TOGUNO

Tuesday, October 11, 2011

Rebuild 2 Endings

Uploaded a compilation of all the endings I designed, yeah buddy buddy--




Monday, October 10, 2011

The Great American Game Haul

I'm back! Where was I, you ask? Well, I neglected to mention that I was actually away on a month long vacation to the motherland! I'm back with a vengeance and horrible jetlag, but I have plenty of things I'm psyched to post about, so you should be hearing from me much more often from now on. In fact, I've got 3 posts going as I type, all of which should be going up in the next few days.

Regarding my trip: it was a blast! I got to see all my family and revisit some of my favorite old haunts. The whole trip can basically be summed up by the following two photos:

Sugar cookies in the shape of my home state! And cows... because as the old saying goes, there are probably more cows than people in Vermont

Oysters in Florida! Yum yum
Yeah, so basically Shaun and I ate our way down the East Cost. But! We also purchased many a game, which is what this is really about. I organized all the games that made the trek back to our apartment in Australia and took some photos for your viewing convenience! Here's the first batch:


Actually, looking these over, it appears I've missed Dragon Quest Monsters: Joker 2, which I'm actually working on a review of now. I also received ICO/Shadow of the Colossus Collection for review and I have to say I am extremely excited about that! I'll probably whip it out of its plastic either tonight or tomorrow since I'd like to get that review finished by the end of the week.

I'm sure you can make out most of the games pictured, but in case it's unclear, the disc in the white sleeve in the third picture is actually Threads of Fate, which is one I've been wanting to play for quite some time. Don't mention the fact that it's available for only $6 on the PSN and that I still have $30 of credit, I won't hear any of it!

Um Jammer Lammy technically isn't new, as I purchased that one just before I moved to Australia last year. Somehow it got lost in the madness and didn't make its way over with me back in June, though, so I'm happy to finally have it here so I can give it a go! I'm a very big fan of Parappa the Rapper, hence the necessity of playing Lammy as well.

I could go on forever about these games, but I've still got more to go, so I'll keep it short (but sweet): 999 is another title I've been looking forward to playing for a long time, so I'm super stoked that Shaun spotted it, and Atelier Annie for the DS should be fun considering my newfound love of Atelier games. Also, it's got my name in the title! Oh, and I definitely won't be playing Dissidia 012. That one's for Shaun (he's not even done with Dissidia yet but I couldn't pass it up).


Glory of Heracles was purchased new from Amazon for a whopping $4 (I'm sure can imagine the smug smile on my face right now) after one of my very favorite game writers, Brad Gallaway, wrote a few positive comments about it on Twitter. It was actually Brad that gave me the push I needed to finally buy a Monster Hunter title, as well! Peer pressure...

Grand Knights History and Puyo Puyo!! 20th Anniversary are both Japanese releases that my mom so graciously picked up for me when she was over in Kyoto on business. The day that Grand Knights History finally made its way into my grubby little hands was also the same day XSeed announced that they would be localizing it... Well, I am certainly elated that they will be localizing it, just not that I picked up a copy of the Japanese version (I'm lazy and would probably have just played it in English, given the chance).


Finally, here are two games I know absolutely nothing about. They were both under $7, how could I resist? And that purple ghost with the top hat in the corner of Gurumin is just too cute. Did I mention that I'm totally jealous of the extent of PSP games available in US stores? I could walk in a store and actually find some PSP games, whereas half the time here in Australia they don't even carry any! I do regret not picking up a copy of Persona, but I had to reel it in at some point.

So, thoughts? I realize this haul is seriously skewed towards handhelds, but that's partially because Rune Factory: Tides of Destiny got pushed back, making me unable to through my money at Natsume for that one. Speaking of which, Gabrielle's Ghostly Groove for the 3DS was released the day before we left, but I went to a Game Stop and they said they wouldn't get it in until this week. Unfortunate, because now I'll have to import that one.

Let me know if there are any titles in particular you'd like me to tackle first and share my thoughts on!

Sunday, October 9, 2011

9 d'Octubre: MOCADORÁ por SANT DONÍS


Aquí os mostramos algunas de las figuras modeladas con motivo de la Mocadorá del 9 d'Octubre.

