Friday, December 08, 2006

Tis' The Season to be Jolly!!!

It's that time of the year again! Yummy Kushinbo company lunch and gift exchange ceremony- Yippy!

The Guest List includes:
1. Leonard
2. TY
3. Ron
4. Derek
5. DZ
6. Malc
7. Carrie
8. Jocelyn
9. Laura
10. Jezreel
11. Vincent

Date: 15th of Dec (next Friday)
Time: 11.30am
Meeting Place: Suntec City Level 3- KUSHINBO!

*Please remember to draw lots for the gift exhange, the lottery box is in Tyler office.
** Please note that the cap for the gift is $15.
*** Please remember to bring your gift and yourself!

Tuesday, December 05, 2006

"Ladies and Gentlemen, our company has served its 1 millionth customer as of 2 Dec 2006"

Yep. It's official. Thanks for all the support folks. More than a million MAW pilots have started the quest to save Sios since 07 July 2006.

You can check out the Mobile Weapon population counter here.

Anyway exams are over, holidays have started, my main character in FF12 is level 27 and it's time to get back to makin' games @ TYLER! Stay tuned for announcements in the next couple of days.

Tuesday, November 14, 2006

Mobile Weapon BETA v0.5+ FAQ

Q1) How do I get into the ruins? It's still blocked even after I've been to all the other places.
Ruins is a premium only quest. You get another party member who has some special skills in the ruins quest.


Q2) The generators still don't work :( What's capacity for anyways?
Capacity is the maximum charge the generator can hold. Recharge rate (energy) is the amount added to the charge every cycle as the generator powers up. The percentage shown is precisely that, a percentage. So if you upgraded to the Steam Generator which gives +30 capacity you can use weapons which require up to 130 energy. Your EP bar will now charge by the your MAW's base energy +1.5 from the Steam Generator.

For example, the Avenger with no generator charges at 3% (3/100) per cycle. With the Steam Generator equipped the Avenger now charges at 3.5% (4.5/130) per cycle, hence you get your turn faster.

In general, upgrading your generator lets you use more powerful weapons and increases the rate at which your EP bar charges.


Q3) Defense position doesn't take less damage
Defending adds 35% to your defense. So it gets more useful when you have more defense. Useful fights against powerful bosses.


Q4) Is there any difference during the day and night?
You will encounter more enemies in outdoor areas like the jungle at night. Other that that the high/low tide cycle is affected by time. Rest 6 hours if the tide is high in the tidal caves and you should be able to cross.


Q5) What phone models will be supported for the phone version?
We're still doing testing and development for the phone version. We'll have a full list of supported models when mobile version is offically announced. Chances are if you're using a smartphone, you will be able to play the game.


Q6) How much will the premium version cost?
We'll have to work that out with the publisher. We'll announce the price and where to get it as soon as we can.

Saturday, November 11, 2006

Mobile Weapon: Ep 1, BETA v0.5+ Released!

Hi guys, sorry for the delay. Thanks for waiting. And here's what you've been waiting for: Mobile Weapon: Ep 1, BETA v0.5+. The game is now officially completable (though the December release will have a better ending and premium will have an alternative ending).

We put in a good 36 hour day to get here. Let us know if there are bugs. Enjoy.

BUG reports and fix updates 12/11:

BETA v0.52
- Better looping of title music
- Strange monster in Calisto's house fixed
- Multi-hit bug recurring with Lazlo mines boss, increased delay as a temporary fix until a more permant one can be done after Monday.
- Lazlo mines boss damage lowered

- Removed "rare item" drops for gearfly and brass clock monsters because it halved the probability of them dropping gear and gryobolts. The drop rates are now 60% for both. Hope this helps with your augmenting efforts.

- Generators have been BUFFED. This may make the game imbalanced but at least you'll be able to see if they are working or not. New stats for the generators are
Steam engine +30 capacity, +2 recharge
Dyanmo generator +100 capacity, +5 recharge
Induction engine +50 capacity, +10 recharge

- Removed "Not connected to server" message





Friday, November 03, 2006

Mobile Weapon Developer Diary #40

Avenger Super #1: MEGA-STRIKE!

After working with TY for about 45 minutes we came up with this animation for the Avenger MAW's first super attack (charged to 125%) move:

Mobile Weapon Episode 1. Copyright TYLER Projects 2006.

Still need to add in the boosters special effect and code in the enemy sprite.

Mobile Weapon Episode 1. Copyright TYLER Projects 2006

There's a frame before this where the MAW twists and braces before the punch, we spent quite a bit of time getting the animation to be as fluid and "realistic" as possible. There's also some shaking here to show the impact of the punch but can't show it through pictures.

Mobile Weapon Episode 1. Copyright TYLER Projects 2006

Cheesy zoom-in effect!

Mobile Weapon Episode 1. Copyright TYLER Projects 2006

And then the white light emanating from the fist engulfs the screen!

Mobile Weapon Episode 1. Copyright TYLER Projects 2006

Trust me, it looks much better when you view it as an animation. So stay tuned for our November the 10th release*!

