October 15, 2011 at 6:48 pm
· Filed under Uncategorized
Game Description:
What do you get when you mix a Rubics Cube, a Match-three game and Maths? Find out with Code Sliders as it challenges players to match up number tiles vertically and horizontally to sum up to the answer tiles surrounding the map.
Combo and tile-color mechanics allow players to earn bonus points to achieve high scores.
Will you bet your chances on chaining high scores in hopes of buying back more time, or take the direct approach and hope to beat the clock without resorting to tricks?
The answer is out there, sometimes solutions are just around the corner, if you just look carefully. Can you break the unbreakable code?
Features:
2 gameplay modes: Arcade and Free play
Arcade: One life, one chance. How far can you go?
Free Play: Replay completed levels for higher scores
Multiple solutions to suit different play styles
Lite Version now free on Samsung Appstores for Samsung Galaxy Tab
November 16, 2009 at 1:44 pm
· Filed under Crimson Blues
The following is a video capture of the level 5-2 in Normal mode. This video shows off some of the skills the player will use in the game, especially the “summon armor” skill which summons an opposite colored copy of the player, in “block” form. The player is then able to alternate between control of the the two characters, for example doing “speed-ball” specials (Hurling the summoned copy at enemies while in block form), and creating temporary platforms.
November 4, 2009 at 6:17 pm
· Filed under Crimson Blues
This is a brief explanation of the various game modes players can expect to enjoy and unlock. Initially some basic modes are unlocked for play, with additional game modes are unlocked further into the game to extend lifespan and re-playability.
In addition, meeting certain conditions such as completing the game without taking any damage, or collecting a number of items in the stage, unlocks achievement tokens and counts towards the game’s “100% completion” tracking.
The game also tracks the “best times” for the various levels, so players can go back to replay the levels to achieve a faster time.
SINGLE PLAYER Tutorial Mode – short levels to teach players the basic mechanics of the game as well as show them what endgame abilities they can look forward to. (Available from Start)
Quest Mode – An extended 30-level campaign where players gradually unlock the abilities and make use them to complete the stages. Also gives them hints on more advanced techniques. (Available from Start)
Quest Mode: New Game Plus – The original 30 levels are tweaked to be more difficult with additional obstacles which forces players use different solutions to overcome the levels. New tilesets are also used so the stages look quite different visually. Unlocked upon completing the normal Quest Mode.
Select Level - Players can replay any levels they have completed to gain 2 new achievements, i.e. taking no damage gives them a Perfect Level Complete token, and collecting the 5 gems scattered in the stage fives them the All Gems Collected token. All these tokens count towards the game’s Game Completion % which tracks the player’s progress in the game.
TWO PLAYER Speed Run - 2 players compete in a series of levels to see who reaches the exit 1st. Only levels which have been unlocked in single player quest mode will be available for play here.
Crystal Hunter – 2 players compete in a series of levels to see who can collect all 5 gems scattered in the level and then reach the exit. Unlocked upon completion of Single Player Quest Mode.
Made-of-Glass – Players compete to reach the exit without taking any damage. Unlocked upon completion of Single Player Quest Mode.
ADDITIONAL UNLOCKS: the God Mode option for the “Life” setting in the options menu is unlocked upon completion of the Single Player quest mode. Using God Mode to complete levels will not earn the player any achievements or tokens. It is basically for players to run through the map to understand the obstacles they will encounter without having to worry about dying.
Crimson Blues. A unique puzzle platformer where your powers change depending on the color of your character and the color of the object you are interacting with. Players can phase through walls, attain enhanced speed and jump height, transform enemies into blocks, and even create an controlable doppleganger.
However, each ability comes with certain advantages and limitations. Players are encouraged to experiment with their various abilities to find their preferred every puzzle, though some are safer or faster than others.
Players can then return to past stages with new abilities to access previously unreachable areas. There is also an unlockable NEW GAME PLUS mode where the older levels have “evolved” to be even more difficult. In addition, there are 3 two-player modes to be unlocked for multiplayer splitscreen gameplay and achievement tracking for higher replayability
Well thats the marketing pitch anyway but here’s more detail without the wordcount limitation.
Basically in the World of Crimson Blues, everything is composed of 3 colors, Red, Blue and Neutral. Neutral is sorta standalone, boring terrain elements that allow limited interaction. Its with the red and blue elements in the world that you have the most fun with, hence the title.