Para quien no lo sepa, os cuento: la Mocadorá es una tradición que viene desde el siglo XVIII, cuando tras la Guerra de Sucesión, el gobierno borbónico prohibió la celebración de la entrada de Jaime I en Valencia,


una celebración festiva en el que se tiraban cohetes y parece ser que la gente se desmadraba considerablemente, jeje.

Como respuesta popular a esta prohibición, los panaderos empezaron a producir unos dulces de mazapán que representaban los cohetes que ya no se podían hacer sonar, pero al mismo tiempo, por su forma fálica o redonda recordaban los órganos sexuales masculinos y femeninos. Son los llamados piruleta i tronador (tenían una connotación sexual muy evidente).

Junto con la piruleta y el tronador también se fabricaban pequeñas frutas y hortalizas, que según la creencia popular hacían referencia tanto a la fertilidad de la Huerta de Valencia, como a las hortalizas que los moros regalaron a la reina Doña Violante de Hungría (esposa de Jaime I).

Desde los comienzos, estos dulces iban envueltos en un pañuelo (mocador en valenciano) y todo junto, dulces y pañuelo, constituía el regalo para la mujer amada.

Y como véis, en Valencia se sigue celebrando fielmente esta tradición, de hecho, todas las pastelerías están plagadas estos días de frutas y verduras de mazapán con formas y colores variopintos. Un espectáculo para la vista y para el paladar. No os lo perdáis !!!


Espero que os haya gustado !!

Besitos,


TARTA NODI

OTRO PROYECTO ENTREGADO !!




Esperamos que os haya gustado.

Gracias por seguirnos y por vuestros comentarios !!

Besitos y hasta la próxima ;-)


Saturday, October 8, 2011

TARTA SALVAJE











Muchos besitos a tod@s y como siempre: GRACIAS POR SEGUIRNOS !!!

Friday, October 7, 2011

Rebuild 2 Released!

Rebuild 2 has been officially sponsored. Check out the news at Sarah's blog.
She made a nice little killing financially and I didn't do too bad myself :-)

Now that the game is out I can release some of the art that didn't make the cut into the final version here on the blog. I am currently about to release a Gallery slideshow on this site, which will include most of my art from all my games (+ comments), and I will be uploading the Rebuild 2 stuff to it pretty soon.

But the real news is the game is available online here

So go ahead and play it!
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OTHER NEWS

The guys at FETTSPIELEN have done an interview of the dude here. Seems they love the 'Insanity' series over there in Germany and wanted to find out a little more about moi.
It's been translated so here's the original transcript for those interested. Trying to get lost in my own hubris here, lol.


> Please introduce yourself.
My name is Kris Foxton. I'm 33; born and raised on sunny Hastings seafront in the UK, and have been residing in Fukuoka, Japan for the last 7 years.

What made you want to be a game developer?
I have been a game addict my entire life, going right back to when I was a toddler playing Chuckie Egg on the Acorn Electron. Even now I spend an *embarrassingly* long time rinsing up the latest video games and trying to convince myself I'm not a geek. I don't have a Darth Vader suit yet but I do think I'm something of a walking encyclopedia of game knowledge. In school I was always a total dreamer and an artist- kinda the wistful, insular youth battling dragons in my head at the back of the class. I was respectable at creative writing, and I found myself craving to express those internal fantasies in some way; therefore it was my early wish was to be a writer, however I came to a stage where I felt i needed a more visual and faceted medium to express my stories than through words alone. So that+deep and endearing love for games = obvious natural progression. It's a labour of love more than anything but the good news is I occasionally make money doing it. Not the worst hobby in the world, I guess.
>
> What platforms do you develop games for and why?
Flash. No particular reason other than I seem to jive with it pretty well. It's the most popular and growing and available platform out there; for artists and coders alike, with a good support community and anything produced has wide potential to be seen by millions.
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>
> What are your experiences in porting games between two platforms?
Pretty much zero to none! Anyone looking to make a quick buck and some royalties? :-) I am in conversation with some teams about doing iOS ports of my games later on next year but nothing green-lit as of right now.
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>
> How do you get inspiration for a game?
Inspiration is an elusive thing, and it can surface anywhere. I can say the vast majority of my ideas emerge while playing other bigger games on consoles and such; not just the play mechanics but also ideas for the vibe I'm looking to recreate. Example; Fallout 3. It gets me thinking about the fun of exploring the unknown. Another one; Just the other week I was diving in Okinawa and I came face-to-face with a shark, it was a scary moment that got me thinking about doing a game which involved some kind of shark theme, Man vs Giant Shark...Man diving into dark treacherous ocean to hunt the world's biggest shark..etc...you know, that's how it goes I guess. First an epic story is formed and then it's down to the brass tacks; how to flesh it out to become a 'game' and not just a tale. One thing for sure, I'm all always looking to give a game a certain flavour and for me a game has to be 50% playability and 50% mood/atmosphere. Anyway, I have literally zillions of ideas that never become anything other than thoughts in my head .
Oh and back to the topic, lastly, it's nostalgia. I wan't to rejuvenate my youth through games in a way.So I make a game that reminds me of the old days, UltraSports Archery is clearly dedicated to HyperSports. Trivia Casino kind of reminds me of the old slot machines in pubs. Some of them may be crappy games but to me they have an inside meaning and there's not a single game I've made that I hate.

