Eggggg is a ridiculous two-touch platform game about vomit. It’s an action packed and crazy experience, and tailored for mobile devices. Gilbert has an extreme allergy to eggs. Eating them will literally make him vomit like a fountain. He escapes from his mean aunt Doris in order to get to a birthday party, and needs to use his vomiting superpower to survive a world of angry cyborg chickens… of course.
"A videogame about puking shouldn’t be this darn cute" – Killscreen
"Egggg is a pretty two-touch platformer caked in oodles of vomit" – Pocket Gamer
In this game you will find * A fun and playful game for young and old * 20 crazy levels of vomiting action * Smooth game controls – tailored for touch devices * Included sticker pack for iMessage on iOS 10 * Eggg, Egggg, Eggggg and Egggggg * Awesome and unique visual style by the Spanish illustrators Brosmind
The game is developed by the Norwegian studio Hyper Games, and is based one the movie "Gilbert’s Cruel Revenge" by Maipo Film.
– Fixed a critical bug in the chicken legs bossfight – Various minor bugs fixed – Added a missing achievement – Fixed a bug that let you play levels you shouldn’t yet ¯\_(ツ)_/¯
To all the iOS fans out there: rejoice! This week, publishers En Masse Entertainment dropped their slickly animated game Battleplans onto the App Store for us all to enjoy – for free. Playing on a modernised take of the genre, Battleplans will be sure to excite RTS lovers new and old.
The player-driven publisher pushes the games tendency to allow complex immersion whilst remaining a non-committal title, with the tactical depth of a traditional RTS game and the accessibility and controls of a simpler device. This allows the game to be experienced by those who have perhaps never delved into the genre, too.
Focusing predominantly on tactical movement and the careful positioning of units rather than more archaic ideas of base building or resource grinding, Battleplans is as on the ball as you could hope for a mobile creation to be. The real-time element just further exacerbates the versatility of this game, and adds another aspect of tactics.
Split into two main phases of play, Battleplans works between offensive onslaughts and battles, and defensive planning against the attacks of enemies. Whether you’re finetuning your strategic placement or g…
Google Tech Talk September 17, 2010 Presented by Gavriel State CTO of Transgaming. ABSTRACT When considering what platforms their work should target, game developers have more options than ever before: consoles, PCs, the web, a plethora of mobile platforms, and the emerging connected TV space. Game developers are no strangers to these choices: even 10 years ago developers had to contend with three primary consoles, PCs, plus handheld systems – more platforms than in any other major portion of the software market. In this presentation, we will explore how cross platform development considerations influence game developers, and how platform providers can succeed by giving developers the tools to make their choices easy ones. On the technology side, we will discuss some of the main impediments to cross platform development. Some of these, such as basic hardware differences between platforms, seem obvious, but lead to profound differences in how developers approach the problem, from using cross-platform engines to requiring a complete rewrite of source code and regeneration of art assets. TransGaming’s Founder and CTO, Gavriel State, will share some of the experience gained from over 10 years of work in supporting games on multiple platforms, including work bringing games from Windows to Linux, MacOS X, mobile devices, Consoles, and new connected TV platforms. TransGaming has also been heavily involved in industry standards such as OpenGL, including developing Google’s ANGLE … Video Rating: 4 / 5
★ If you want to support me so that I can see that all the work is worth it, have a look at my Android App: Lite Version: goo.gl Google Play: goo.gl AndroidPIT: goo.gl ————————————————————————————————- Bin City is a 3D platform game programmed in C++ with DirectX 9. It is designed in Autodesk 3ds Max 2009 and the textures are drawn in Adobe Photoshop CS4. The used IDE was Microsoft Visual Studio 2008. I’ve been working on the game for about 9 months and it’s my first 3D project. I did all the coding (I didn’t use an engine), drawing, modeling and animating myself. Only the sounds and the music in the game aren’t made by me. This video shows some ingame scenes of the game. The music in this video is certainly NOT made by me and it doesn’t appear in the game! It is from Rayman. Download the game here: www.game-coding.de Video Rating: 4 / 5
Great job well done to the folks at ubuntu, a milestone on another platform to join in the Android Family. I do see this as a big game changer in the market and as for Devs on the forum’s would have a field day with this. Thank you again! The original video is located below www.youtube.com Video Rating: 4 / 5