Opposites generally repel each other, while like colors attract. This manifests itself in the various abilities the player gains over the course of the game:
Color-Shifting:
The player’s core ability, every other ability’s effectiveness hinges on this. By shifting into “Red” or “Blue” form, will interact differently with other objects in the world, depending on their relative color.
Picking up and throwing objects
Players will be able to pickup and throw colored blocks, using them as weapons or stacking platforms. Opposite colored blocks can be thrown further, but similar colored blocks can be thrown with more precision.
Movement.
Allows players to run faster and jump higher than normal as well as run up or jump against walls. Players can choose if they want to move at a faster, higher-risk fashion or move at a more cautious pace.
Attack
Allows players to stun enemies or turn them into blocks. Can also be used to change the color of objects and start chain explosions to destroy stage elements depending on their color.
Ghost Walk
Players will be able to phase through blocks that are the same color as they are, allowing them to go through walls, ceilings and floors.
Summon Armor Block.
The final ability; this allows a player to summon an opposite colored block from his armor. Player can swap locations with the block, useful for reaching otherwise unreachable areas.
Well that’s the basics of the abilities you learn and what you cando with them. I’ll follow up shortly on advanced techniques, how the game is structured, and also some videos of some playthroughs so you can see how the abilities can be used in different ways to tackle the different obstacles.
August 7, 2009 at 7:43 am
· Filed under Uncategorized
Crimson Blues is an action puzzle-platform where the player’s control over colors affects the way he interacts with the game world.
By shifting between red and blue modes, the player interacts different with the world and the objects within. Like colors, signify an affinity to the player character. For example the player will be able to run up walls, go through solid objects, and stun enemies longer or even force the enemy to change color. Opposite colors signify opposing elements. Running or jumping on opposite colored tiles propelling the player at faster speeds and greater heights, the ability to wall-jump, throw objects further, knocking back enemies backwards and even the ability to deal a finishing blow that turns enemies into blocks. Additional abilities include the ability to summon and control your armor as a helper, and even use your armor as a stepping stone or a weapon against the enemies within the world.
Game Description:
Basic Moveset: Jump, Run.
Advanced Moveset:
Change Color: Allows player to change to either “Red” form or Blue form
Shoulder Guards: Allows players to lift certain blocks. When lifting blocks of opposite color, the player can jump with the block and throw it further. Blocks of the same colour can be used as a battering ram.
Boots: Allows players to jump further and run faster on floors of the same colour. Allows players to hang on to Walls of the same colour and run up/up the wall. Allows players to walljump off walls of opposite colours.
Gloves: Allows players to deal a variety of status effects depending on the colour and the type of attack. I.e . knockback, prolonged stun, changing the enemy’s colour, and turnign the enemy into a block.
More info to follow….
The game features a full tutorial mode leading up to the single player game, as well as a 2 player competitive mode.
October 16, 2008 at 11:13 am
· Filed under Uncategorized
Finally updated my demoreel. This includes all the animations that were previously on this page, as well as a short compiled clips of some games I worked on at the very end. Enjoy!
I love games. Not just playing them, but reading, watching and finding as much has I can about them. The X-factor that makes a game fun is never the same. Every game is a virtual world created to draw you in, bound by its own rules, with its own stories and drama (so what if its as simple as keeping the bouncing ball from getting past your paddle). But ultimately, I want to make my own games.
But in the mean time, I shall be part of the game making process. As an animator, the feeling of seeing your characters run around and moving as if it was born to belong in that virtual world he or she is in; it cannot be easily described.
This is my virtual scrapbook, a doorway into my world.
Check out the Animation and Models pages to see some of my in-game creations, from Monster Dungeon(TM) and Cyberversion(TM).
Enjoy your stay!
~ James “Zee” Phang .
PS: I’ve just moved my site to wordpress, so I’m still working out the kinks and tidying the look. Look out for updates!
October 16, 2008 at 2:21 am
· Filed under Uncategorized
To be a good animator, one also needs to know as much as he can about other specializations, so that they can easily really their requirements to the modelers and riggers. Its not fun for everyone if the modeler completes his model, the rigger does their magic on it, but by the time the animator gets their hands on it they realize that its unusable (be it out-of-place topology or unsuitable rig setup).
And sometimes its fun to just pop your animations into a model you created yourself and know that its all done by you. “Don’t think of it as dirty work”. Treat it more like its crafting a whole masterpiece of your own, bit by bit.
In game models for Monster Dungeon – Wolf and Fox NPC