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Archive for September, 2009

Citrus Engine Now Available

Tuesday, September 29th, 2009

The Citrus Engine is now available! You can find out more about purchasing it, and let us know if you’re interested.

If you have any questions, feel free to contact us.

Travis’ Terror

Thursday, September 17th, 2009

Ever wonder what happens to your toys while you’re asleep? Well in Travis’ Terror, developed by the Vancouver Film School on the Citrus Engine, Travis’ toys turn into his worst nightmare. As Travis makes his way through the levels during the day, all is well. He collects candy, soccer balls, video game controllers, all the things that hold back the the dreaded night. Once it comes, Travis’ toy T-Rex turns into a real blood-thirsty dinosaur. His toy robot comes to life and attacks him, while his pet bird tries to slip him up by dropping eggs in his path.

Travis’ Terror has great game play, easy to use controls and great graphics. There are several fun features, including a cape you can collect which will help you jump extra high, and a flashlight to guide you through the night. Thanks Vancouver Film School, for another great game built on the Citrus Engine!

Play Citrus Engine Experiments 3 & 4

Thursday, September 10th, 2009

This is the first multi-level demo that I’ve shown with the Citrus Engine. I’m very excited for you guys to see how easy that it is to load and switch between levels.

Since this is a multi-level demo, I’ve combined experiments three and four into it. Experiment three plays around with the idea of a “crank” object manipulating multiple world objects. By twisting the crank, the hero can expell Juulberries (coins) and Beduls (Goombas). The crank also opens the door to the right. Notice how the crank slowly spins backwards when the hero isn’t spinning it, thus slowly closing the door. This is done to create a sense of tention between the player’s decision to continue turning the crank, or to kill the Bedul and pick up the Juulberries. As always, let me know what you think of the level of difficulty. What did you like about it? What can be improved?

The fourth experiment I’ve called “Rising Totems”. I implemented the same rising platform that I presented in the Jumping Experiment, but now they are used strategically to create a puzzle situation. I’ve had some testers figure this level out very quickly, while some never figured it out. How did you do? Was it easy to figure out, or too difficult?

With the Citrus Engine being released in just a few weeks, I am hard at work getting everything ready. There is tons to be done, such as documentation, tutorials, API tweaking, marketing, and demos. It’s all coming along very smoothly, and I am very excited about the Citrus Engine’s potential. If you’d like to use the Citrus Engine in your own game, check out the new download page for pricing and feature comparison.

I hope you liked these experiments. Just so you know, Twitter followers saw it first.

Citrus Engine Experiment #2: Trusty Platform

Sunday, September 6th, 2009

As I post side-scrolling experiments now and then, I’ll be putting up some strange things that hopefully you haven’t seen before. Some of them may work well (hopefully) and some of them may not. Feel free to tell me what you think of them and how they can be improved! I might just make your recommended adjustment since these are…experiments!

This experiment, which I am calling “Trusty Platform”, is part of an overall idea I had where platforms would respond to the hero’s actions. The Trusty Platform moves itself below you at the last second to catch you. If you run off of it though, it won’t be able to catch you in time. Check it out, see if you can cross the chasm, then let me know what you think.

If you have an idea, let me know and maybe I’ll do it! Or, sign up to get the Citrus Engine when it comes out on September 28th, and see what you can come up with!

Edit: Based on some user feedback, I moved the platform closer to the hero to begin with. You can view the old version for comparison here.

Prehistotubes

Thursday, September 3rd, 2009

Take trip back to the ice age in Prehistotubes, a new game by Thibaut Duverneix built on the Citrus Engine. Your fellow cavemen have been frozen in the ice. Luckily, you have fire! Your mission is to melt the ice and free as many of your comrades as you can in a minute. You’ll have to dodge Caribou as they try to foil your mission with their antlers.

Take a minute, literally, and try your skill at Prehistotubes, then do it again, beat your time, and pass it on to a friend!

The Jacobee Code

Wednesday, September 2nd, 2009

The Jacobee Code is a visually stunning children’s game built on top of the Citrus Engine by Studiocom. It has fantastically rendered backgrounds, a great educational plot line and and easy to use community features that connect users with other kids playing the game.

Once you create your custom avatar, you begin an epic journey through the Jacobee’s mansion to solve puzzles, collect glyphs and learn a little history while you’re at it. You are joined by three friends, Dooley, Abbey, and a fun-to-fly-with eagle named Baldy. My favorite part (besides the graphics) is looking for the hidden glyphs in each quest. The farther you get into the game and the more glyphs you collect the more connected you become to the community of users

Fun, educational for kids, and easy to use, the Jacobee Code is a fantastic addition to Citrus Engine’s Repertoire.