Redbeard Builds For All!

Updated versions of our Ludum Dare #23 game jam entry (Redbeard the Borrower) are now available here in Windows, Mac, and web flavors! Fellow Ludum Dare entrants, please check one of these out for the best Redbeard experience (the official Ludum Dare entries are still available on our Ludum Dare entry page, but you probably got to this page from there…).

Fixes:

  • Added joystick support for Windows and Mac.
  • Updated the splash screen with sweet visuals and information on the new control schemes.
  • Changed the player camera!
  • Human AI fixes (now the detection ray is cast from the head and he can no longer spot the character out of his buttocks).

We’re Not Dead (And That’s A Good Thing)

So I decided to go look at this musty old blog and see when the last time we updated was. I was surprised to find that it was actually less than a year. Not much, mind you, but still, less than a year.

Upon learning this, I decided to not let said year come and go. After updating the blog software and installing some anti-spam measures finally, I’ve gotten around to actually writing a post.

What have we been working on this past year? Lots of things, in various phases, but most recently, Dungeon Crawler. To give a quick rundown on this, Dungeon Crawler is pretty much what it sounds like. Head into a dungeon, kill a bunch of monsters, find as much treasure as you can, and probably die in the process. We’re still pretty early in development, but a few systems are in place.

I, personally, have been working a lot on the User Interface. I’ve got inventory management mostly worked out, spell-casting in place, a system for Auras, tooltips, and a few other random systems. It’s coming along nicely, and we should have some fun progress to show in the next few weeks. That is, of course, if we can tear ourselves away from development to update here.

Bug fixes incoming

Hey folks, just a heads up! Once we got a few extra eyes on the live version, a few minor bugs were discovered. When the same 2 eyes have been staring at it for months on end, you tend to get wrapped up in a certain way of thinking.

That being said, fixes are being submitted and Freefall Defender 1.1 is incoming!

Fixes include:
-A bug where bombs stop spawning after a certain time period.
-High scores and Achievements are only reported on hitting the main menu or play again button after a game
-After the update these updates will occur at the end of a game automatically.
-Small fix with GameCenter not automatically logging in under certain circumstances.

Keep your eyes peeled. In the meantime, here’s another picture!!

 

Freefall Defender For Your Purchasing Pleasure

Have you ever thought “Man, these Stone Monkey Studios guys are pretty awesome! I wish I could give them money, but they haven’t given me an easy way to do so! Those bastards.”?

Well now you can!! Well, you can if you have an iPod, iPhone, or iPad at least. (iPad support is not yet native, but it should be playable! probably coming in a future update)

For a suggested (read: mandatory) donation of $.99,  you can rest easily knowing that you’ve done a good deed. Oh, and also, you get our amazing damn game, Freefall Defender! Just click the link below and check it out in the iTunes app store!

http://itunes.apple.com/us/app/freefall-defender/id407824146?mt=8

We (Still) Need A Name

Ok, as we have had no luck getting any suggestions with the previous blog post, I thought I would give our readers a look at some of the names that are available in the App store:

  • Juggles
  • Jargler
  • Herpderp
  • Herpderpdoo
  • The Plight In Darfur
  • Tacos
  • Horny Housewives
  • Freerfall Defender
  • Terabyte of Titty Fracking
  • Falling Objects
  • Objects That Fall

If you have anything better, please comment on one of the “We Need a Name” posts. If you need an explanation of the game, there is one in the previous post :P . I could explain it again… but laziness has prevailed.

We Need A Name!

It’s been a long while since we last updated the blog, but we have been hard at work here. Since the last update, several other games have been prototyped, other games have been shelved for the time being (Pyro), and one game is nearing completion (the title currently codenamed “Juggle”).

As we prepare to release “Juggle,” we are in need of a name and could use a little help with brainstorming… which is where you come in!

Ok, an explanation of the game mechanics might be in order before choosing a name: the sky is filled with dropping objects (garbage from the tops of skyscrapers, kamikaze monkeys, etc.) and it is the player’s job to protect the pedestrians below from the debris. If the player can’t protect them… well, an explosion of guts and a goo pile is to be expected :) .

If you have any ideas (or need more of an explanation) post and let us know!

EDIT: The columns of the blog are currently cutting off the right side of the images, but I (Jon) am much too lazy to do anything about that right now. Instead, I will offer a link directly to the Picasa album :) .

The Picasa Album:

Juggle


The title screen:

The Wasteland:

Wasteland

The House:

The House

The Jungle:

The Jungle

Our First Release!

Hey folks! Guess what?!
Stone Monkey Studios is proud to announce the release of our first game!
The game is called Nines, and can be downloaded for free from the iTunes App Store! (iPod/iPhone only at the moment).
Here’s a linky: http://itunes.apple.com/us/app/nines/id403880701?mt=8

 

Presenting…..

Ladies and Gentlemen, Ryan here! I’ve finally made it to Redmond, and Stone Monkey Studios would like to announce a new project! Don’t worry, Pyro is still in the works, but devoted as we are, it’s nice to have something else to work on to keep us sane, and to keep projects fresh!

Without further ado, I present you City Quest!!

Miss the days where a death means you start over from the beginning? Especially when death was lurking around the corner, and the only way to know how to avoid it was by dying on a previous runthrough? Well we did too, except this time, we’re the ones dreaming up the cruel deaths and snarky comments after!

Keep your eye out for it, it shouldn’t be too lengthy of a production as we’re rocking it old school style!

Look! A Picture!

Recent Progress

It has been a while since we last wrote, but I assure you wheels have been turning over at Stone Monkey Studios. After purchasing Unity Pro (and iPhone), we have spent a lot of time optimizing the project to work on the iPhone. After a good amount of work– tons of changes to scripts and assets– it is now playing smoothly on both the iPod touch 2nd Generation and the iPod touch 4th generation (using every bit of the retina display). Despite the work that has been completed, it didn’t seem to warrant much of an update… as Donald Knuth once said, “optimization isn’t sexy.”

The last two days have been filled with something other than development, though: a little game was released recently called Civilization V, and it has been consuming both my days and nights. However, tomorrow it will be time to put my nose back to the grindstone and continue both optimization and world building.

It is almost time for bed for me, but I thought it wise to give a small update on the progress. More news coming soon!