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>
> How long does it take for you to write a game from start to finish?
Anything from 2-6 months depending on the grandeur of the title. The Flying Chicken only took me 4 hrs though.Working as an artist on Rebuild 2 took me 3 months. A lot of it is not so much development time, but training in the latest software. At the moment I'm studying Zbrush (and loving it!).
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> What are the biggest technical challenges when you develop a game?
Keeping the filesize down to a reasonable level. Tracking down obscure bugs that manifest out of nowhere. Getting the aesthetics down.
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> What do you think the future of gaming will look like?
CG characters right up there on the 'uncanny valley', full-body motion& holographic touch controls, advances in social interactivity between players, mind-blowing AI, an evolution in scale and the way people play online multiplayer (not only deathmatch team vs team), games that stimulate more ranges of emotion. Also I think good game designers will be the next new-age celebrities. And you can quote me on that.

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> What is your favourite game at the moment and why?
It's not my favorite game of all time but right now I'm playing Monster Hunter 3rd on the PS3. It's has a superb, relaxing co-op mode without any competitive stress, and is a nice challenge that can burn away a few hours easily. Favorite game of the last 5yrs would be a toss up between Metal Gear 4 and Demons Souls. I have a hunch the sequel 'Dark Souls' will be even better.
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> What is your advice for new developers?
Well I don't think I'm in the right kind of success stratosphere to answer this question as well as others can but here goes-
Don't give up the day job. It's only the top 5% of developers who're making serious $$$ so it's unlikely you'll get rich. Let passion be your fuel. Have a strong proof of concept when you start a game, prototype it and get feedback from friends and your internet peers before you commit it to full project status. Don't be afraid to trash a game if it's not working out as planned; time is valuable so move on quick. Try to find good online mentors.




Thursday, October 6, 2011

Driver San Francisco-SKIDROW




Driver San Francisco-SKIDROW - 2DVD
System requirements:
OS: Windows XP/Vista/7 CPU: 3 GHz Intel Pentium D or 2.2 GHz AMD Athlon64 X2 4400+
RAM: 1 GB Windows XP / 2 GB Windows Vista - Windows 7
GFX: 256 MB DirectX 9.0c-compliant card with Shader Model 4.0 or higher
HDD: 10GB Free Hard Drive Space DirectX: 9.0c 

Off-Road Drive








Off-Road Drive - 1DVD
System Requirements
Intel CPU  -  Core 2 Duo E6300 1.86GHz 
AMD CPU  -  Athlon 64 X2 Dual Core 4000+
Nvidia GFX Card  -  GeForce 7800 GT
GFX Card  -  Radeon HD 5570 512MB
RAM (Memory)  -  1 GB 
Hard Disk Space  -  8 GB
Direct X -  9

Worms - Ultimate Mayhem






Worms - Ultimate Mayhem - 1DVD
System Requirements
Operating System: Windows XP, Vista, 7
Processor: 3 GHz, Dual Core 2 or AMD 64 X2
Memory: 2 GB
Video Memory: 512 MB
Sound card: DirectX Compatible
Hard disc: 1.8 GB
Other: Keyboard and Mouse, NVIDIA GeForce 8400, ATI Radeon HD 4650 or higher