Bugs and hacks

This post is due to “Dirty coding tricks” post from Gamasutra which we hardly recommend. Basically it’s about bugs seen during the game development of different games which had to be solved using (as its title states) dirty tricks.

During all this time we’ve also encountered some bizarre bugs. To point out some of them, one that caused gorgeous images was in Moebii’s level selector where in some cases the spawn of new cubes failed and then and exponential spawning of cubes started resulting in images like these:

Another weird bug, in this case, caused by Unity, when we upgraded Hungry Gows project from version 3.0 to 3.5 we realized that some of the transform matrixes of the objects weren’t imported correctly so they had what we supposed it was its initial value, making all these objects to be in a wrong position-rotation-scale. After searching in Internet without luck we randomly tried to address the problem thinking that it was due to a change in float representation so we made a short script which imposed all the values from the transform matrix of all the objects of the scenes to have at least 2 decimals. Luckily this worked out and we could save a lot of time avoiding having to change by hand all the values based on the original ones.

 

Because we may!

We want to express our support to Because we may, a campaign to show that:

developers should have the freedom to price their games how they like, without interference from the online stores that sell the games.

and that’s why we are going to be offering our games at a 9001% discount over original price during this week!

You will find other amazing games endorsing this message here 

2nd UPC prize at 3 Headed Monkey Awards

Yesterday it was the prize-giving for the 3 Headed Monkey Awards Contest in Caixa Fòrum. The event was headed by two prominent figures of the national digital market: Horacio from Social Point and Niko, creator of the well known and charismatic Cálico Electrónico.

The awards started with the interpretation of a very suitable composition for the name of the awards:

Then the two stated talks continued: Horacio explained how they started it all and a brief showcase of their projects and after that Niko presented Cálico Electrónico return to the Internets with its 4th season

   

And finally arrived what everyone was expecting: the prize-giving. There were three initial (soon you will discover why initial it’s used) categories: Audience’s prize (given to the game with more votes), UPC prize and best overall prize.

The Audience’s prize was for BeautiFun Games and theirs Nihilumbra obtaining the 20% of all the votes.

https://youtube.com/watch?v=uSmFAAYmJss

The UPC prize was closely disputed by Betty the Bee and Moebii but finally fell into Betty the Bee.

TrTrtrtrtrtrtrtr (it kinds of tries to be a drum roll) the Best overall prize was for the amazing job done by Hugging cactus team and entitled Forgotten Kodama

There was a special prize for the Expert gamer given to the person able to recognize the game and the scenes from the music that was played at the end of the event. If you want to see the level of the prize you can give it a try:

To sum up the awards, we find that the awards have been fairly deserved as we had stated when we first saw all the projects that the three winners should be: Betty the Bee, Nihilumbra on Audience’s and UPC prize and Forgotten Kodama for best game prize. We are very proud with our position as we weren’t expecting anything from a game done in just one week of hard work once having seen all the presented projects and the vast amount of work and love that is evidential on them. We also are amazed and happy for the good quality of projects and we hope watching more and more national teams doing even more gorgeous games. The prize-giving was very interesting and entertaining and we would like to finish thanking everyone that has made possible the competition and see you next year!

Moebii heads the 3HM Award!

This week we’ve worked a lot (and haven’t slept much) in order to finish and improve some of the flawly aspects of the original idea to head Moebii to the newly created Three headed monkey Awards

 

An open-world that links with these Möbius-shaped worlds has been created giving more immersion to the story and to Moebii’s world.

       

 

We have introduced 6 game modes based on the initial puzzle of coloured cubes in a Möbius strip: reach some objectives, make combos, get points given a time, mix cubes in your inventory to get a given colour,…

    

 

Also bosses have appeared to destroy and plunge in absolut obscurity the world abosrbing all colours:

If you like our idea and want to support our work you can vote Moebii here

First prize at Barcelona Game Jam 2012

For the second year in a row, team·iso got the first prize at the Bacelona Game Jam! This year we made Moebii, a puzzle game that plays over a Möbius Strip. You can read more about the original idea on our previous post. We are still developing it, so stay tunned for more details on this blog.

    

We encourage you to play the other finalists’ games, because they are all awesome projects and we are sure you won’t regret it.

Immaturity: visually astonishing and with a curious gameplay. Use your past moves in order to solve each of the puzzles that you’ll find in this adventure about growing up and self awareness.

Quetza’ls Trail: gorgeous pixel art and graphics, very enjoyable due to its perfect level of challenge

Dumping Bricks: what if you were a creature that eats and uses its own “creations” to help itself? We laughed a lot with this crazy but original game!

Loop Brothers: minimalist-looking, one-vs-one, solo, strategy-ability are some of the words that can be used to drescribe this project.

CanniBALLism: we love the visuals of this game! It’s fantastic in its simplicity and the render it’s amazing! The gameplay it’s remarkable too. We hope they improve a bit the AI to make this game even more awesome

Barcelona Game Jam 2012

This past January took place the second Barcelona Game Jam held by VGAFIB as part of the Global Game Jam.

We started on friday with a lecture imparted by Microsoft partner student Alex Hernández about Window Phones and game programming with XNA for Window Phones. After that we were suposed to do a lecture about Kinect SDK but due to last problems with the receiving of some Kinects Microsoft had lent us for the game jam, we changed it for a short speaking showing Unity3D while doing an easy game about a ball that had to go from a point A to a point B being inside a maze.

            

At 20 o’clock the game jam officialy started with the keynote. A lot of well-known game developers shared their opinions about game development: John Romero talked about team work, Baiyon from PixelJunk explained how he understands innovation and told he came with the idea for one of his games just by watching how random noise appeared from moving a cartridge inside an Atari,  Gonzalo Frasca remarked the importance of self motivation and valuing own creation despite not winning and finally Will Wright focused on fast prototyping and making a game in 48 hours, The keynote is available online so if you want to watch it you have it uploaded here

          

Once the keynote ended the organization comunicated the main topic for this year:

A lot of ideas and games came into our minds but before starting to code something was necessary: group forming. Everyone went to the corridor to start some team making activities: everyone had to write down in a postit his idea and after that all the postits were sticked in a wall.

After that every idea was explained by its author and the different roles he needed for the project. This took a while but finally everyone had a group: a total of 12 teams made from 42 participants. While all this was being done in the corridor we helped VGAFIB organizing the tables, chairs and placing network cables. When everything was prepared the jammers came into and chose their places.Everyone worked hard the next thirty hours in order to finish their prototype. We started with two main ideas: on the one hand we thought about a snake-like game being played in a spheric world where you had to eat you own tail and on the other hand we wanted to use the Möbius strip which is a surface with just one side. We where discussing the different ideas while dinner and finally decided to do the two projects and connecting them as there was a subtopic which consisted in connecting two games.

Based on the idea of Möbius strip we developed Moebii (playable here) where you play as a pea with a jetpack who has to join cubes of the same colour in order to increase the available seconds and try to last as much as possible.

The snake project was made by Vaca during spare time (can be found here) and they both were connected this way: if you eat a pizza in the snake-like game you give a cube to peaboy, and if you make a group of cubes in Moebii you make a pizza appear in nyan-snake game.

Everyone worked hard to finish their games. Sunday arrived and the presentation of the job done. After that, all participants let the others try and play their creations. A lot of awesome projects were crafted! If you want to give it a try to them you can visit (and play!) them here

        

We have enjoyed a lot this second edition of the barcelona game jam and are very proud about the level seen. We whish the organizers and the other jammers have had a good time too!