision is key, it can get quite frustrating.

But the worst offenders are the “Bio” power-ups. One of them requires you to spin the paddles around the field to create an energy field that will keep the ball in play. The only problem is that while you spin the paddles your ball will have the time to fly out. Another power-ups require you to shake the iDevice as fast as you can to create explosions. The ball will start moving as soon as an inaudible alarm rings. By the time you take back the control of you paddles, the ball is long gone.

This game is sadly a demonstration of a good idea gone wrong due to bad controls. I’m pretty sure that a bit more work on the gameplay aspect would have made this beautiful game (because yes, it is a beautiful game from a visual aspect) a lot better. Unless they update the controls in some future versions, I don’t think that this game is worth the 3$ for all the frustration it brought me.