Wednesday, January 27, 2010
DEEPAK ______ ROBOTS
Do you hate robots?

Are robots constantly messing up your weekend plans?

Have you or a loved one been humiliated in a dance-off by a robot?

Do robots make your blood boil and your clenched fists quake in rage?

Well Deepak has had enough.

And he's ready to DO SOMETHING ABOUT IT.

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Thursday, December 31, 2009
The Future's So Bright, I Gotta Wear Shades

In 2009, I dreamed, set off a nuclear bomb, procrastinated, and kicked off the most epic race in history.

I've wanted to be a game designer since I was five years old, and now I am. It feels good going into 2010 with that in mind. This time last year I was trudging through RunMan and gearing up to learn Flash, struggling to make some kind of impact beyond the few people who remembered my old games. I feel I accomplished most of what I set out to do.

So at the dawn of a new decade, I'm feeling ambitious. I've got stuff to say, I've got stuff to play. Soon I'll drop knowledge in the form of Brutus + Miranda, or Miranda & Brutus, a three game Flash series that I am finding increasingly difficult to describe. One of the three games is Orange Anger, or Bacon Lust - you may have thought I abandoned this game, but Tom Sennett abandons no games! (Maybe this year could even see the completion of Hamurai Snackdown or Macrowreckonomic Funkquilibrium. No promises though.)

I intend to tackle new challenges going forward, including but not limited to: physics-based gameplay, procedural generation, the third dimension, multiplayer, and console gaming. One concrete thing I can tell you I'm working on is a new RunMan game. These might all sound a bit typical, cash-in, or trendy, but that's why I'm excited to approach them with my own special touch.

I apologize for lying dormant for most of this decade, as the games industry and the world at large grew into an opulent trainwreck. I suppose there wasn't much I could do back in 2000, having just graduated from elementary school.

But I'm 21 years old now and the world is my oyster. Look out, bitches - the next ten years belong to Tom Sennett.

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Wednesday, December 16, 2009
I am Serious


Brutus + Miranda, or Miranda & Brutus is going to be sweet, and I have some screens to prove it:

POW!

BAM!

WHATTTTT

Now you may say to yourself, "But Tom, I can barely comprehend what's happening in those screens!"

And I'd say to you, "You must be stupid if you can't comprehend these screens, and you must be crazy because only crazy people talk to themselves"

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Friday, December 11, 2009
RunMan 1.2
So I goofed on the last RunMan update and totally broke the game's ability to write ghost files correctly. Big ups to Raocow for bringing this issue to my attention through his Let's Play. I've fixed it now. Save files are still compatible, and ghost files created with version 1.0 should work. However, ghost files created with version 1.1 are, at this point, useless.

My bad to anybody who might have lost an awesome run. Here's the complete list of changes for 1.2:

  • Fixed ghost file writing

  • Altered some particle effects and reduced the overall number of particles that get generated

  • Altered 6-6's architecture to prevent a bug

  • Altered 1-5's architecture because people tended to get stuck

  • Fixed a bug that caused the boss to get lost at the end of 3-6


As always, download is available here.

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Wednesday, December 2, 2009
Onward

(Click for full size)

You didn't think I was just going to coast off RunMan forever, did you? I'm currently working on a three-part series of Flash games about love and sheep. These three games have a long history behind them. I recently decided to collaborate with someone to get 'em done. "WITH WHOM?" you may exclaim to yourself. No need to worry about that yet.

I've also begun another nifty collaboration which you won't hear about for a while. Forget I even brought it up!

Man, I need to get back to studying. This is what happens when you slack off in your classes all semester and make games instead.

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Tuesday, October 27, 2009
RunMan 1.1
Version 1.1 of RunMan: Race Around the World is now available. Here are the changes:

  • Times are now tracked with frame time rather than real time

  • The game is now using a different music system (SXMS instead of BGM) in an effort to improve compatibility and performance

  • You are no longer on the clock while reading a sign or while paused

  • Reduced the number of particles generated at max momentum because it seemed to be crashing for some people

  • Altered the level architecture of 1-4 to prevent an infinite wallkick bug

  • Altered the level architecture of 5-3 to prevent a bug with the hangglider

  • Fixed a bug that prevented a proper ending when beating the last boss for the first time with 108 medals

  • Fixed a bug that caused an error message when loading a saved game on foreign computers


So if you had any issues with the game before, hopefully they're fixed. If not, hit up Matt's forum and let us know.



Thursday, October 1, 2009
A Man!


Presenting a future classic. A triumph of creative invention. An intellectual and emotional masterwork.

Presenting a game about running really fast to the right, and friendship.

Presenting, on my 21st birthday and after too many years of development, the extremely colorful fruits of my work with the highly talented and supercool Matt Thorson.

Presenting RunMan: Race Around the World, for the low, low price of $whatever!


Well... what are you waiting for?

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One of the hippest cats you're ever likely to meet, dropping fire-hot games for the streets. By day, mild-mannered student at Penn State. By night, independent game development superhero.
E-MAYLE: tomsennett[at]psu.edu