Rainbow Dash! Tutorial and Credits

Guess what everyone! It’s Tutorial and Credits time!

Rainbow Dash! is a side-scrolling, collect-em-up game, where you play as a multi-coloured rainbow orb; The Spirit of Creation, in his quest to restore the world to life and bring the world into a state of harmony again. The game is our entry into the GMC Summer Jam and is a sequel to our game Bun-Dun (the story is stand-alone though, so don’t worry if you’ve never played Bun-Dun). Oh, and one last thing, the game features bright, flashing lights, so SEIZURE WARNING! Now, let’s move on to the tutorial.

Tutorial

In Rainbow Dash! you, playing as the Spirit of Creation, must restore the world to life by harnessing energy. You move up and down with the arrow keys. If you collect yellow energy in a row, you gain a combo multiplier, which increases your score. However, you also have a charge meter, which if it runs out, you fail the game. To keep your charge meter… charged, you must fly through yellow rings. The game is broken down into stages, and after each stage, your speed is increased. If your computer is running slowly, press ‘F’ to turn off the particle effects. Let’s do a step by step overview of what you’ll encounter in the game.

 This is you, the Spirit of Creation. You’re a flashing orb that switches between the colours of the rainbow and leaves a rainbow trail of happiness and life in your wake. Sounds nice, donnit?

This is your opposite, the Spirit of Destruction. Together, you two kept harmony and balance in the world, but the balance has been upset and you have to restore it! If you run into him, you fail. If you hit his trail, your current charge is halved.

 This is your basic “good” energy. Collect these to increase your score, collect them in a row to increase your combo multiplier! If you miss one, your combo multiplier is halved.

 This is your “bad” energy. Hitting it reduces your score and resets your combo multiplier.

This is your “good” ring. Flying through it increases your charge.

“Bad” ring. Flying through it takes off a quarter of your current charge and resets your combo multiplier.

This is a special “Speed” ring. Flying through it gives you a temporary speed boost in which all good energies are drawn to you, and you are invulnerable to bad energies. It also makes everything REALLY pretty.

If you can manage to end a stage with a x100 combo, you get a perfect round, which grants you 10,000 extra points per stage (ex: Stage 1 Perfect= 10,000 Stage 2 Perfect = 20,000 etc.).

Credits

Klassic - Project Manager
- Programmer
- Co-Designer
- Artist

Worthington - Co-Designer
- Writer
- Quality Assurance

Cariboo - Sound Design
- Quality Assurance

Music: “On Melancholy Hill (Instrumental)” By the Gorillaz. All rights go to Gorillaz and associated labels. Music used under Fair Use law.

Yay for JayIsGames! Again!

Hello everyone, Worthington here. We haven’t spoken in a while, how is everyone? Good? Good. Enjoying our latest game, AFROFARG (Attack of the Fragrantly Rude Organisms From Another Reality, Golly!)? We know JohnB from JayIsGames is.

Yes, it’s that time again. It’s somewhat routine now, isn’t it? Well, we’re not complaining. These Weekend Download features comprise the bulk of our exposure.

Speaking of exposure, what do you guys think of us setting up a Facebook or Twitter account? Yes, No, Maybe so? Love it, hate it, Why, oh Why? I might get Klassic to set up a poll for this later.

That’s all for now folks, have a good one.
/Fingergun
~Worthington

Assorted Miscellany

Greetings fair consumers, tis I, Worthington. I know what you’re thinking: “Where’s Klassic, it’s day 9 of non-stop Grief coverage?” Well Klassic is busy working on the game, so i’m going to step in for this post.

So the game is very much nearing completion and will soon go into Closed Beta, this is going to involve us sending out the game to our peers along with a feedback form, and then we take their feedback and tweak the game accordingly. Once that’s done, we will release the game and plug it for ALL IT IS WORTH!

I’m not kidding here, in addition to posting it in our regular sites (YYG and Gamejolt) we will be sending out copies of the game to as many showcasing sites as possible (Like indiegames and jayisgames; ESPECIALLY JAYISGAMES). Also, we’re going to have a trailer. Like an honest to goodness, cinematic trailer like the REAL studios have. We’re not going to have a video-walkthrough, which is ironic since we had one for Bun-Dun, the game that needed no walkthrough, while this puzzling affair that will frustrate you to wits end will not.

Also, we plan to have the game out of Beta (but not necessarily released) by the 19th. Why is that you ask? Because, good consumer, we are planning to submit this to The Escapist/Extra Credits Innovation Awards, hosted at the LOGIN conference on May 17th. Luckily for us, Seattle is a scant 2 hours drive away from where we live, so we’ll be able to attend if we are nominated, which would be a HUGE boost for us. The Escapist is one of the largest, most important gaming journalism/commentary sites out there, and if we even get nominated for one of these awards it’ll be a huge boost. If you live near the area, you should definitely attend LOGIN Seattle, it’s a great conference with a great showcase of panels and speakers.

