Tampilkan postingan dengan label Holiday. Tampilkan semua postingan
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Kamis, 09 Februari 2012

Hero Tower Defense Thursday: Day 25 - HTD Pre-Alpha v0.006 Release! Character Customization and Party Screens! New Weapons!

Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


Welcome to Hero Tower Defense Thursday!



HTD Logo


Go here to read Day 24 of Hero Tower Defense Thursday.




This week we mainly worked on getting the Character Customization Screen and Party Screen together. They don't look like much right now but Kevin is working on the graphics which will make them much more appealing. This isn't the final layout either so if it feels a bit clunky don't worry, we're still working on it.

You will now start out at the Party Screen. By selecting a character and clicking "Join Party" you will add them to your group which you will take into battle. We've given you another random skill character to play with so now you can have anywhere from 1-4 characters in your party. There's currently no "Remove" option so just hit "Back" to clear your party if you want to change it.

If you click on Hero at the top it will take you to the Character Customization Screen which lets you do the same things as before except now you can do it to each character separately and there's a fun little option in there for showcasing the character.
Note: The male doesn't have any options for Hair or Cloak yet and currently your character settings won't be saved. We'll be adding all this soon.

We've also added several new weapons that you'll see the characters using. The skill list has been moved to the "Play HTD!" page so you can view it while playing. It also just makes more sense to be there rather than picking up so much space here every week. I'll be updating it as we progress as well as posting notes for them here.

Development on the Skill Selection and Skill Behavior Screens as begun and is currently in the design phase. The Skill Selections Screen is pretty self-explanatory but the Skill Behavior Screen is something new we want to implement due to your characters being on autopilot most of the time. Essentially this screen will let you customize each skill in a way that lets you tell describe when and how it's used by the character. For example, you could set up a healing skill to only trigger when a nearby ally or yourself is below 75%. This screen might take longer than the others to get just right but we think it'll be worth it and provide a valuable tool for the player.


Here's the list of characters and how they are set up:

First Hero - Fire Skills, 2H Sword, Kunai
Second Hero - Shadow Skills, 1H Sword, Wand
Third Hero - Random Skills, 1H Mace, Kunai
Fourth Hero - Random Skills, 2H Axe, Kunai


What's New:

-Character Customization Screen

-Party Screen

-Added 1H Mace

-Added 2H Sword

-Added 2H Axe

Note: We don't have a 2H animation yet so really these 2H weapons will just act like large 1H weapons for now.


In the Works:

  • Human Male Hair: Swagger Shag (10%)
  • Human Male Cloak(20%)
  • Character Customization Screen Graphics (80%)
  • Party Selection Screen Graphics (10%)
  • Skill Selection Screen (50%)
  • Skill Behavior Screen (10%)


Be sure to check out Kevin's blog, KXN @ HTD for HTD concept art, art related works in progress, and more!

Let us know what you think of the current version and any other feedback you might have in comments!


-Dan

Kamis, 02 Februari 2012

Hero Tower Defense Thursday: Day 24 - HTD Pre-Alpha v0.005 Release! Human Male is back! Weekly Progress!

Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


Welcome to Hero Tower Defense Thursday!



HTD Logo


Go here to read Day 23 of Hero Tower Defense Thursday.




Hurray, the human male is back in action! Kevin wasn't happy with how the original male turned out so he wanted redesign him. There were also some technical issues we started to notice after finishing the original male which would eventually become a hinderance if we didn't address them now. So with that in mind he built the female in a way that could overcome the technicalities that the original male's build had trouble with and then planned to rebuild the male himself using these new techniques. Overall he turned out well and we're happy with him, we hope you guys think so too!

Now on to other things. We made a bunch of small technical fixes like text telling you if your target is out of range or on cooldown so that the game is more responsive. The Shadow character is now the only one with the wand and primarily uses their Magical skill (Shadow Bite) but will melee if close. Some new sound effects have been added and various bug fixes. Read below for all the details!

Also, we've decided to add a weekly progress list for HTD as well so you can check back and see how far along development is going for the items in the list. It's in the "In the Works" section.

Note: I changed this to be more like an overall progress list rather than a weekly release list. Basically it just lets you see how we're doing. Anything that is at 100% should make it into the next release, otherwise we're still working on it. The list doesn't represent everything we're doing though, just some of the major stuff, we are always fixing bugs and smaller things as well.


