This is the final mock-up I did of the Mos Speedrun stage select screen. It’s surprisingly close to the final version that ended up in the game. From quite early on we wanted to make the game as accessible as possible, and we took this to the extreme here by having a single screen that the game loads up to being the way to access all the stages, levels and options. I mocked up the screen in Photoshop and then Continue reading Mos front end mockup
We are working on an update to Mos Speedrun, with a minor bugfix that will address some issues we had where the controls would act weird if you got a text message while playing. This update will also include support for the awesome iCade iPad arcade cabinet, which we are really excited about! Since no one else was going to do it, I took the liberty of posing a few questions to Tony the Physmo brainbox. In this installment I Continue reading What we are up to.
I Took a few minutes of Tony’s (Programmer of Mos Speedrun) time to give him a bit of a grilling about making Mos Speedrun, here it is! Q: What tech do you use for development? What software do you rely on? A: I normally do the bulk of development on my PC, it’s pretty fast with loads of memory and (most importantly) super-fast hard drives for quick compiling. I’ve also got an old-style Mac Mini for the iPhone/iPad development – Continue reading Programmer Interrogation
Here are some links to reviews of Mos Speedrun Slide To Play [100%]Game Pro [90%]Touch Arcade [80%]Pocket Gamer [80%]App Spy [80%]Gamer Limit [80%]Touch Gen [80%]
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 web levels
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 Kill Screen
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 Mos Speedrun details
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’ve just released a preview video of our new game, Mos Speedrun.
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!