Playr Blog

Your resource for all things playr. New game announcements, updates, bug fixes, news, you can find it first here.

Thursday, January 20, 2011

Zilch Mobile for Android

It's been a while. my apologies for the huge delay since my last blog. My life has been somewhat dominated by long term medical issues so I haven't been able to devote much time to development. I am so glad I live in the UK and that my taxes pay for all the medical treatment I need. I would be dead 10 years ago if I lived in the US, that or living out of a cardboard box.

Aaaaaanywho, Kongregate have just released an app on the Android Marketplace (which has been pulled for the moment) and on the GetJar app market which allows owners of Android devices to download and play mobile versions of some of the amazing games on the Kongregate site. I was contacted in December and asked if I would produce a mobile version of Zilch to go into the app. I gladly did this and now Zilch is being played on mobile devices all over the world. It's only been a few days since the launch and Zilch Mobile has already had in excess of 20,000 plays! Go Zilch!

Considering it took me a couple of days to make the necessary modifications (remove keyboard controls, multiplayer code, make all buttons and text larger, etc) the process was surprisingly simple. The only gripe was finding where all the text was. This is one thing that I love about the way I built Zilch, despite the fact that I was changing loads of things in the visuals, I only really had to change about 20 lines of code for the vast bulk of the amends.

So all you developers with games on Kongregate, now is your chance to expand into the mobile space, show off your games to your friends in the pub or just make a little money from the shared revenue system. It's a lot easier than you think so just go for it!

Monday, August 23, 2010

Zilch In the Wild

Here's an interesting blog post from a chap called Matt Busche:

Talking about strategies related to maximising your potential scores in Zilch. Perhaps this might stem the tide of people complaining about Zilch being rigged in favour of the Realist CPU? One can only wish... :)

Monday, March 15, 2010

Zilch Best multiplayer game at The Mochis

Looks like Zilch won another award, this time at Flash Gaming Summit for best multiplayer game!

I should have an award in the post soon:
But once again, I'm chuffed to bits! Thanks to the panel of judges for finding in my favour. I'm sorry that I couldn't be there but the awards show is available to view online where you can see me not receiving my award.

Thanks again guys, you're all awesome!


Friday, November 06, 2009

Versus Replay

Just added a little tweak to Versus, you can now enter a game number to play a specific game of your choosing. This means that you can play exactly the same game over and over to hone a specific strategy or challenge your friends to a game to see who can score the most.

All you have to do is enter the game number into the box on the game menu or after the game is completed. You can pick a random game by clicking the 'random' button to the right of the game number.

To stop people from cheating the high scores you can only submit a score from randomly chosen games, if you entered a game number or you replay the same game again and again, you won't be able to submit your score.

The game numbering system is accomplished by using a seeded random number generator. The game number itself is the basic seed which is used to generate the seeds for all the levels. When each round starts it uses the generated level seed to randomly place the enemies and player. Because the level seeds are built from the game number, they will be the same every time that game number is used. This means that any two players playing the same game number will see exactly the same enemy placement, teleport placement, and so on. This way you can challenge your friends to specific games and see who is the best.

Sunday, October 25, 2009

New Game: Versus

A new game based on the old 'Daleks' game, Versus pits you against ever increasing waves of enemies. You play the plucky little XKCD guy and you're on the run from a rampaging horde of Redditors. You take it in turns to move, as you run they will follow. If they crash into you the then it's game over. Your only defence is to make them crash into each other or into other piles of rubble.

You can teleport out of a tight spot, let off your one-time bomb, stand right where you are or go go 'last stand' if you think you're safe.

The primary design goal was to build a game quickly and simply, the secondary goal was to use little to no text anywhere in game, to see if I could put together a game that needed no written instructions. I think it kind of succeeds but it's all part of a larger learning process.

Play, win, lose, enjoy, let me know how you get on :)

Friday, October 09, 2009

Word Grid on Kongregate

Due to popular demand (and beacuse Jim Greer is such a lovely chap) I've added WordGrid to Kongregate so you can play it there an earn all the lovely awards and points that they will be offering very shortly :)

Monday, September 28, 2009

Zilch: e4 Multiplayer Winner

Woot! Zilch was the winner of the Multiplayer award on the e4 games website, which gives me complete permission to show this:
I never thought that Zilch would win an award like this but I'm chuffed to bits! Thanks to any and all who voted for me, I love every single one of you. Yes, even you.

Monday, August 24, 2009

Award Nomination for Zilch

Wow! Amazing news: Zilch has been nominated for an award on the e4 games site!
How awesome! Do yourself a favour and vote for Zilch!

Thursday, July 30, 2009

Fancy a little post-game?

I've added a bunch of new tweaks and stuff to the current version of Zilch. I've started tentatively working on Facebook integration but the most prominent feature is now the post-game chatter:
Turns out it wasn't just me who didn't like being cut off in the middle of a sentence when the game ends. Now you can say goodbye to your chums at your leisure :)


Tuesday, July 28, 2009

Aggravating Flash Issue Solved

I was having a hell of a time trying to make clips inside clips work without throwing an annoying error about type coercion. The solution is simple:

Don't have any clips inside any other clips that contain static text fields. It's that simple.

I'm only really posting this so I have a reminder of what solves the problem, sorry it's not game related :)