What's New:

-Re-added Human Male, he's now more awesome (There's no hair or cloak for him yet)

-Re-added the T1 Physical Fire and Shadow skill effects, they disappeared the last release somehow

-Added sound effect for the Whelp's Melee attack

-Added casting sound effects for the Fireball and Shadow Bite skills

-Added sound effect for Shadow Bite's detonation

-Added "Target is out of range!" notification

-Added "Skill is not ready!" notification

-Changed the skill range indicator graphic to be less intrusive

-Made Focus Fire (When you just click on an enemy without a skill) affect all your heroes. So now they will all go after the target you choose instead of just the hero you currently have selected.

-Made the auto-mode skill selection smarter and less wasteful

-Made Native Skills have a longer cooldown (6 seconds) but will now cancel all skill effects of a countered type on the target.

-Gave the wand to only the hero with the Shadow skills. She will primarily cast her T1 Magical skill but will melee if an enemy is nearby.

-Adjusted the Whelp Melee hit sound effect to be more in sync with the animation

-Fixed a bug that caused the skill range graphic to disappear


Each week I'll list and update the descriptions for the current skills available in the game. That way you guys know what they actually do (eventually there will be in-game descriptions). I'll just provide a brief description for now because the actual damage values and such will be changing a lot as we tweak them. You'll be able to see them in the future though.


Key Terms:

Direct Damage (DD) - Causes full damage instantly
Damage over Time (DoT) - Causes continuous damage over a period of time
Damage after Time (DaT) - Causes damage after a period of time has passed


Here are descriptions for the current skills in the game:

Fire:

Burn
(Native Elemental - Stackable DoT - Fire Burning Man Icon) - Sets your target on fire causing it to take continuous damage. Stacks up to five times. Grants the caster a Fire Charge that increases their Fire Damage. A character can hold up to five charges at a time.

Flame Strike (Tier 1 Physical Elemental - DD - Fiery Sword Icon) - Attacks with your weapon ignited in flames.

Fireball (Tier 1 Magical Elemental - DD - Fireball Icon) - Hurls a fireball at your target


Shadow:

Infliction (Native Elemental - Stackable DoT - Shadow Consuming Man Icon) - Inflicts your target with Shadow decreasing it's Physical and Magical Defense. Stacks up to five times. Grants the caster a Shadow Charge that increases their Shadow damage. A character can hold up to five charges at a time.

Dark Strike (Tier 1 Physical Elemental - DD + DaT - Shadowy Sword Icon) - Attacks with your weapon engulfed in shadow, does additional damage after timer runs out.

Shadow Bite (Tier 1 Magical Elemental - DD + DaT - Shadow Bolt Icon) - Casts a shadowy bolt at your target that fills it with darkness till it explodes, does additional damage after timer runs out.


In the Works:

  • Human Male Hair: Swagger Shag (0%)
  • 1H Mace Weapon (100%)
  • 2H Axe (100%)
  • 2H Sword (100%)
  • Character Customization Screen (100%)
  • Party Selection Screen (100%)


Note: There isn't a 2H animation yet so really these weapons will just be used with the current swing animation. So imagine them as large 1H weapons for now :P

Kevin currently has a poll going on his blog, KXN @ HTD for determing what order we'll be adding the elemental skills in (Ignore the The Second Element title, he's just extending the time and it won't let him change it). Shadow was winning originally so we did that as the second element already. Looks like Water might be next!

Any feedback is welcome as always, let us know what you think in the comments!


-Dan

Kamis, 26 Januari 2012

Hero Tower Defense Thursday: Day 23 - HTD Pre-Alpha v0.004 Release! Fire skills are back and more!

Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


Welcome to Hero Tower Defense Thursday!



HTD Logo


Go here to read Day 22 of Hero Tower Defense Thursday.




Another week, another new release for HTD (and another late post, sorry about that). Fire is back and Shadow is still here. You will now have a character with all Fire skills, another with all Shadow skills, and the last with a mix. This gives you an idea of how your characters can have different skill setups and allows you to play around with each. The effect of the Shadow skills is now more apparent with it's new graphics, namely the DaT effect of Shadow. We've also added some cooldown visuals so you know what's going on when the skill you're spamming isn't triggering. There are also some new (re-colored, lawl) whelps flying around, they are a little older than the other ones so we've nerfed the younger original whelps to only be able to melee while the new ones can spit fireballs and will melee when someone is close to them.


