Prepare to Become MANIC!!1!1one!
April 28, 2011 by UberMonkey · Leave a Comment
Manic is released to the WP7 Marketplace now for your enjoyment! There is a few bugs that were not caught, and an update is awaiting for approval. Manic comes in 2 flavors, the orignal called “Manic”, which costs a cool 99 cents American… and the other is “Manic: Patient.0″ which is a free, ad supported version.
Here is a little snippet of what Manic is all about:
Manic is a fast paced game of skill that bombards the player’s fun gland with seconds of gameplay at a time! Each minigame you play has very simple objectives, and you only have seconds at a time to keep trying to not fail at those objectives.
Do a market search for Manic, and you should see them, or use these handy dandy links to open them in your Zune software!
If you enjoy them, please drop a review on it!
Until next time…
Manic… IT’S COMING!
April 9, 2011 by UberMonkey · Leave a Comment
I am finishing testing Manic, a sweet, sweet fun filled game for WP7 devices. Hopefully testing goes smooth, and it will be uploaded to the marketplace later this weekend, or first of this coming week.
This update is short and sweet. Until next time…
Holy Bloated XML Batman!
February 21, 2011 by UberMonkey · Leave a Comment
This weekend, I started to plan out on how to save the world data in chunks for my upcoming ProjectCube game. Just for fun and the simple fact it was easy to do, I tried saving a copy of the data using XNA’s IntermediateSerializer. I knew it would be more bloated than something I could come up with myself, but wanted to see just how big it would be. After getting a test project setup and pouplated, I let it chunk thru the generating and saving of the level data for a region. A region in ProjectCubed consists of an array of 32×32 chunks, each chunk being 16x128x16 cubes. If you do the math, that is a grand total of over 33 million cubes (if every spot on the region is a cube.)
After it ran and saved the file, I just laughed and thought “Yea, I’m not using this.” The file it saved was a whopping 780ish MB. Just for that small region, which ProjectCubed will be comprised of more than just 1 single region. After widdling away, and coming up with a nice and compact format, I took that 780MB file and got it down to a whopping 32MB. This is much more managable.
So in conclusion, IntermediatSerializer is great for something quick and small, not for a huge datastructure.
High Resolution Texture Test
February 18, 2011 by UberMonkey · Leave a Comment
I replaced some of the textures for the cubes with a higher resolution one. Before was using a 16×16 texture for the cube faces, and now I have had my artist friend whip me some 64×64 textures, and I must say, it looks awesome! Up next will be spliting the world in a loadable format and load a set number of regions depending where the user is at. For now though, let your eyes enjoy this sweet, sweet eye candy.
New Project In The Works
February 7, 2011 by UberMonkey · 1 Comment
The other day I started to dabble with 3D aspect of XNA. Ran thru placing a model on the screen, and making a few simple shaders. Things were progressing very nicely, and thought, you know what? I have a pretty slick idea using very simple 3D tech. So I whipped up a new project, and started to work on a simple Voxel engine. This is no ordinary voxel engine that is used back in the day. This is very similar technique that MineCraft uses. This project I am envisioning is not like Minecraft, just using similar terrain system. I will provide more details on this little project, but for now it is just called “Project Cubed”.
On that note, enjoy a sweet, sweet vid.
A Brief Update
November 24, 2009 by UberMonkey · Leave a Comment
Man it has been a while… Games, moving, work, the list goes on, but I don’t really want to blame them for my lack of effort. On that note, I have been getting back into XNA, and even have written an article for a new XNA site since Ziggy has been slacking in getting his site back up in working condition. The article I have written is on the subject of simple animated sprites. It goes thru step by step on making a simple animate sprite first with an image per frame, to a simple class that uses a sprite sheet. You can read the article on Sgt. Conker’s website, which is entitled Simple 2D Animated Sprite.
I am in the process of writing a series of articles on how to create a simple 2D Platform game. Each part of the series will be hosted on Sgt. Conker’s website, and the first one is in the works. I won’t spoil any of the juicy details, you can read them when they are posted.
Along with the articles, it has given me a fresh inspiration on the DPB contest I have going with Zedox… Hopefully it will be completed in time for our deadline, and then Zedox can TMB!
I will be posting progress on both my DPB game and the article series in the near future. Till then, peace out~
Duo Platformer Barrage, Other side of the Story…
April 14, 2009 by UberMonkey · 2 Comments
Been slacking in updating but I have some news! My friend Zedox and I are doing a 2D platformer contest against each other. Our due date for this contest is around Jan 31st, 2010. He has a few videos posted on his game already called, “Tears”… just like slicin onions I think…
I do have one video up right now, and will be having another one up here shortly. The working title of my platformer is called “Mischievous Adventures of Tricky.” MAoT will pay homage to one of the best platformers I have ever played, “Conker’s Bad Fur Day.” The current video I have is using a temporary character I rip’d from James Silva’s book. More will come when I get the time to post.
Ledge Faller, a new app in the works
February 18, 2009 by UberMonkey · Leave a Comment
Since my first iPhone app, I have learned a lot, and started to get better at working with Xcode and Obj-C. I have been working on a new simple 2d game, that I have named “Ledge Faller.” Ledge Faller will have at least 2 gameplay modes, and have access to a global high scores table. At the time of this post, I have 1 gameplay mode finished, and working on the global highscores table. I’m not going to go into more detail on the gameplay just yet, but I can give you this nice juicey screen of the current menu!
I also haven’t forgotten about my first app, iWin. I will be optimizing, and tweaking the UI with what I have learned since creating it, as well as add new buttons and even new sounds!
Don’t forget to check back here for any new updates!
iWin iPhone app
January 31, 2009 by UberMonkey · 1 Comment
Have you ever wished you had a button that would make you defeat your enemies at any game? Well look no further, the iWin app for your iPhone/Ipod Touch is here! Each time you press this button you will be overwhelmed with it’s power and allow you to pwn your opponents.
The button can be customized with 4 different colorful designs.
Get it from iTunes here!
Screen shot(s):

Circuinator – DBP Entry
September 22, 2008 by UberMonkey · Leave a Comment
Ok, so I came up with this crazy idea during lunch at work on Friday… It was to try and create a game over the weekend and submit it for the Dream Build Play competition. The game is rather simple in nature, and I think it turned out pretty well. The play area has 4 colored bars that run right to left, a single bar in the middle that runs top to bottom. The left hand side, there is a turrent that shoots out bullets down the colored bars when the corresponding button of the same color is pressed. Enemies start from the right, and progress towards the left. You must kill the enemies before they hit the bar in the middle. If the enemy hits the bar that is in the middle, it progresses towards the left. If it reaches the turrent, it is game over. As the game progresses, the bars change colors, and the enemies spawn faster and faster.
Here are some Screen Shots of Circuinator:
And here is a vid from YouTube:


