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	<title>Peter McClory &#187; Games</title>
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	<link>http://petermcclory.com</link>
	<description>I&#039;m creating a hand drawn run and jump adventure game</description>
	<lastBuildDate>Sun, 27 Jun 2010 15:36:03 +0000</lastBuildDate>
	<language>en</language>
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		<title>Gameplay demo footage for hand drawn platform game</title>
		<link>http://petermcclory.com/2010/06/gameplay-demo-footage-for-hand-drawn-platform-game/</link>
		<comments>http://petermcclory.com/2010/06/gameplay-demo-footage-for-hand-drawn-platform-game/#comments</comments>
		<pubDate>Sun, 20 Jun 2010 19:14:42 +0000</pubDate>
		<dc:creator>Pete</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://petermcclory.com/?p=333</guid>
		<description><![CDATA[Here is some recorded gameplay footage of the hand drawn cross-platform adventure game I am developing. The drawing for the level shown in the video is shown in the previous post.]]></description>
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<p>Here is some recorded gameplay footage of the hand drawn cross-platform adventure game I am developing.<br />
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The drawing for the level shown in the video is shown in the previous post.</p>
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		<title>FIFA dont like Hawk eye goal line technology</title>
		<link>http://petermcclory.com/2010/06/fifa-dont-like-hawk-eye-goal-technology/</link>
		<comments>http://petermcclory.com/2010/06/fifa-dont-like-hawk-eye-goal-technology/#comments</comments>
		<pubDate>Mon, 07 Jun 2010 15:05:22 +0000</pubDate>
		<dc:creator>Pete</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://petermcclory.com/?p=335</guid>
		<description><![CDATA[England cleary deserved the goal scored by Frank Lampard in the World Cup 2010 quarter final against Germany. This goal would have counted if FIFA had chosen to use Goal-line technology such as Hawk-Eye. The International Football Association Board decided to rule out the introduction of goal-line technology for the foreseeable future on March 5th [...]]]></description>
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<p>England cleary deserved the goal scored by Frank Lampard in the World Cup 2010 quarter final against Germany. This goal would have counted if FIFA had chosen to use Goal-line technology such as Hawk-Eye.</p>
<p>The International Football Association Board decided to rule out the introduction of goal-line technology for the foreseeable future on March 5th 2010.<span id="more-335"></span> </p>
<p>Daily Mail reports that the officials at Fratton Park failed to award a goal,  </p>
<p>McLeish said: &#8216;FIFA are doing the officials a disservice. It&#8217;s not easy for them to see things in a split-second.&#8217;</p>
<p>Ridgewell added: &#8216;It was definitely in. James caught the ball behind the line.&#8217; And even one of James&#8217;s teammates, Jamie O&#8217;Hara, admitted: &#8216;I was on the goal-line and the ball was so far over I thought it was going to hit the back of the net.&#8217;</p>
<p>The controversy over Thierry Henry&#8217;s blatant handball in France&#8217;s World Cup play-off against Ireland last November seemed to have opened the door to embracing scientific help for referees, even if it were only used to rule on whether the ball had crossed the line.  Thierry Henry&#8217;s handball helped France qualify for the World Cup.</p>
<p>On March 5th, Dr Paul Hawkins, whose Hawk-Eye technology is used successfully in tennis and cricket, presented his camera and computerbased system, while Cairos Technologies, a German firm owned by adidas, updated the board on their device, which involves a microchip in the ball.</p>
<p>But FA chief executive Ian Watmore and Scottish counterpart Gordon Smith, who backed testing the systems in matches, were outvoted by FIFA and the Northern Ireland and Wales delegates.</p>
<p>FIFA general secretary Jerome Valcke said: &#8216;They are saying, &#8220;Why should we have technology in a game where the main part should be humans &#8211; players and referees&#8221;.&#8217;</p>
<p>Watmore insisted that &#8216;The credibility of football is always improved if you get the critical decisions right,&#8217; he said. &#8216;I don&#8217;t think it&#8217;s obvious that if we experimented with technology we would then go on and use it, because we might find there were lots of issues out there in the real game. But I would like to try it out in the real game to see whether it is good or not. I think there is enough evidence and enough quality of the technology to do an experiment that we could have learned from.&#8217;</p>
<p>Manchester United keeper Roy Carroll fails to stop Pedro Mendes&#8217; lob from the half way line &#8211; but the goal wasn&#8217;t given anyway</p>
<p>Jonathan Ford, chief executive of the FA of Wales, said: &#8216;The human element of the game is the critical component. Think of the debate they had with Geoff Hurst&#8217;s goal in the 1966 World Cup final &#8211; that&#8217;s the beauty of the game and that&#8217;s what keeps people talking in pubs and keeps the game alive.&#8217;</p>
<p>But Watmore insisted that agreeing to test the different systems in realistic rather than theoretical situations would not commit football&#8217;s rulers to go ahead with the technology.</p>
<p>&#8216;The credibility of football is always improved if you get the critical decisions right,&#8217; he said. &#8216;I don&#8217;t think it&#8217;s obvious that if we experimented with technology we would then go on and use it, because we might find there were lots of issues out there in the real game. But I would like to try it out in the real game to see whether it is good or not. I think there is enough evidence and enough quality of the technology to do an experiment that we could have learned from.&#8217;</p>
<p>Smith added: &#8216;Traditionalism is something that it is strong in the game. We should be looking beyond this human element side of it because the human that suffers the most when the decision is incorrect is the referee. And the fans suffer and one of the teams suffers.&#8217;</p>
<p>So do the companies who have spent millions of pounds and man-hours developing technology after being told that if they produced a system that worked, it would be adopted.</p>
<p>Hawkins heard about the Ridgewell controversy after landing back in England and when told of the IFAB decision said: &#8216;The technological gods are clearly not looking down on us.&#8217;</p>
<p>Well it looks likes they most certainly are not.</p>
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		<title>Game level sketch coloured with homemade custom photoshop paint brushes</title>
		<link>http://petermcclory.com/2010/04/experimenting-with-homemade-photoshop-brushes/</link>
		<comments>http://petermcclory.com/2010/04/experimenting-with-homemade-photoshop-brushes/#comments</comments>
		<pubDate>Mon, 05 Apr 2010 18:36:53 +0000</pubDate>
		<dc:creator>Pete</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[drawing]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[level]]></category>
		<category><![CDATA[sketch]]></category>
		<category><![CDATA[tree]]></category>

		<guid isPermaLink="false">http://petermcclory.com/?p=321</guid>
		<description><![CDATA[I scanned in a rough drawing from my moleskin book &#8211; one I&#8217;m using as an environment game level in a platformer I&#8217;ve made.  It needed sprucing up a bit, so I made some simple custom pencil and paint brushes to assist in giving it more life!]]></description>
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<p>I scanned in a rough drawing from my moleskin book &#8211; one I&#8217;m using as an environment game level in a platformer I&#8217;ve made.  It needed sprucing up a bit, so I made some simple custom pencil and paint brushes to assist in giving it more life!
<a  href="http://petermcclory.com/2010/04/experimenting-with-homemade-photoshop-brushes/peter-mcclory-level-pencil/" title="Peter McClory pencil drawn platform game level with ledges, a tree, some rocks"><img width="150" height="150" src="http://petermcclory.com/wp-content/uploads/2010/04/peter-mcclory-level-pencil-150x150.jpg" class="attachment-thumbnail" alt="Peter McClory pencil drawn platform game level with ledges, a tree, some rocks" title="Peter McClory pencil drawn platform game level with ledges, a tree, some rocks" /></a>
<a  href="http://petermcclory.com/2010/04/experimenting-with-homemade-photoshop-brushes/peter-mcclory-level-colour/" title="Peter McClory coloured platform game level with grass ledges, a tree and some rocks"><img width="150" height="150" src="http://petermcclory.com/wp-content/uploads/2010/04/peter-mcclory-level-colour-150x150.jpg" class="attachment-thumbnail" alt="Peter McClory coloured platform game level with grass ledges, a tree and some rocks" title="Peter McClory coloured platform game level with grass ledges, a tree and some rocks" /></a>
</p>
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		<title>Plants vs Zombies comes to iPhone and iPod Touch (and iPad)</title>
		<link>http://petermcclory.com/2010/02/plants-vs-zombies-comes-to-iphone-and-ipod-touch-and-ipad/</link>
		<comments>http://petermcclory.com/2010/02/plants-vs-zombies-comes-to-iphone-and-ipod-touch-and-ipad/#comments</comments>
		<pubDate>Sun, 14 Feb 2010 10:45:35 +0000</pubDate>
		<dc:creator>Pete</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://petermcclory.com/?p=305</guid>
		<description><![CDATA[Finally!  After several short delays in 2009, and increasing excitement by many fans of the game &#8211; Plants vs Zombies is finally released in the iTunes store. This is going to be great on the iPad ! A superbly balanced easy-to-play-and-get-addicted-to tower defense / strategy game mixed with the expected polish from Popcap, masters of [...]]]></description>
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<p>Finally!  After several short delays in 2009, and increasing excitement by many fans of the game &#8211; Plants vs Zombies is finally released in the iTunes store.  This is going to be great on the iPad !</p>
<div id="attachment_316" class="wp-caption aligncenter" style="width: 310px"><a  href="http://petermcclory.com/wp-content/uploads/2010/02/pvz-photo.jpg" class="thickbox no_icon" rel="gallery-305" title="Plants Vs Zombies in the UK iTunes App store"><img class="size-medium wp-image-316" title="Plants Vs Zombies in the UK iTunes App store" src="http://petermcclory.com/wp-content/uploads/2010/02/pvz-photo-300x70.jpg" alt="Plants Vs Zombies in the UK iTunes App store" width="300" height="70" /></a><p class="wp-caption-text">Plants Vs Zombies in the UK iTunes App store</p></div>
<p>A superbly balanced easy-to-play-and-get-addicted-to tower defense / strategy game mixed with the expected polish from Popcap, masters of casual gameplay.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Y1NpU0NwKKk&amp;hl=en_GB&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/Y1NpU0NwKKk&amp;hl=en_GB&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
Plants vs Zombies on iPhone / iPod / iPad released February 15th 2010</p>
<p>Charismatic, colourful illustration style, amusing animations, fitting sound effects and <span id="more-305"></span>catchy music only add to the experience which is guaranteed to help you lose a few days to protecting you house from an onslaught of all manner of zombies (including bobsledding Zombies &#8211; apt considering the Winter Olympics have just begun).</p>
<p>The iPhone / iPod / iPad is a perfect platform for Plants vs Zombies.  The game actually works better than on the PC &#8211; no more frustration moving the mouse around to collect Sun &#8211; the all important currency for growing and adding to your plants.</p>
<p>Right down to the different game modes that are basically tailored for varying lengths of Bus or Train journeys.</p>
<p>It&#8217;s a must buy for all ages, and is bound to become a top grossing game on the iTunes app store, based on it&#8217;s previous success as a PC and Mac game sold through Steam and Popcap&#8217;s own website.</p>
<p>There are a fair few cheeky little illustration &#8216;easter eggs&#8217; in the desktop version of PvZ &#8211; so expect to find a whole load more on the iPhone version, such as these oriental zombies found in the title screen achievements area.</p>
<div id="attachment_317" class="wp-caption aligncenter" style="width: 330px"><a  href="http://petermcclory.com/wp-content/uploads/2010/02/pvz-photo2.jpg" class="thickbox no_icon" rel="gallery-305" title="PvZ on iPhone iPod Touch iPad Oriental Zombies illustration easter egg - dig deep to find them!"><img class="size-full wp-image-317 " title="PvZ on iPhone iPod Touch iPad Oriental Zombies illustration easter egg - dig deep to find them!" src="http://petermcclory.com/wp-content/uploads/2010/02/pvz-photo2.jpg" alt="PvZ Japanese Zombies easter egg" width="320" height="480" /></a><p class="wp-caption-text">PvZ on iPhone iPod Touch iPad Oriental Zombies illustration easter egg - dig deep to find them!</p></div>
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		<title>Hand drawn organic game level design for side scrolling platformer</title>
		<link>http://petermcclory.com/2010/01/hand-drawn-organic-game-level-concept-design-scrolling-platformer/</link>
		<comments>http://petermcclory.com/2010/01/hand-drawn-organic-game-level-concept-design-scrolling-platformer/#comments</comments>
		<pubDate>Mon, 11 Jan 2010 23:44:15 +0000</pubDate>
		<dc:creator>Pete</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://petermcclory.com/?p=259</guid>
		<description><![CDATA[I&#8217;ve scanned one of the more complex of my hand drawn game levels, created in several stages to test out a 2D side scrolling platform game engine I am working on in my spare time. First of all I came up with a really rough concept level design on a scrap of paper (no-one can [...]]]></description>
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<p><a  href="http://petermcclory.com/wp-content/uploads/2010/01/large-drawn-level-zoom-02.jpg" class="thickbox no_icon" rel="gallery-259" title="Zoomed close up 2 of a handdrawn platform game level by Peter McClory"><img class="aligncenter size-medium wp-image-264" title="Zoomed close up 2 of a handdrawn platform game level by Peter McClory" src="http://petermcclory.com/wp-content/uploads/2010/01/large-drawn-level-zoom-02-300x166.jpg" alt="Zoomed close up 2 of a handdrawn platform game level by Peter McClory" width="300" height="166" /></a></p>
<p>I&#8217;ve scanned one of the more complex of my hand drawn game levels, created in several stages to test out a 2D side scrolling platform game engine I am working on in my spare time.</p>
<p>First of all I came up with a really rough concept level design on a scrap of paper (no-one can over estimate the value of scraps of paper!).  Some tweaks were needed, but this concept contains the basic ideas for puzzle-y elements in the level design.</p>
<p><a  href="http://petermcclory.com/wp-content/uploads/2010/01/sketched-level-01.jpg" class="thickbox no_icon" rel="gallery-259" title="Biro sketched level design by Peter McClory"><img class="aligncenter size-medium wp-image-267" title="Biro sketched level design by Peter McClory" src="http://petermcclory.com/wp-content/uploads/2010/01/sketched-level-01-300x294.jpg" alt="Biro sketched level design by Peter McClory" width="300" height="294" /></a></p>
<p>After I was satisfied with the level design, I planned it out a little more accurately on squared paper.<span id="more-259"></span> This ensured that the player character could make certain jumps up platforms, and across gaps.  I don&#8217;t want to player to find it either impossible or nearly impossible to access certain areas, unless that is intentionally part of the level design.</p>
<p><a  href="http://petermcclory.com/wp-content/uploads/2010/01/draft-level-squared-paper-copy.jpg" class="thickbox no_icon" rel="gallery-259" title="Draft level design on squared paper by Peter McClory"><img class="aligncenter size-medium wp-image-262" title="Draft level design on squared paper by Peter McClory" src="http://petermcclory.com/wp-content/uploads/2010/01/draft-level-squared-paper-copy-300x221.jpg" alt="Draft level design on squared paper by Peter McClory" width="300" height="221" /></a></p>
