Creator of Ku: Shroud of the Morrigan, Ralph Croly

Ralph Croly is the creator of this fun game called Ku: Shroud of the Morrigan. He talked to us with a very funny tone. If you want to learn and laugh at the same time, read on at this funny character.

 

Can you tell us something about yourself and bitSmith games?

We’re a bunch of ne’er-do-wells from Dublin, Ireland who have been slogging away making games in various grotty lairs since 20-dickinty-11. Our main goal is to have fun, and force other people to too. Whether they like it or not.

Describe us your game

Forged from an ancient tale of Celtic mythology. An action-adventure set in a future Ireland devastated by technomagical war and economic collapse, humanity clings on by using the remnants of technology that survive. When their ancient spring of life begins to fail, an unwanted orphan child must leave the safety of his villages’ mountaintop refuge. With only an ancient sword and a mysterious metal glove, he ventures into lands unexplored and twisted by strange ancient powers.

– Celtic-punk – a fusion of Celtic and steampunk aesthetics
– A rich and intriguing world, brought to life by beautiful hand-drawn sketches, lovingly painted and animated in high resolution
– A lush world populated with strange creatures and vicious enemies, born in the cauldron of war
– Fast-paced combat and epic boss encounters
– Critically acclaimed original soundtrack – Music from Irelands premier independent electronic artists
– Play in Irish – a full Irish translation of the game.

Where did the game idea come from?

We wanted to make a game based on Irish Mythology for a change, so we based it on The Táin, the ancient Irish epic that features our greatest hero: Cúchulainn

What can you tell us about the development of the game?

The original members of bitSmith Games started making Ku as our final project in our Digital Media/Games design Masters in DIT Aungier st in 2011. After we left college we kept on going, forming bitSmith soon after, and taking on two more members. We luckily got into an accelerator course in the NDRC in Dublin, which helped us pay the bills, and gave us some much needed business savvy. Enterprise Ireland also helped to fund us, and we released Ku on iOS in January of this year, with Android, PC and Mac following a couple of months later. We also have plans to release a Linux version soon.

 What is the most important thing you learned when making this game?

Patience is a virtue, and iteration is king 😛

What advice would you tell people who are beginning with game development?

Jump in! The tools are cheaper ( free! ) and easier to get to grips with than ever, so if you want to do it, just do it! Don’t be afraid to fail, you will learn a lot and be three times as strong the next time. Also – show your game to people as early as possible – it will save you a million headaches in the long run.

Anything else you would like to share with the audience?

I like turtles.

 

Thank you Ralph for this fun interview.

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3D Objects with Textures using HTML5 – BabylonJS Series part 4

BabylonJS Series by David Catuhe (@DeltaKosh): Part 1 – Build a 3D Sphere with WebGL Part 2 – 3D Elements with HTML5 and WebGL Part 3 – Rotating and Scaling 3D Objects in HTML5 Part 4 – 3D Objects with Textures using HTML5 Part 5 – Using a Camera in a 3D WebGL World Part … Read more3D Objects with Textures using HTML5 – BabylonJS Series part 4

Adding Coins and Lives to the Mario-Style HTML5 Platformer

html5 mario style game with coins quintus

NOTE: This tutorial is not updated to the latest Quintus version and doesn’t run with it. This tutorial is the third part in the Mario HTML5 platformer series, so get ready to dig in deeper into the awesome Quintus game framework. In this tutorial we’ll learn how to add coins, lives to our player and … Read moreAdding Coins and Lives to the Mario-Style HTML5 Platformer

iOS and Android HTML5 Apps Development for Beginners

ios and android html5 apps for beginners

Make those apps you’ve always wanted, and sell them on the App Store and on the Google Playstore. Get started TODAY.

In this couse, you’ll learn how to create HTML5 apps for iPhone, iPad, Android devices and the web. The course is aimed for both beginners and people with some web development experience.

Some of the topics we cover:

  • HTML, CSS and JavaScript from scratch.
  • HTML5 semantic elements.
  • HTML5 video and audio.
  • CSS3 containers.
  • JQuery from scratch.
  • JQuery Mobile to create professional looking user interfaces.
  • Geolocation.
  • Camera access.
  • Offline storage.
  • Cloud-enable your app: user login, user signup, photo sharing.
  • iOS and Android environment setup and account creation process.
  • Package your phone for iOS and Android using Phonegap.
  • Publish your apps in the App Store and the Google Playstore.

In addition, this course covers the creation of two HTML5 sample apps that you can use as starters for your own projects:

  • Cooking recipie app which uses JQuery Mobile and Offline Storage.
  • Photo sharing app built with JQuery Mobile and Appcelerator Cloud Services to share photos and create users in the cloud.

