[NAL] I don't blog good

Posted by Notalot on Dec. 21, 2008, 11:06 a.m.

August 27, 2008 - date of last blog entry?! Damn. That's a fair while ago. I used to post something here every few weeks at least.

Well, I'm still alive, this is a triumph, and I'm still as Game Maker-ally active. I've released several games since the last blog entry, FKR2, Signal Failure, Ne Touchez Pas!, Innoquous, EverScrollingHue and the recent Ne Touchez Pas 2. Here's a little on each one.

== FKR2 ==

Dunno if I covered this in my last blog entry, they both appeared around the same time, but I'll do it anyway.

FKR2, or Fantastic Kinetic Reflexes 2, is a sequel to a game I made in October last year - no prizes for guessing its name. It involves swinging these green thingies around your mouse-controlled dude, whacking enemies. Although a few people complained it was a bit boring, most were too busy getting mesmerised by the psychedelic graphics - the high point in the game.

== Signal Failure ==

One of my jokier releases, but not as in screamer-jokey. It's still a game. It attempts to simulate drunkness by violently spinning the screen as you play. You're a guy that's completely drunk off his head and must urinate on cat men advancing at you with knives. Yup. Most people complained of headaches and general dizziness after play, and like the heartless bastard I am, I told them I didn't care.

== Ne Touchez Pas! ==

A 16-level arcade game kinda inspired by both Messhof's Flywrench and my own previous don't-touch-the-walls-em-up "NAL's Jet Pod". It was deliberately nails - and it went down in different ways. People at 64digits generally liked it for being so challenging. GMG users, meanwhile, hated it because they couldn't get past Level 1. Sigh.

== Innoquous ==

Intended as a long and awesome platformer, I got bored of making it, cut it to ten levels, and released it, expecting most people to see it as the pile of arse it was. That didn't happen. Instead, YoYo Jim featured it on YYG and loads of people covered it. It at the moment has nearly 4,500 plays on YYG (in around two months), was featured on a bunch of gaming blogs (including Indiegames), printed in Edge (a magazine in UK with ~30,000 subscribers), used in a game design course in America, and is the first time people I don't know have recognised me (on the internet, of course :P). So, although a failure in creation, it's been a success in release.

Oh, it's a platformer where you can hit arrows to change gravity. Unoriginal, but unlike the majority of other people, in Innoquous, the screen actually rotates so you're always falling downward by your own perspective.

== EverScrollingHue ==

I personally like it, but it divided other people down the middle. Some received headaches from it, others enjoyed its graphics. As the title suggests, the hue of things constantly changes, producing interesting rainbow effects. It got into the GMC Cagematch last week and was knocked out in the first round (35 votes to 29). Didn't surprise me - it was about two hours of making time, and the opponent's game was better anyway.

== Ne Touchez Pas 2 ==

I liked the concept visited in NTP!, so went back to it for a second time. This one has 28 new levels - starting off easier than its predecessor so crappy people can still enjoy it for a bit, and ending harder for those that sailed through NTP! without a care in the world. Two people did that. As well as that, it also lets you select your RGBs for the bird, the walls and the background in-game, with a list of preset themes for those unwilling to tinker with slidy bars.

This one got better reception than the first - as of typing, it has 9.4 average score here. GMG users still hate it though. Who cares?

Okay, so that's new releases covered. Here's some other stuff.

== IVGM ==

IVGM, or Interview Game Makers, is something me and another user called tdub currently run (he came up with the idea, I pitch in now and then). Basically, we interview people that aren't already really well known, and post them up in a blog. It's got really good feedback so far, apart from one person - Hardcoregamer. He openly dissed it in Prodigy Game Magazine issue 2. Made us laugh, actually - since everyone sane really likes our idea, and everyone hates HCG.

== My website ==

I rewrote it - it's now got a completely different look, and was coded entirely by me using basic HTML and CSS knowledge learnt from W3schools.

That's basically all I can think of to talk about. I blog more frequently at TwilightPhantasm [.com] if you're ever interested. And let me say this - if you're interested, you're an idiot :D

Ta-ra.

~NAL

Comments

Alpha Man 16 years ago

You think you don't blog good? You should see my blogs, son.

Quietus 16 years ago

Quote:
People at 64digits generally liked it for being so challenging. GMG users, meanwhile, hated it because they couldn't get past Level 1. Sigh.
lol'd.

s 16 years ago

It's odd how two communities oriented around a similar idea can evolve differently

1.) Don't introduce yourself, k?

2.) How do you think of ideas for an interview?

3.) How did the GMGers respond to FKR2?

4.) Why do you have links for the miniscreenshots that go to an exact same image of small scope rather than a larger image?

Notalot 16 years ago

1. I didn't know I did o_O

2. I tend to look at all the things the interviewee has done and base questions around that (so if they're known for abstract games, I'll ask why they choose that style and if they plan on deviating from it, for instance).

3. I think it was pretty much ignored at GMG. Someone shouted at me for using the old Turn Background Colour Off trick though, then a couple complimented me for using it WELL.

4. 'Fraid I don't understand this one.

s 16 years ago

Midway through an interview you'll post a 250x150 screenshot. This screenshot links to the same image, rather than a screenshot that isn't cropped

Notalot 16 years ago

Oh, that's not under my control. Tdub tends to screenshots and that, I just do some of the interviews.

SixWinged 16 years ago

You don't blog good? I just don't blog.