<p>The draft level was adjusted in places on squared paper, then tested in the game engine, playing with the character to ensure that the various areas were the right height and widths etc.  This squared paper version was then photocopied for use as a template when drawing the final level.</p>
<p>The final level was drawn using tracing paper, masked to a photocopy of the squared level drawing, so that there was an accurate guide for where the platforms, walls and ceilings should be placed.</p>
<p><a  href="http://petermcclory.com/wp-content/uploads/2010/01/large-drawn-level-zoom-01.jpg" class="thickbox no_icon" rel="gallery-259" title="Zoomed close up of a handdrawn platform game level by Peter McClory"><img class="aligncenter size-medium wp-image-263" title="Zoomed close up of a handdrawn platform game level by Peter McClory" src="http://petermcclory.com/wp-content/uploads/2010/01/large-drawn-level-zoom-01-300x166.jpg" alt="Zoomed close up of a handdrawn platform game level by Peter McClory" width="300" height="166" /></a></p>
<p><a  href="http://petermcclory.com/wp-content/uploads/2010/01/large-drawn-level-zoom-01.jpg"></a><a href="http://petermcclory.com/wp-content/uploads/2010/01/large-drawn-level-zoom-03.jpg"><img class="aligncenter size-medium wp-image-265" title="Zoomed close up 3 of a handdrawn platform game level by Peter McClory" src="http://petermcclory.com/wp-content/uploads/2010/01/large-drawn-level-zoom-03-300x166.jpg" alt="Zoomed close up 3 of a handdrawn platform game level by Peter McClory" width="300" height="166" /></a></p>
<p>The drawing was done starting at the top-right of the image, across and downwards, to minimise smudging.  The rough details were placed with 2B pencil, and then filled in with extra detail over the course of the drawing.</p>
<p><a  href="http://petermcclory.com/wp-content/uploads/2010/01/large-paraspud-level-stitched-draft.jpg" class="thickbox no_icon" rel="gallery-259" title="Complex hand drawn game level by Peter McClory"><img class="aligncenter size-medium wp-image-266" title="Complex hand drawn game level by Peter McClory" src="http://petermcclory.com/wp-content/uploads/2010/01/large-paraspud-level-stitched-draft-300x233.jpg" alt="Complex hand drawn game level by Peter McClory" width="300" height="233" /></a></p>
<p>I&#8217;ll put either a playable demo, or video of this level up soon.</p>
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		<title>Braid &#8211; New Puzzle Platform Adventure Game for Xbox Live Arcade (not another shooter!)</title>
		<link>http://petermcclory.com/2008/07/braid-game-xbox-360-live-arcade/</link>
		<comments>http://petermcclory.com/2008/07/braid-game-xbox-360-live-arcade/#comments</comments>
		<pubDate>Tue, 01 Jul 2008 18:00:44 +0000</pubDate>
		<dc:creator>Pete</dc:creator>
				<category><![CDATA[Games]]></category>

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		<description><![CDATA[Braid is an XBLA (Xbox Live Arcade) puzzle platform adventure game, official release date 6th August 2008 on Xbox Live Arcade. At first, and from the screen-shot below, Braid appears to be similar to any other platform game, with no apparent difference other than the look of the graphics. Braid &#8211; Puzzle platform adventure game [...]]]></description>
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<p>Braid is an XBLA (Xbox Live Arcade) puzzle platform adventure game, official release date 6th August 2008 on Xbox Live Arcade.</p>
<p>At first, and from the screen-shot below, Braid appears to be similar to any other platform game, with no apparent difference other than the look of the graphics.</p>
<p><img id="braid-screen-shot-xbla-platform-game" alt="Braid - Puzzle platform adventure game for XBLA - Screenshot 1" title="Braid - Puzzle platform adventure game for XBLA - Screenshot 1" src="http://www.petermcclory.com/wp-admin/bimages/braid/braid1.jpg" /></p>
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<p>Braid &#8211; Puzzle platform adventure game for XBLA &#8211; Screenshot 1</p>