Also, I suppose i’ll tell you about the new method we have in the team for handing out assignments. Rather than chaotic MSN group conversation’s, Klassic compiles an email with lists of tasks for all of us to do. He sends it out to all of us, and we update the lists as we do the tasks and attach the files to the email. Of course, this makes for a lot of replies and quoted text, right now the Grief Hub Email is currently at 40 replies, the indents are ridiculous.

Well, that’s all for now, stay tuned, Grief is coming your way very soon!

-Worthington

Grief Credits

Klassic:
-Project Manager
-Lead Coder
-Co-Level Designer

Tangleworm:
-Lead Artist
-Co-Designer

Worthington:
-Writer
-Co-Designer
-Co-Level Designer
-Public Relations

Cariboo:
-Sound Designer
-Public Relations

Quality Assurance:
-
JWong
-Scott Zhao
-Chopped Soup
-Gamer1PC
-
Marco So

Song composed by and courtesy of Nikhil Sudan

Thanks for playing!

Ambiguous Grief status update!

Hello, Worthington here. So, Grief, yeah; I know when we don’t mention a game for a while it seems like we’ve abandoned it, but fear not! Work on Grief is progressing very nicely, and I am here to break it down into nice digestible chunks for you.

Levels are 3/5th done.

Maybe around 1/2 of the artwork is done, all animations for the main character are done and Tangleworm started work on the tileset.

Music is done! Sounds, however, are not.

And well all the other stuff (menus, etc.) have yet to be started, but that’s only a small chunk of the game, so it’s no biggy.

All in all, the game is maybe halfway to completion, but we’re making a lot of headway.

Well, that’s all for now.

Ciao.

RANDOMNESS IS RANDOM

For a multitude of reasons, i’ve stopped shaving until we release Forksplosion.

Just thought i’d post this because the blog has been BARREN lately.

I’m in the midst of level design for Grief, and soon I will compile a feedback form for the beta testers.

That is all.

~Worthington

Bun-Dun is easier; also lunch times

Hey gaise, Worthington here. Time for a double up announcement/dev-diary.

Today I was at a friend’s house playing Bun-Dun for 50 minutes, while he swore at the screen. Stage 7 is bloody hard. Like us taking turns to try and beat it for 30 minutes hard. Apparently you need a crappy computer to beat it in one playthrough, because then it lags so much you can get energy quicker due to the odd slow-mo effect. But on my friend’s behemoth of a PC it ran so super-smooth that everything ran at hyper speed. So we took the easy way out and got Chris to make the game easier.

http://gamejolt.com/freeware/games/bun-dun/news/update-1-2/1850/

Now to the Dev Diary component. Everyone at Magnesium Ninja attends the same high school. Whenever I eat lunch with Tangleworm, strange things happen. We make off-hand sequiturs about various genitalia and I somehow turn these into vulgar game concepts (ex: Reverse Giant Rabbit Penis Parking-The Game) that get absorbed into a meta-game concept known as Magnesium Ninja: The Game (A game that documents a day in the lives of the MN members).

But onto something slightly relevant on Forksplosion; at lunch I usually give Tangleworm directions and he produces character sketches. During these I have to flesh out the character itself and these invariably produce character backstory segments that are hilarious but cannot fit into the game’s script itself (for the most part). Thus, Tangleworm and I will be producing a webcomic series known as Forksplosion: After-Party. It will document the celebration party of the FORK crew and as the night progresses they gradually reveal more and more about themselves. So yeah, in conjunction with Tangleworm’s OST look out for that on release.

In addition, we are a game studio who listens to customer feedback; therefore we have addressed our main concern with Bun-Dun (i.e. it was kinda meh in the fun factor) by bringing in 3 or 4 of our peers to be testers for us. All interface complaints with Bun-Dun were also noted and will be rectified in Forksplosion.

That is all.
Worthington.

AtmAsfera: Who done they be?

Do you remember Alexandr Goncharuk? He composed the music for our AWARD WINNING GAME BUN-DUN (God that feels good to say). The music was excellent and helped the sheer charm of the game and added a tonne of personality. Anyway, he is part of a band named AtmAsfera, who are based in his hometown of Kiev, Ukraine.

Just doing a quick shout out to help our friend Alexandr.

AtmAsfera’s Webpage

AtmAsfera’s Facebook

And if you didn’t know already here’s Alexandr’s webpage: http://www.keishorasound.com/.

Ciao

Worthington

No voice acting for you!

I’m the voice acting nazi!

But yeah, sorry for getting your hopes up, but there are a few reasons we can’t do it:

1) JESUS CHRIST HUGE FILESIZE BAAAAWWWWHOOOOOOAR!

2) The mic, it is crappy

3) The time, we have none

4) We suck (at voice acting that is)

Sorry gaise. If it’s any consolation, Tangleworm has started on character designs and they look pretty awersome.