This course was created by Pablo Farias Navarro, founder and CEO of Zenva (www.zenva.com). More than 20k people around the world are taking our high-quality courses in HTML5, mobile apps and game development.

https://academy.zenva.com

Christopher Haag, creator of Hamster Chase, chats with GameDev Academy

Our conversation with Christopher Haag is here. He talked about his game Hamster Chase and his journey from developing medical software to developing games in his spare time. Read on to know about this indie developer.   Can you tell us something about yourself? I’ve been developing games alone in my spare time for over … Read moreChristopher Haag, creator of Hamster Chase, chats with GameDev Academy

Rotating and Scaling 3D Objects in HTML5 – BabylonJS Series part 3

BabylonJS Series by David Catuhe (@DeltaKosh): Part 1 – Build a 3D Sphere with WebGL Part 2 – 3D Elements with HTML5 and WebGL Part 3 – Rotating and Scaling 3D Objects in HTML5 Part 4 – 3D Objects with Textures using HTML5 Part 5 – Using a Camera in a 3D WebGL World Part … Read moreRotating and Scaling 3D Objects in HTML5 – BabylonJS Series part 3

Adding Enemies to a HTML5 Mario-Style Platformer

NOTE: This tutorial is not updated to the latest Quintus version and doesn’t run with it. HTML5 Mario-Style Platformer Series with Quintus: Part 1 – Create a HTML5 Mario-Style Platformer Game Part 2 – Adding Enemies to a HTML5 Mario-Style Platformer Part 3 – Adding Coins and Lives to the Mario-Style HTML5 Platformer Are you … Read moreAdding Enemies to a HTML5 Mario-Style Platformer

Construct 2 RPG Series # 1 – Basic Setup

Construct 2 RPG Series by Aryadi Subagio (@AryadiPS): Part 1 – RPG Basic Setup Part 2 – Battle Design Part 3 – Implementing the Battle System Part 4 – Basic AI Part 5 – Designing the Battle AI Part 6 – Mages AI Ok, so now I wanted to make a tutorial about how to … Read moreConstruct 2 RPG Series # 1 – Basic Setup

Interview with Thomas Schulze – Creator of Splatter

Splatter is not the classic shooting game. It is inspired by them, but with a light/shadow gameplay. Confused? Read what its creator has to say.

Tell us something about yourself

Me: I’m Thomas Schulze, 34 years old now, programming for nearly 30 years now. I started on a GDR computer called the Z1013 and grew from there over KC85/4, Robotron computers, the Amiga 500 to the PC. So I also had my share of games over the years, some of them are still shown at my team’s website http://www.dreamworlds.de My “company” Dreamworld: is me and an old friend of mine, Michael. I’m doing all the organisation, coding, PR, game design and story writing. Michael does all the graphics and visual design and all web-related stuff such as the web shop. There are a lot more people hoping that we succeed so they can join us to bring our sparetime projects to a new level 🙂

What can you tell us about Splatter?

Splatter is an Oldschool Topdown shooter with a unique light/shadow gameplay and gorgeous light/shadow graphics effects to accompany. The game offers a film-noir-styled storyline to play, upgradeable weapons, boss battles, dialogue and side missions, and secrets. When you’re done with the story, you can start another run at the new difficulty level, or you can jump into the Arcade game mode to fight for ranks in online leaderboards. You’ll get to keep all your upgrades. Or you gather a few friends in front of your computer. Splatter can be played in local multiplayer modes by up to 4 players. You either frag each other in Deathmatch or you stand together against ever-growing hordes of enemies in Survival. More game modes will follow via free updates.

Where did the game idea come from?

I loved Crimson Land for the shooting, but I came up with the light/shadow stuff because shooting gets old after a while.

What can you tell us about the development of the game?

Splatter was made by two people: me and Michael. It took us roughly 2 years, with occasional help from other Dreamworlds friends to bridge some gaps. Sound and music was contracted to Sven Gerlach who did a really good job for a more-than-friendly price. I still owe you one, Sven! I’m using C++, always switching to the most recent version of Visual Studio as soon as it’s available. I’m especially in love with C++11, even though Microsoft left the C++ side behind quite a bit in the recent years.

What is the most important thing you learned when making this game?

Organizing myself. This was my first project as a fulltime indie dev.

What advice would you tell people who are beginning with game development?

Stick to it, be curious, have fun. And leave it a hobby.

Anything else you would like to share with the audience?

Buy my game. I really think it’s way better than most of the other topdown shooters around. Especially after playing Gatling Gears.

 

Thanks Thomas! Awesome job with Splatter!

[button link=”http://www.splattergame.net/” target=”_blank” style=”none, small, large, biglarge” title=”Download Splatter for PC”][/button]

3D Elements with HTML5 and WebGL – BabylonJS Series part 2

BabylonJS Series by David Catuhe (@DeltaKosh): Part 1 – Build a 3D Sphere with WebGL Part 2 – 3D Elements with HTML5 and WebGL Part 3 – Rotating and Scaling 3D Objects in HTML5 Part 4 – 3D Objects with Textures using HTML5 Part 5 – Using a Camera in a 3D WebGL World Part … Read more3D Elements with HTML5 and WebGL – BabylonJS Series part 2