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<p>However, the game revolves around puzzle-solving largely by using the innovative ability of the player to rewind time at any point &#8211; even after dying. In fact, for reasons initially unexplained, the first world which the player encounters, is World 2.<span id="more-172"></span></p>
<p><img id="braid-screen-shot-xbla-platform-game2" alt="Braid - Puzzle platform adventure game for XBLA - Screenshot 2" title="Braid - Puzzle platform adventure game for XBLA - Screenshot 2" src="http://www.petermcclory.com/wp-admin/bimages/braid/braid2.jpg" /></p>
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<p>Braid &#8211; Puzzle platform adventure game for XBLA &#8211; Screenshot 2</p>
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<p>As the game progresses, more complex puzzles arise by various means. For example, a combination of objects that do rewind and objects that don&#8217;t rewind with the rest of the environment.</p>
<p>The game is developed by independent software developer Jonathan Blow, and the playable previews have already received high praise from the gaming press. In fact there are a few similarities with another game titled &#8220;The Misadventures of P.B. Winterbottom&#8221;, a unique &#8211; looking black and white film / cartoony styled USC project which was supervised partially by Jonathan Blow.</p>
<div align="center"><embed src='http://videomedia.ign.com/ev/ev.swf' flashvars='object_ID=14267693&#038;downloadURL=http://xboxlivemovies.ign.com/xboxlive/video/article/891/891736/winterbottom_trailer_flvlow.flv&#038;allownetworking="all"' type='application/x-shockwave-flash' width='433' height='360' ></embed></div>
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<p>The Misadventures of P.B. Winterbottom &#8211; A similar puzzle platform adventure game</p>
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<p>The platforms, environments and background graphics were created by <a  href="http://www.davidhellman.net/blog/category/braid/" target="_blank">David Hellman</a>, and the character visuals were created by Edmund McMillen.</p>
<p><img id="braid-concept-art-by-david-hellman" alt="Braid - platform environment concept artwork by David Hellman" title="Braid - platform environment concept artwork by David Hellman" src="http://www.petermcclory.com/wp-admin/bimages/braid/braid-concept-art.jpg" /></p>
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<p>Braid &#8211; Platforms and environment concept artwork by David Hellman</p>
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<p>Even in it&#8217;s early stages, a couple of years ago at the 2006 Independent Games Festival, Braid won the <em>Innovation in Game Design</em> award. Look forward to this gem sitting on your Xbox 360 (or PC when it&#8217;s out), in an all too often neglected (but resurging) genre.</p>
<p><a  href="http://braid-game.com/">Check out the Braid official page</a></p>
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		<title>Fez Game, (GDC Design Innovation Award Winner), Post-modern 3D 8bit style Platformer for PC</title>
		<link>http://petermcclory.com/2008/05/fez-2d-3d-indie-pc-platformer-game-kokoromi/</link>
		<comments>http://petermcclory.com/2008/05/fez-2d-3d-indie-pc-platformer-game-kokoromi/#comments</comments>
		<pubDate>Thu, 08 May 2008 00:56:17 +0000</pubDate>
		<dc:creator>Pete</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.petermcclory.com/fez-2d-3d-indie-pc-platformer-game-kokoromi</guid>
		<description><![CDATA[Fez is an upcoming 2D and 3D PC Platform-Adventure game with a post-modern 8-bit style. The game is developed by independent game developer Kokoromi. The unbelievably cute and cool character, Gomez, is 2D and the environment which you have to navigate can be twisted between 2D and 3D. Fez &#8211; 2D and 3D PC Platformer [...]]]></description>
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<p>Fez is an upcoming 2D and 3D PC Platform-Adventure game with a post-modern 8-bit style. The game is developed by independent game developer <em>Kokoromi</em>.</p>
