To quote: I've ported (and totally re written) Super Pixel Jumper to PS3! It's a ridiculously old game of mine that I actually made originally for GP2X and then ported to Wii.
It's a score based platformer with constant forward motion. It starts out slow but the speed of the game will increase (as will your score) as long as you avoid contact with the brighter colored blocks. Your high score is automatically saved.
Use the left and right directional buttons to move and the X button to jump.
To quote: Hi guys, it’s been hard finding time for the ps3 with so much going on at work and home, that’s the reason i decided to release the pointman beta as a (poc). wish I had more time to complete it and polish it, another reason is that the PS4 is around the corner, and I’m also making a pc game.
Pointman: the Akkadian Wars The game is a throwback to 80′s and 90′s styling and music, all of it was built for you guys as a proof of concept that with some time and creativity cool things can be accomplished. This game will run in CFWs 3.55 and 4.xx. There will be bugs!
Powerups are mostly disabled, and there’s a glitch on some textures loading, but it’s rare. I do a small homage to the scene in the credits, but you’ll have to finish the level first, good luck with that... lol, forget about HARD mode, even I can’t finish it, so use EASY.
If you let the MAIN MENU run, you’ll get to see the story, 80′s style.
10w ago - Honeyslug Producer Mark Inman confirmed today that the Frobisher Says Mega Fun Pack adds 15 new mini-games and is out Tuesday with a video trailer below.
To quote: If you enjoy being ordered to open seafood, not smile at woodland creatures and punch a bear in the face, you'll be delighted to hear that Frobisher's Mega Fun Pack is coming to a PS Vita near you on Tuesday!
As if the previous requests Frobisher made weren't crazy enough, the Mega Fun Pack contains 15 new games involving such ludicrous demands as joining a gurning squad, milking a mammoth and driving to Stephen's house. Who is Stephen? We're still not quite sure.
Frobisher hasn't exhausted all the ways you can use your PS Vita to solve his conundrums, so expect to utilize the system's unique motion and touch capabilities in even more bizarre ways with the Mega Fun Pack.
In case you haven't played lately, Frobisher has added some new features for the main game - and our previous Super Fun Pack DLC - too! If you're used to doing his bidding, you'll be pleased to know that Frobisher has found some Trophies he no longer wants, and he's going to make you work for them.
Our goal has always been to make the player a participant in our games. The worlds of Rapture and Columbia are dripping with detail and story.
Combat is full of player-driven options. We don't want you to observe Booker DeWitt as he fights his way through BioShock Infinite. We want you to be him.
BioShock Infinite's city of Columbia is a place of mystery, danger and action. And after nearly five years of building it, I'm proud to tell you it no longer belongs to Irrational Games. It belongs to gamers.
21w ago - Irrational Games Writer Drew Holmes has shared a video today dubbed Head in the Clouds spotlighting the writing of BioShock Infinite below.
To quote: The toughest question to answer is "How do you write for a BioShock game?" Wait, let me back up.
I started at Irrational almost a year ago. At that point, there wasn't a "writing team", it was just Ken Levine. Luckily, Ken is a smart guy and knew that this upcoming game was going to be big. Bigger than any game he'd worked on before.
So I tricked him into hiring me, and a couple months later we realized it was still a really big game, so Joe Fielder tricked us into hiring him as well. And the three of us, along with Jordan Thomas, tried to wrangle the beast that is BioShock Infinite.
The writing team at Irrational is structured a lot like a television writing staff. (At least I assume. I've never worked in TV, so maybe they don't have a special room for footrubs and/or quiet sobbing.)
We'll sit down with a problem to solve ("How do we make Infinite make any sense?") and pitch various ideas ("Free drugs in every box?") until one of them sticks. (*INSERT ENDING OF BIOSHOCK INFINITE*) Then we'll grind...