In other news, we may be featured in a documentary on "Gaming in Singapore" so that's some additional motivation for us to really make the final release in December top quality. The documentary should be shown in the Gameplay channel on the Voom HD network. Hope you guys have HD cable.

Finally, I'd like to welcome our new associate, Ben a.k.a. Djlarazza who'll be in charge of Sales for Europe. Benvenuti, dude!

*We'll be releasing as a BETA testing version again and making some gradual improvements like we did with the current BETA because Matrix is travelling and I've got many reports due this coming week and an exam too.

Saturday, October 21, 2006

Mobile Weapon Developer Diary #39

New Machine-Gun effect. Stay tuned for more new and improved game FX.






Friday, October 20, 2006

TYLER completes Sony "Vibrant Shots" campaign website

If you live in Singapore, go to www.vibrantshots.com and post a photo. It just might win you a Sony T10 camera if it's "vibrant" enough.

Click here for a larger view of the design

Anyway this is probably the last major project we'll be doing this year. The rest of the time we're going to be working on MW all the way!

Wednesday, October 11, 2006

MW Wikipedia = Cool!

Hi guys,

Just want to give a big thank you to Falcon84 who created a wikipedia entry on Mobile Weapon. Check out the forum thread here!

And of course, check out the wikipedia entry at
http://en.wikipedia.org/wiki/Mobile_weapon

Wednesday, October 04, 2006

Mobile Weapon Developer Diary #38

The following aspects are still W.I.P. for MW Episode 1.

These are of high priority and need to be finished before intensive play-testing takes place:

1) Tutorial Mission at the start
- We're done with it.

2) Weapons vendor at Aceros Terminus
- Done

3) Boss in Lazlo Mines
- Done

4) One more additional MAW
- Definitely Done

5) Visual effects and graphics of Super Skills
- 1 per character for a total of 3
- We've finished one


These are to be done together with intensive play-testing:

1) In-game balancing
- Done, but we're still going over it again

2) Debugging
- Multi-hits bug resolved by removal of interval.
- This is constantly going on

3) Enhancing certain monsters

4) Creation of new weapons
- Done


These are of relatively high priority and can be done during any phase:

1) In-game sound effects
- Sicshot added Menu sound-FX
- All hero and enemy attack sounds also added

2) Fixing any bugs in the Save System

3) In-game music
- In the process

4) Ending screen and endgame credits

5) More weapon visual effects
- Done

6) Possibly a quest status/log screen
- Working on it now


These are of lower priority and can be done during any phase:

1) User interface for MAW painter
- Done

2) Area name displays
- Done

3) Level restriction warning
- Do we have a cap warning (if you play past level 20 the additional XP won't be carried over to Episode 2?) or just have exponential rise in XP requirement beyond recommended level? Both?

Wednesday, September 20, 2006

MW Ep1 (Full) Release UPdate

Remember how we said something about the full version of the game being released in September? Yeah well, I remember that too. To be honest I don't think we can meet our own September deadline.

School's really heavy this semester for some inexplicable reason. There's always the routine contract work. And I'm just trying to do up as much SFX for the games and working with TY on the animations for the supers. I crash everynight at 2am and wake up stoned at 7 in the morning.

Anyway, I don't want to leave you guys in the dark so here's what TYLER's been up to for the past month...

Last week, TY and I did a conference call to Sydney to get our game published with Trymedia. They're going to let us use their SDK to package the premium version of the game.

We got our first big contract from Sony. Unfortunately it wasn't for making a game but a contest webportal rather. Who knows, it might eventually lead us to Sony Computer Entertainment Division.

I also met a guy from the Singapore Lucas Arts Studio last Friday. He agreeded to have a look at the Mobile Weapon BETA. I sure hope he doesn't judge the game by the BETA cos we've got lots more coming in the final version.

Speaking of which I promise I'll post the pictures of one of the supers as soon as we have one completed from start to finish. Just so you know why we're taking the time to do our best work on the full version before we release it.

* Update 22/9
I should be able to get some grant from MDA (Media Development Authority) for our game which should cut our costs in half, and speed up our development. Hopefully I can get that done after my mid-term exams next week and week after.

Realistically, I think end of October or early Novemeber will be the likely release date. I need to take a day to have re-evaluate our production timeline then I can announce the official date.

We don't want to release it too late either because we don't want you guys to miss being able to play it during the school breaks for Thanksgiving and Christmas.

Let me just say there is NO WAY the game gets released any later than November.

Wednesday, September 13, 2006

Ron's Garage 3D Render wallpaper

As requested, here is the 3D render of Ron's Garage. Now available for you as high quality jpeg wallpaper!

Tuesday, September 05, 2006

Mobile Weapon Developer Diary #37

We're planning a revamp of the Mobile Weapon website and the new design should be launched together with the launch of the completed Mobile Weapon: Episode 1 game.

Here's a peek at the design already done up by Ron. It's actually been uploaded for quite some time now but I don't think anyone has really found it yet. Anyway this design is just for Episode 1 but the new revamped design will be for the main page of mobileweapon.net.



The new design will have:
- the progression of the story,
- the episodes accessible from a side menu
- the official map (labeled this time)
- the counter showing the number of M.A.W. pilots
- FAQ