<h3>The unbelievably cute and cool character, Gomez, is 2D and the environment which you have to navigate can be twisted between 2D and 3D.</h3>
<p><img id="fez-platformer-gameplay-screenshot1" alt="Fez - 2D and 3D PC Platformer Gameplay Screenshot 1" title="Fez - 2D and 3D PC Platformer Gameplay Screenshot 1" src="http://www.petermcclory.com/wp-admin/bimages/fez/fez-screenshot1.jpg" /></p>
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<p>Fez &#8211; 2D and 3D PC Platformer Gameplay Screenshot 1</p>
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<p>If all this doesn&#8217;t make complete sense to you, read on and then watch the Fez gameplay footage video from GDC 2008, and all will become clear. It may seem like any other platform game, but keep watching it to see the surprise innovation.<span id="more-174"></span></p>
<p>Nintendo&#8217;s Paper Mario used a similar 2D-to-3D game mechanic that enabled the player to change the world from 2D to 3D in order to solve certain puzzles or reach hidden areas and platforms.</p>
<p><img id="fez-platformer-gameplay-screenshot2" alt="Fez - 2D and 3D PC Platformer Gameplay Screenshot 2" title="Fez - 2D and 3D PC Platformer Gameplay Screenshot 2" src="http://www.petermcclory.com/wp-admin/bimages/fez/fez-screenshot2.jpg" /></p>
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<p>Fez &#8211; 2D and 3D PC Platformer Gameplay Screenshot 2</p>
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<p>At the 2008 Independent Games Festival, Fez was nominated for both the <em>Design Innovation Award</em> and the <em>Excellence In Visual Arts</em>.</p>
<p><img id="fez-platformer-gameplay-screenshot3" alt="Fez - 2D and 3D PC Platformer Gameplay Screenshot 3" title="Fez - 2D and 3D PC Platformer Gameplay Screenshot 3" src="http://www.petermcclory.com/wp-admin/bimages/fez/fez-geezer-screenshot.jpg" /></p>
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<p>Fez &#8211; 2D and 3D PC Platformer Gameplay Screenshot 3</p>
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<p>Fez deservedly ended up winning the <em>Innovation in Game Design</em> award&#8230;</p>
<p><img id="fez-developer-wins-gdc08-award" alt="Fez - Picking up the Innovation in Game Design award at GDC 2008" title="Fez - Picking up the Innovation in Game Design award at GDC 2008" src="http://www.petermcclory.com/wp-admin/bimages/fez/fez-indie-2008-winner.JPG" /></p>
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<p>Fez &#8211; Picking up the Innovation in Game Design award at GDC 2008</p>
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<p>The graphics are obviously going to be very appealing to a wide audience. It would be a smart move to try and get this on the Wii, or at least on the PSN or XBLA (or all!).</p>
<p>This nod to &#8216;old-fashioned&#8217; 8-bit graphics (The good old days of the NES / Famicon) is a nice touch, especially whilst also maintaining clarity and a modern slick twist or two.</p>
<p><img id="fez-platformer-gameplay-screenshot4" alt="Fez - 2D and 3D PC Platformer Gameplay Screenshot 4" title="Fez - 2D and 3D PC Platformer Gameplay Screenshot 4" src="http://www.petermcclory.com/wp-admin/bimages/fez/fez-screenshot4.jpg" /></p>
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<p>Fez &#8211; 2D and 3D PC Platformer Gameplay Screenshot 4</p>
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<p>The music also obviously post-modernises the 8-bit era in cool, trippy, downtempo electonica.</p>
<p>Check out this video (below) of the music producer from Fez DJ-ing at a retro-themed videogame party in Tokyo called Fami-Mode.</p>
<p align="center"><code><object type="application/x-shockwave-flash" width="400" height="300" data="http://www.vimeo.com/moogaloop.swf?clip_id=740554&amp;server=www.vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color="><param name="quality" value="best" /><param name="allowfullscreen" value="true" /><param name="scale" value="showAll" /><param name="movie" value="http://www.vimeo.com/moogaloop.swf?clip_id=740554&amp;server=www.vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=" /></object></code></p>
