Archive for the ‘Flash’ Category

Crawl Released

Posted on Monday, August 30th, 2010 at 12:35 pm under Flash, crawl, flixel, releases with tags:

Thanks to a sponsorship from BadHed.com, “Crawl” has recently been released!

You can play Crawl over on BadHed’s site or here at The Wasabi Project.

Crawl is a pretty standard kill-all-the-monsters shooter with some basic upgrades to purchase between levels. You can safely say you’ve won the game if you can complete all 20 levels, but you’re also free to keep playing for as long as you like — the monsters get stronger with each 20-level loop.

Coming Soon: The Deeplight Expedition

Posted on Thursday, July 22nd, 2010 at 3:15 pm under Deeplight, Flash, flixel with tags:

The Deeplight Expedition is a soon-to-be-released Flash + flixel based, medium-sized, platformer / exploration game.

The game has players searching through a trap-ridden labyrinth in an attempt to find the keys and runes required to unlock the path to the Deeplight stone. A fairly detailed history of the Deeplight stone and the guild of rather untrustworthy mages responsible for it’s creation is also available for those willing to search out all of the 20 tablets scattered throughout the game.

Here are a few screenshots from the game, along with a trailer video:

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Addicube Prototypes II

Posted on Friday, June 11th, 2010 at 10:00 am under Addicube, Flash, flixel with tags:

It’s certainly time for another post about an Addicube prototype, so here we go:

http://www.thewasabiproject.com/addicube/prototype-2/

This version of Addicube was put together just before the Kickstarter project was launched, and was theĀ first to include some preliminary sprites, which let us get an early sense of both the perspective and scale of the game, as well as a feel for how the color tinting system would interact with the artwork.

Addicube Prototypes

Posted on Saturday, May 29th, 2010 at 8:05 pm under Addicube, Flash, flixel with tags:

With Addicube now fully funded, and a fair bit of the initial t-crossing and i-dotting for the project settled, it seems like the right time to start releasing some of the prototypes and development versions that have been developed.

There are a number of incremental development versions of Addicube that I’ll be posting in the near future, but before getting to those, I wanted to go back to the very beginning of Addicube’s development.

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Father O’Malley Updates

Posted on Friday, March 19th, 2010 at 10:00 am under Flash with tags: ,

Father O’Malley Part 3 was always intended to be the first of a trilogy of gamesĀ (released backwards, of course). I’ve been working on Father O’Malley Part 2 on and off for some time now (Wasabi M was developed partly for the purpose of laying out the levels), and I knew I wanted to improve the graphics a bit, but I was pleasantly surprised when I came across the REFMAP artwork. Nothing from REFMAP was suitable out-of-the-box, but with some editing the REFMAP characters turned out to be a great base for both Father O’Malley’s sprite and the sprites of the various zombies.

Once I had the sprites put together, I felt it would really be unfair not to build an updated version of Father O’Malley Part 3 using the new art assets. I also adjusted the difficulty a bit (people seemed to have trouble with the sheer volume of zombies on the later levels of the original), and rebuilt the level generation from scratch, adding pits and crumbling bridges to the mix. I gave the entire game a faster, snappier feel as well — playing the original version of Part 3 feels very sluggish to me now.

The public release of Father O’Malley Part 3 – Born Again Edition will probably land in early April, but in the mean time, here are a few screenshots of the new look and feel of the game:

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