What's New:

-Re-added Fire skills

-Added Key Bindings, 0 is your Native Skill, 1 is skill slot 1, and 2 is skill slot 2.

-Added new Native Skill graphics for Fire and Shadow, they are no longer just glows that grow

-Made one hero all Fire, another all Shadow, and the last a mix which randomly picks which NS to use and which other two skills to use as well as which skill slots to put them in between 1 and 2 (so sometimes magical skills like the fireball and shadow bite will be in skill slot 1 for example)

-Added new graphics for Shadow skill icons and effects

-Added a new red whelp that is stronger than the original whelp and will attack you with fireballs unless you get close to them

-Nerfed original orange whelp so that they can't spit fireballs anymore and only melee attack

-Implemented Elemental Countering, currently with only two types of elemental skills this isn't going to be very noticeable but the Fire Native Skill (NS) will erase the Shadow NS because Fire counters Shadow (Currently only NS counter eachother, other skills are left alone for now). However, your heroes are clever (well a little anyway) and won't use their NS on a target that already has another NS on it unless it's the same type, otherwise they'll attack the target using one of their other skills.


Each week I'll list and update the descriptions for the current skills available in the game. That way you guys know what they actually do (eventually there will be in-game descriptions). I'll just provide a brief description for now because the actual damage values and such will be changing a lot as we tweak them. You'll be able to see them in the future though.


Key Terms:

Direct Damage (DD) - Causes full damage instantly
Damage over Time (DoT) - Causes continuous damage over a period of time
Damage after Time (DaT) - Causes damage after a period of time has passed


Here are descriptions for the current skills in the game:

Fire:

Burn
(Native Elemental - Stackable DoT - Fire Burning Man Icon) - Sets your target on fire causing it to take continuous damage. Stacks up to five times. Grants the caster a Fire Charge that increases their Fire Damage. A character can hold up to five charges at a time.

Flame Strike (Tier 1 Physical Elemental - DD - Fiery Sword Icon) - Attacks with your weapon ignited in flames.

Fireball (Tier 1 Magical Elemental - DD - Fireball Icon) - Hurls a fireball at your target


Shadow:

Infliction (Native Elemental - Stackable DoT - Shadow Consuming Man Icon) - Inflicts your target with Shadow decreasing it's Physical and Magical Defense. Stacks up to five times. Grants the caster a Shadow Charge that increases their Shadow damage. A character can hold up to five charges at a time.

Dark Strike (Tier 1 Physical Elemental - DD + DaT - Shadowy Sword Icon) - Attacks with your weapon engulfed in shadow, does additional damage after timer runs out.

Shadow Bite (Tier 1 Magical Elemental - DD + DaT - Shadow Bolt Icon) - Casts a shadowy bolt at your target that fills it with darkness till it explodes, does additional damage after timer runs out.


Currently in the Works:

Revised Human Male
Water/Nature/Light Elemental Skills
Character Customization
Character Skill Selection
Interface Additions
And More!


Kevin currently has a poll going on his blog, KXN @ HTD for determing what order we'll be adding the elemental skills in (Ignore the The Second Element title, he's just extending the time and it won't let him change it). Shadow was winning originally so we did that as the second element already.

On a final note, if you haven't been to Kevin's blog let me provide you with a glimpse of the revised Human Male who will be join the battle soon!


Revised Human Male


Thanks again for all the support guys! As always feel free to leave any suggestions, ideas, or just plain feedback that you might have in the comments!

-Dan

Kamis, 19 Januari 2012

Hero Tower Defense Thursday: Day 22 - HTD Pre-Alpha v0.003 Release!


First I wanted to point out that Fire skills have been temporarily removed due to some technical issues that couldn't be resolved before this small update but we have the Shadow skills ready for you guys to try out and decided to just throw those in for now. Don't worry, they'll be back ASAP (probably next update). :)


What's New:

-Fire skills temporarily removed

-Added Wand Weapon (Currently only used when casting the Shadow Bomb skills)

-Added beacon graphics for showing current hero and currently focused target selection

-Added Shadow Skills. You'll probably notice the graphics for the effects and icons are just recolored versions of the Fire graphics, these are just placeholders for now.


The Shadow Skills work a bit differently than the Fire Skills. I'll give a description of the current three skills for each element as we release them so you guys know what they do (eventually there will be descriptions in-game). I'll just provide a brief description for now because the actual damage values and such will be changing a lot as we tweak them. You'll be able to see them in the future though.


Key Terms:

Direct Damage (DD) - Causes full damage instantly
Damage over Time (DoT) - Causes continuous damage over a period of time
Damage after Time (DaT) - Causes damage after a period of time has passed


Here are descriptions for the Fire and Shadow skills:

Fire:

Burn (Native Elemental - DoT - Fire Burning Man Icon) - Sets your target on fire causing it to take continuous damage. Stacks up to five times. Grants the caster a Fire Charge that increases their Fire Damage. A character can hold up to five charges at a time.

Flame Strike (Tier 1 Physical Elemental - DD - Fiery Sword Icon) - Attacks with your weapon ignited in flames.

FireBall (Tier 1 Magical Elemental - DD - Fireball Icon) - Hurls a fireball at your target


Shadow:

Infliction (Native Elemental - DOT - Shadow Burning Man Icon) - Inflicts your target with shadow decreasing it's Physical and Magical Defense. Stacks up to five times. Grants the caster a Shadow Charge that increases their Shadow Damage. A character can hold up to five charges at a time.

Dark Strike (Tier 1 Physical Elemental - DD + DaT - Shadowy Sword Icon) - Attacks with your weapon engulfed in shadow, does additional damage after timer runs out.

Shadow Bomb (Tier 1 Magical Elemental - DD + DaT - Shadow Bolt Icon) - Casts a shadowy bolt at your target that fills it with darkness till it explodes, does additional damage after timer runs out.


Something you may have noticed is that these Tier 1 skills are a bit similar to eachother. This is because there isn't a general auto-attack. Your characters are always doing a skill of some kind and with five different elements we needed a way to simply let you do JUST a melee/ranged Shadow Physical attack (Dark Strike) or JUST a Fire Magical attack (Fireball). I've mentioned in the past that we want all the skills to be viable in most situations as opposed to having a higher tier skill that just trumps all previous skills thus causing you to only ever want to use that one single skill. So with Tier 2+ skills you'll start to seeing the skills differentiate from eachother based on how each element's strengths and weaknesses start to come into play.


Currently in the Works:

  • Re-implementing Fire Skills
  • Revised Human Male
  • Water/Nature/Light Elemental Skills
  • Character Selection
  • Character Customization
  • Character Skill Selection
  • Interface Additions
  • And More!


Kevin currently has a poll going on his blog, KXN @ HTD for determing what order we'll be adding each elemental skills in (Ignore the The Second Element title, he's just extending the time and it won't let him change it). Shadow was winning originally so we did that as the second element already.

Let us know what you guys think and what we can do to improve HTD in the comments, thanks!

-Dan

Kamis, 12 Januari 2012

Hero Tower Defense Thursday: Day 21 - HTD Pre-Alpha v0.002 Release!

Want to get the legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Purchase some SnD coins and get Ninja-ja bonus items free! Click here for more info.

Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!


Welcome to Hero Tower Defense Thursday!

HTD Logo WIP


Go here to read Day 20 of Hero Tower Defense Thursday.



The next HTD update is now available! For this update We started implementing the interface and user controls for the skills. The interface still has a ways to go but it's a good start. I'll list the changes here:

What's New:

-Fixed swapping character locations with the civilian

-Added a custom cursor (hand/glove)

-Added zoom controls to the top-right corner. The keyboard shortcuts (numpad + and -) still work.

-Prettier health meters

-You can now click on the characters to select them. You can also click on character portraits which will select the corresponding characters. Currently selected characters will be highlighted.

-Made it so you have to drag characters slightly before triggering the move command. This makes it so when clicking on them for selection that they don't jump positions.

-Select an enemy to make your currently selected character focus fire on that target (A focus icon will appear). This means they will only attack that specific enemy and not whatever enemy happens to be closest.

-Skills are now available to cast manually. All characters currently have the same skills but clicking on one gives you the ability to target an enemy manually. Your character will stop auto attacking so that it doesn't keep triggering cooldowns on you. When you are in targeting mode your cursor will change to a crosshair and you will see the skill's range and clicking anywhere but on an enemy will do nothing. If you want to cancel out of using a skill just click the skill icon again and the character will return to auto attacking.

Note: Using the fire strike skill (flaming sword icon) will either perform the skill using melee (sword) or ranged (kunai) depending on how close the enemy is.


In the Works:

  • Revised Human Male
  • Other Elemental Skills
  • Character Selection
  • Character Customization
  • Character Skill Selection
  • Wand Weapon
  • Interface Additions
  • And More!


