Mos Speedrun Update V1.1 released!

The first update to Mos Speedrun is now LIVE on the app store, here’s what we added:- iPad support (free if you already own the iPhone app!) – screen orientation changing- Improved D-Pad (adjustable on iPad) – 3 new Mos costumes to choose from! – Screen now rotates correctly for both orientations – Fastest time now shown on screen – Speedrun countdown bar onscreen – Web levels now cached and accessible from the main menu – Various bug fixes Please Continue reading

web levels

All of the levels we are shipping with have been created, we are testing and refining for difficulty now and will submit to the app store soon.An interesting feature we have added is the ability to launch the app from a weblink (or a qr code, 2d barcode thing) – this will launch the game with a downloaded level specific to the link, so we can easily add challenge levels without an app store release, also we can make custom Continue reading

Kill Screen

This was pretty funny… We hadn’t finished making all of the levels yet but could still select a non-existant level in the stage select screen.  The game still soldiered on and tried to display (probably using garbage that was in memory already) Didn’t crash though! From wikipedia:A kill screen is a stage or level in a video game (often an arcade game) that stops the player’s progress due to a programming error or design oversight. Rather than “ending” in a traditional sense, the game will crash, Continue reading

Mos Speedrun details

Introducing Physmo’s new iPhone indie platformer, Mos Speedrun.Jump, dodge and race Mos, the colourful insect girl, through 20 stages of fast paced platforming action, coming to the small screen soon!THINGS:* 20 stages in the initial release, with more to follow.* Great 8bit graphics.* Multiple challenges per stage – time trial, completionist, and hidden skulls.* Many, many replay ghosts on screen (looks awesome but can be turned off).* Awesome chiptune soundtrack by Je Mappelle* Fast paced, responsive gameplay. Accurate game physics and Continue reading

Stage select screen before and after

Here is the stage select screen, mockup and (almost) final.  We dropped the big star that was meant to represent getting all of the badges on a level and made the individual badges more specific to the tasks completed.  The background now animates and looks pretty cool!

We’re working on a new game!

Ok. We’ve put the other game on hold because we came up with something that we are much more excited about making.  It’s going to be a fast paced platform game for iOs (initially iPhone) Here is an early screenshot! We’ll add more development stuff to this blog as we go!

apps in store

Progress on the new game will slow down for a week or so as we are going to prepare a version of seaglass (our first iPhone game) for the new Mac app store. Tony is basing this off the code and graphics from the iPad version of the game. Since the game is locked to a vertical iPad display mode, the graphics will have to be reduced by around 1/3rd in order for the game to fit on most monitors.  Continue reading

Graphics and gameplay

output from some early level generator test runs Another chat with Tone about the game tonight, some of the things we discussed were the graphics style, game mechanics, mini games and distribution. Graphical style – I think that we are stuck in a weird limbo with the graphics – they don’t look retro enough, and they don’t look good enough either 🙂 We discussed trying out a few different things, like reducing the palette, making them more pixelated and that Continue reading