GDC 2008: Crayon Drawings

Posted by Derek Yu Tue, 18 Mar 2008 00:47:00 GMT

Cortex Command in Crayon Form

I wanted my next post to be about a game, but this is too fun not to share. Petri Purho has put up a gallery of crayon drawings he collected from various other indie developers at GDC this year.

Thanks for the tip, Data... who also happens to be the artist of the above image!

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Boom! Cortex Command: Build 20

Posted by BMcC Sat, 26 Jan 2008 11:28:00 GMT

I just love posting these little, horribly violent animation loops from Cortex Command.

Anyway, the 20th build has been released. Dunno why it hadn’t been posted here yet. (Maybe it had?)

Expect the usual bunch of improvements and tweaks. Download here.

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Flashbang Studios Halloween Party Webcast

Posted by Derek Yu Sat, 27 Oct 2007 20:13:00 GMT

Gished

Guys, if for whatever reason you can’t make it out tonight to get sloshed, you can always watch Matthew Wegner and Steve Swink (Flashbang Studios / IGF Organizers) get sloshed for you at their Halloween party, LIVE. Like, tonight. Like, right now.

Special appearance by Daniel Tabar (Data Realms), possibly in a towel.

Point your video player (VLC recommended) here for the drunken Gish action! And be sure to send a message direct to party central (via the Flashbang LED board)!

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Blogs of Fury

Posted by Derek Yu Tue, 04 Sep 2007 06:00:00 GMT

Hope all you American TIGSource readers had a great Labor Day weekend! I got to hang out with some old friends, which was great.

gish 2

But enough about me, eh? I wanted to bring to your attention the blogs of two artists and game designers that I have severe mancrushes on. The first one is from Cryptic Sea, home of Alex Austin and Edmund McMillen, the creators of Gish. Now, I was already VERY excited about Gish 2. (From what I’ve heard, it’s going to be Gish, but bigger, better, yadda yadda.) But after seeing this teaser image, well… I’m at “pee pee pants” level of excitement. And that’s a very high level.

I really loved Edmund’s previous work, but it’s obvious that he’s getting better and better! He’s a hilarious dude, too, and incredibly genuine. I wish the best for him.

meta fight

Which brings me to Niklas Jansson, the artist for Cortex Command. He’s a talented technical artist, to be sure, but what I love about Niklas is his broad understanding of game design. Whereas any artist can take an old design and “modernize” it by making it dark, overwrought, and angry (cough Bomberman: Act Zero cough), Niklas stays true to the original essence of the old school. If only the games that he designed made it beyond the conceptual stage!

In his new blog, which supplements his portfolio site, Niklas shares his artwork and his thoughts on games, old and new. It’s fascinating stuff, so check it out!

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Cortex Command - Test Build 18

Posted by Derek Yu Thu, 30 Aug 2007 00:43:00 GMT

Cortex Command Pie Menu

Good ol’ Data brings us another free update to Cortex Command. The game looks better, feels better, and runs better.

When’s this man going to put out a “full” version so I can throw some money at him?



Here’s what you’re getting:

32-bit rendering effects! Shiny gold, glowing fireballs and tracers, etc.

Much-improved player interface with adaptable pie menus. All relevant commands just two buttonpresses away!

32-bit video mode – no more palette corruption problems

Enemy spawns are now data driven… modders: fight against your own creations, just look in Activities.ini

Memory leaks massively reduced, can play long games without RAM being eaten, and overall memory footprint reduced

Several crash bugs gone and other glitchfixes

(Thanks, Nikica!)

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Build your own Barnacle in Cortex Command

Posted by Lorne Whiting Sun, 29 Jul 2007 19:58:00 GMT

I don’t quite know how it works yet, but you can now build your own bunker in Cortex Command.

byob

Direct download: Linkeh

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Cortex Command Test Build 14

Posted by Derek Yu Tue, 12 Jun 2007 15:47:00 GMT

cortex command

Data, who it must be said is a god amongst men, both in physical stature and programming prowess, has finally released a new build of Cortex Command, and it’s a doozy. New to this build are improved AI, collision detection, physics, and control over your teammates (among other things). The game is really starting to come of age, and I think in 15 minutes of playtime I had about as many “holy shit” type moments.

There’s still a bit of stickiness to the walking / general movement, but it feels vastly improved from the last time I played (which was a couple builds ago).

Damn it feels good to (be a gangster) shoot a skeleton with a long rifle in midair as it’s falling from a dropship…

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Cortex Command (Test Build 13)

Posted by BMcC Wed, 14 Feb 2007 11:15:00 GMT

Right on the heels of build twelve, Data Realms releases build thirteen of their upcoming team-based shooter Cortex Command. Why do I even bother anymore? :P

This new build should fix a bunch of the issues with the previous version.

Download here, alright?

Hey Data! It seems that walking is much more clunky on my laptop than on my PC. How could this be? Also, I just noticed… CC is all “true” 2D, isn’t it? (I.e., blitting, sprite rotation, etc. versus hardware acceleration?) It looks fantastic. The gunfights are remarkably tangible.

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Cortex Command (Test Build 12)

Posted by BMcC Tue, 13 Feb 2007 17:08:00 GMT

Get physical. Kaboom! Data Realms has released the latest build of their highly-anticipated (by me) multiplayer shooter, Cortex Command.

This new version adds some pretty substantial improvements, including up to four player split screen, keyboard and mouse control, improved AI and gameplay mechanics, and blast shields. Probably more stuff, too.

Be sure to download from this page to get the proper version. (Twelve.)

Thanks Rz.!

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Cortex Command

Posted by Derek Yu Mon, 10 Jul 2006 12:13:00 GMT

Cortex Command

Cortex Command is what I would call a “hidden gem.” Or at least a potential one, since it’s not finished yet. BUT, the creators have recently committed themselves to working fulltime on it, so things are lookin’ up!

Think Liero meets Soldat meets some other stuff. There’s a basic demo of the game available (see the devlog) that lets you play two players splitscreen. Movement is fairly rough, but it’s impressive (and quite fun) to see the characters walk, crawl, and blow up using ragdoll-style physics. Support the development of this game!

Graphics are by the inimitable Niklas Jansson (aka Prometheus), of whom I am a huge fan.

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