So have fun with this new release, it's still in survival mode so there's no beating it but play around with the new features and see what you think. Feedback is always welcome so be sure to leave all your questions, suggestions, and ideas in the comments section!

Also don't forget to check out Kevin's blog, KXN @ HTD for more HTD related stuff including the current poll to decide what elemental he should start designing effects and icons for next!


-Dan

Need Programmers!

Looking for new people that want to work with us is actually a pretty hard ordeal. We had many great applications for the artist position and we were fortunate to find Kevin which has shown that he has what it takes. With artist the quest of finding one is a lot simpler, since with art what you see is what you get. With programming it's not quite as easy as looking at a portfolio. But let's do it anyways. This programmer position will let you work with Dan, Kevin and I on all the latest projects that we have here on Sam & Dan games have going. Be a part of our team! We are in need of programming in pretty much all the areas of game development so if you are an expert in gameplay, interfaces, or tool building apply today!

Here are the requirements.
  • Must be 18 years or older.
  • Must have at least a year experience using Action Script 3.
  • Must have mastery of OOP.
  • Must have Adobe Professional CS5.5 or compatible software.
  • Must have a passion for Gaming.
  • Must speak and write fluent English.
These next ones are things are pluses that will make you more likely to be considered:
  • Have published a successful Action Script 3 Flash game on the web.
  • Have worked on a published game using different languages and engines.
    • C++, Java, C#
So there you go, like the artist position this is a paid position. Here is what we want to know from you:
  • Email to sotero86@gmail.com with subject "Programming Job Opening for SnD Games" (Can you follow simple instructions?)
  • Your experience in programming: What languages, how long, etc (Do you meet the requirements?)
  • Examples of your work: Published games, tools, widgets, etc (Do you have any of the plusses that we are looking for)
  • Why you want to work with us? and why should we pick you? (We want to see your passion!)
So let the search begin! I'm looking forward to the applications!

-Sam

Kamis, 22 Desember 2011

Hero Tower Defense Thursday: Day 19 - Happy Holidays! HTD Pre-Alpha v0.001 Release!


Go here to read Day 18 of Hero Tower Defense Thursday.



First off, Happy Holidays everyone! We'll all be taking a short break while we enjoy the holidays but we might jump in every now and then to answers comments and such. I hope you all have a good time during the next several days and get lots of cool stuff!

Speaking of getting cool stuff, we here at Sam & Dan Games would like to give you guys a small gift of our own; the first release of HTD! Yay! Now you may have noticed the title "Pre-Alpha v0.001." This is pretty accurate. In other words this is like the very beginnings of HTD's physical form. For those of you who haven't been following the HTD's posts you might play this be wonder where the rest is. We've done a lot of stuff but as with most big projects the inital stage of development takes a lot of time in order to build the foundation and set things up for everything else to follow. You guys have been very helpful in that process with giving us feedback and we plan to continue asking for it every step of the way. This early release being one of those steps.

This version is basically just a demo survival map with some basic, core functions of the game. You have to protect the character with no armor (we don't have armor done for them yet :P) for as long as you can. Eventually you'll get overrun but it's a good testing ground for trying things out as we continue to add stuff. There are no profiles, leveling up, choosing skills, or manually triggering skills but they'll be coming soon.

While there isn't much there right now, this is our starting point, and from now on we'll be releasing updates for HTD as often as we can. There's a lot to come and we'll be asking the community for ideas and suggestions on a regular basis. Everything from quest ideas to weapon concepts to level designs. We have plenty of our own ideas but it's not like we can think of everything and having you guys help out is a great resource. Kevin's blog, KXN @ HTD is one way you can voice your opinion on such things. He puts up art related polls and asks for feedback on stuff he's currently working on as well as answers questions you guys might have for him.

So play around with this early release, see what you think, and let us hear your feedback in the comments! Have fun and Happy Holidays!