<p>You can read a load more information about Fez on the official <a  href="http://www.kokoromi.org/" title="link to the Kokoromi blog website" target="_blank">Kokoromi blog</a>.</p>
<p>Oh and here&#8217;s a photo of a toy version of the Fez character (who is called Gomez) which you can apparently buy for just $9.99USD from <a  href="http://www.etsy.com/shop.php?user_id=5686115" target="_blank">here</a>.</p>
<p><img id="fez-character-gomez-plushie" alt="Fez - Photo of a Handmade Stuffed Fez Character (Gomez) Toy Plushie" title="Fez - Photo of a Handmade Stuffed Fez Character (Gomez) Toy Plushie" src="http://www.petermcclory.com/wp-admin/bimages/fez/fez-plushie-toy.jpg" /></p>
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<p>Fez &#8211; Photo of a Handmade Stuffed Fez Character (Gomez) Toy Plushie</p>
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		<title>Original Super Mario Bros World 1-1 Demo Level made in Adobe Director</title>
		<link>http://petermcclory.com/2008/04/original-super-mario-bros-shockwave-demo/</link>
		<comments>http://petermcclory.com/2008/04/original-super-mario-bros-shockwave-demo/#comments</comments>
		<pubDate>Mon, 21 Apr 2008 00:35:59 +0000</pubDate>
		<dc:creator>Pete</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.petermcclory.com/original-super-mario-bros-shockwave-demo</guid>
		<description><![CDATA[The original Super Mario Bros World 1-1 was used in this free playable game level (below). I&#8217;m using a wide variety of graphics to test out a multi-scrolling platform game engine I&#8217;m developing in Adobe Director. This is a work in progress. New and different versions of the game will be posted when they are [...]]]></description>
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<p>The original Super Mario Bros World 1-1 was used in this free playable game level (below). I&#8217;m using a wide variety of graphics to test out a multi-scrolling platform game engine I&#8217;m developing in Adobe Director.</p>
<p>This is a work in progress. New and different versions of the game will be posted when they are finished, visually documenting the development progress. All previous versions can be played for free in the <a  href="http://www.petermcclory.com/game-project-and-concept-art/">Game Project</a> section.</p>
<p><img id="super-mario-bros-game-demo" alt="Playable demo of Super Mario Bros 1-1 scrolling platform game level made in Adobe Director" title="Playable demo of Super Mario Bros 1-1 scrolling platform game level made in Adobe Director" src="http://www.petermcclory.com/wp-admin/bimages/games/mario-level-screenshot.jpg" /></p>
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<p>Playable demo of Super Mario Bros 1-1 scrolling platform game level made in Adobe Director</p>
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<p>Play this demo game level for free&#8230;<span id="more-170"></span></p>
<p>This game is in development &#8211; this is the latest working prototype demo level rather than the final game. I&#8217;m using different graphics, control settings and pseudo-physics for each prototype to demonstrate the flexibility of the game engine.<br />
<code>
<p align="center"><object type="application/x-director" PlayerVersion=11 data="http://www.petermcclory.com/mario-level-demo.dcr" height="400" width="450" pluginspage="http://www.macromedia.com/shockwave/download/"><param name=src value="http://www.petermcclory.com/mario-level-demo.dcr" <param name=swRemote value="swSaveEnabled='true' swVolume='true' swRestart='true' swPausePlay='true' swFastForward='true' swContextMenu='false' "><param name=swStretchStyle value=none>/></object></p>
<p></code></p>
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<p>Playable demo of Super Mario Bros 1-1 scrolling platform game level made in Adobe Director</p>
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<p>You will need the <a  title="Adobe Shockwave Player download link" href="http://www.adobe.com/products/shockwaveplayer/" target="_blank">(free) Adobe Shockwave Player</a> (similar to Flash and made by the same people) plug-in to play this game for free in your web browser.</p>
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