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Matthew Stradwick @Moonkey

Age 41, Male

New Zealand

Joined on 5/11/07

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Two years worth of update

Posted by Moonkey - June 1st, 2010


The last few months I've been working with Jazza again, this time on a game(s) for his Larry series. The game is a big step up from Paladin, in terms of both production quality, and fun. Jazza has put a huge amount of work into animating and producing the game, assembling an awesome team to produce high quality sound, voice and artwork. The first minigame Big Dipper is out now, so go play!

Other news from the last 2 years:

Released Brotherhood of Battle across the web. It's a free online multiplayer TBS which has been running for about 3 years, but up until recently has only been playable at XGenStudios.com
Did the client side programming for Boxhead: Bounty Hunter.
Made Puzzatales and Explosioneer with the one and only Spike Vallentine.


Comments

Sounds like busy times. Looking forward to Larry and the Gnomes, hope it meets expectations! Keep up the good work!

Thanks for all your hard work man.

THANK YOU.

And why do you have a Monkey as Icon?

He does look intelligent.. But still, You like Monkeys? Since your a Moonkey.. A key from the Moon? Or a Space Ape?!

I like your post, lol.

Looking forward to the Larry Game.
Big Dipper seems to be well received! Boy, wait till the real game comes.

With love,
Your #1 BoxHeadBounty Hunter Fan.

Progammer need more attention, especially one such as yourself! You rock!

hey u should leave more links to more good games these games r awesome :) :) KEEP IT UPZ !!

There is only one minor problem with Larry: Gznomergeddon that you can fix that can take it from an impossible to beat game, to just very difficult. I sent this to Jazza too, but i think its more important for you to know this.

At around level 11 or so, when the miners come in they will always knock Larry back into the wall, which than makes it impossible for the gamer to win, for Larry will be bouncing between the wall and the Miners attacks, making it literally impossible to move, since the miner is so close to you, the wall, and his attacks.
The way to fix the problem is to allow Larry to move instantly after getting knocked back by the Miners or those brown dog looking things. They move too quickly. Honestly, i think its a fail in design if the player has to avoid every single attack from an enemy if they want to survive. Can you be more original please?
Anyway, i hope you fix it.

u rock man and all ur games rock!

Wow!Your 2 years really paid off!Keep up the good work!

Hey Moonkey. In your new game, since you are obviously rasterizing your visuals to sprite sheets, I was wondering, did you use some form of bin packing algorythm?

Hey! They are rasterized at runtime since, in the full game, there's a huge amount of customization that characters can have. To avoid using more resources than necessary, each frame for each character is drawn and cached on demand, in its own BitmapData.
It's a little different for this game since there's no customization in the enemies, so the required frames for them are cached ahead of time in the loading screens to ease the load when the action is happening.

Any plans to add medals to your latest game?

Thanks for the answer Moonkey

Nice man. Also you should get on IM again. It was good to converse and you were good at motivating.