-Dan


Hey guys! It's been a long time coming but we are finally at the release for Hero Tower Defense! I'm pretty much going to repeat most of what Dan said! The game is really early, but I hope you guys can see what is there and use your imagination to see where the game is going to go. Some small things that aren't mentioned is that you can use the arrow keys to move the map and the "-" and "+" to zoom in and out. I wanted to thank Kevin (our artist) for doing such a great job! Thanks pal! I also want to thank Dan for answering all the SnD Coin emails and for taking over the design of HTD! ;P My family and girlfriend (they probably won't read this) but I thank them for all the support, letting me spend all this time on the computer! Lastly I want to thank you guys for such a great year, I say this a lot but I always mean it that without you guys we wouldn't be here right now releasing this game. I hope you guys have a good Christmas and New Years. See you guys in 2012!
As always let us know what you think!
-Sam

Kamis, 24 November 2011

Hero Tower Defense Thursday: Day 15 - HTD Thursday's, Progress Update, and Happy Thanksgiving!



Go here to read the Day 14 of Hero Tower Defense Tuesdays.

Today is just a small update since it's Thanksgiving. I just wanted to give a brief rundown of our progress and some changes.

First, a reminder about the HTD day change. Sam was posting the PTD post later in the week at first but recently has been posting it on Monday because it works out better with his current scheduling of the weekly PTD update. Having the PTD post on Monday then immediately having the HTD post on Tuesday squishes things together. To remedy the problem we're going to change things a bit and have the PTD post on Monday and the HTD post on Thursday to have a better spread on the blog.

Next up I just want to say we're making pretty good progress on HTD and should make the late December release date as planned. We have some additional maps (the cave is multi-level) in the works by Kevin, Sam is adding more mechanics and features, and I'm working on the design of various things including the Tier 1 elemental and class moves and audio. So things are moving along nicely!

You can find more behind-the-scenes HTD art work on Kevin's blog, KXN @ HTD, check it out!

And last but not least (although it's a little late) Happy Thanksgiving!

All feedback is welcome and encouraged! You guys are a lot of help so be sure to let us know of any suggestions or ideas you have in the comments and thanks for all your help thus far!

-Dan

Sabtu, 23 April 2011

Pokemon Tower Defense: New Update is out! Alpha v2.2! Hitting a million views, and easter mystery gift hunt!

Well the update is out, check out the Game Download Link tab for the links to download the new version.

All mystery gift codes for people who previously donated 10 or more (the evolution stone codes) will be sent out by Monday. Thanks :)

This update bring the level cap up to 25!
And the first challenge mode level! When you beat the challenge mode level you will get a mystery code! 

Some good news! We hit over a MILLION views on newgrounds this week, I'm really grateful of you guys for getting me there and I can't wait to see how far we go!

My friend over at playtowerdefensegames.com has created a Mystery Gift Code Hunt for you guys if you go to this link http://www.playtowerdefensegames.com/blog/pokemon-mystery-gift/?pokemongame , you will get hints to find out a very special mystery gift code! This code will only be available for a week so get it while it last. Also you need v2.2 for this code to work!

As you might have seen/heard/read the game got taken down again from the android marketplace :(. So you guys will have to download the apk and install it manually. If you get any errors or just don't know how to do it, then feel free to check out our forums, somebody there will gladly help you out. I don't know a whole lot about how to install it ect. >.<

I sent the update to the following websites:

Newground - Updated
PlayTowerDefenseGames - Updated
Gamerfish - Updated
Mofunzone - not yet updated
Freeworldgroup - Updated
funnygames - not yet update
Minijuegos - Updated

If you don't play on these sites I would recommend playing on one of them, don't ask me to send an update to any other site, just tell the owner to grab the updated game from one of these.

Lastly, thanks again for all the support, and have a Happy Easter!

Kamis, 02 Desember 2010

New Holiday Update for Balloon Touch!

A new holiday update for Balloon Touch Gift Edition is available now for free!
  • Two new Balloon Designs
  • One new Background
Also I made some gameplay tweaks to the game to make it more enjoyable:
  • The countdown for Endless and Hard mode has been increased to 10 seconds, up from 5 seconds.
  • The amount of Balloons needed to increase the speed has been increased to 15 pops, up from 10 pops.

So what's next for Sam and Dan?

We are both working on a new game, which we think its going to be great. Can't say much about it yet but it will include ninjas, and multi-touch controls, stay tuned for more info.

Also I'm working on a side project on my own. The project is basically a Pokemon Tower Defense game, I'm a huge pokemon fan so I hope that you guys will enjoy it when its done.

Thanks

I would like to thank all the supporters who have bought and played the game. If you haven't bought the game and feel like you want to support our future growth you can support us by buying the .99 center version of Balloon Touch. Also I would love to hear from you guys, so leave a comment. Thanks again and Happy Holidays!