Wait what!?! Did I miss something? I've been gone for a while. Anyone care to fill me in?
- Big Boss likes this
Posted by Dankey Kang on 27 August 2014 - 06:57 PM
Wait what!?! Did I miss something? I've been gone for a while. Anyone care to fill me in?
Posted by Dankey Kang on 26 May 2014 - 11:18 AM
Posted by Dankey Kang on 05 April 2014 - 07:27 PM
Oh don't worry, when Mario Kart 8 is released, it's going to get plenty of coverage from me, but in a very interesting way
Have you thought about getting press relations with Nintendo? I have it, and it basically allows you to get games for review. I definitely recommend that you look into it
Posted by Dankey Kang on 04 April 2014 - 08:34 PM
Dang. Your videos are absolutely amazing You should make a video about the upcoming Mario Kart 8
Posted by Dankey Kang on 17 March 2014 - 04:47 PM
Download is below guys! Enjoy
https://www.dropbox....ine-Issue07.pdf
Remember to order the physical copy if you enjoy
Note: It's a big file
Posted by Dankey Kang on 15 March 2014 - 04:31 PM
Posted by Dankey Kang on 14 March 2014 - 08:43 PM
Posted by Dankey Kang on 14 March 2014 - 07:49 PM
Posted by Dankey Kang on 08 March 2014 - 06:16 PM
Posted by Dankey Kang on 17 February 2014 - 11:50 AM
Stereotypes. Stereotypes. Stereotypes.
To appeal to more Female gamers, Nintendo should just continue adding more Female characters to their well-known game. What they're doing with Rosalina (Super Mario 3D World, Mario Kart 8, Smash Bros.) is a step in the right direction, but this, this is just disgraceful.
Posted by Dankey Kang on 16 February 2014 - 02:14 PM
Posted by Dankey Kang on 15 February 2014 - 02:06 PM
Here's the interview I promised you all. Hope you guys enjoy
Always Nintendo recently got the chance to interview Game Developer, Nami Tentou Mushi! If you’re not familiar with them, check out this interview and you’ll be going crazy over their games in no time!
AN: Hey Nami! Thanks for taking the time out to interview Always Nintendo! Would you be able to introduce yourselves and tell us about the origin of your company?
Well I’m Christopher Arnold and I’m the founder of NAMI TENTOU MUSHI. I handle most of the work besides most SFX and all the music. The company was literally created to satisfy Nintendo’s need for a formed company, although we created it after we were accepted as Nintendo Wii U developers, so it’s obvious that isn’t a concrete requirement anymore. Prior to this, it was just me making some random Android apps. I decided that PING was popular enough in the Android store to consider doing this full time.
AN: You’ve mentioned on your site that Nami Tentou Mushi is a type ladybug. Why did choose it as the name of your company? Is there any meaning behind it?
When I was thinking of a name, I wanted it to be Japanese because most of the games that influence me are from Japan. Another requirement of mine was it to be a very unique name that would give us really high visibility in search engines. If you search now, NAMI TENTOU MUSHI will literally show us instead of the original ladybug now. The ladybug is actually the same specific breed that was brought to America for pest control. I thought it was appropriate since we are an America based company with game design influenced by eastern games.
AN: Nami Tentou Mushi is known for their Ping game series. Would you be able to tell us a bit about the game(s)?
PING is basically a remix of PONG. PONG didn’t have much except the simple pong physics and bouncing back and forth with a paddle. We took that bouncing block idea and turned it into a puzzle style game. Some people have compared it to mini golf and I find that description pretty accurate. You had 1 shot to make the cube to the orange and you had to count your bounces too to make sure you didn’t bounce too many times on the way there. The graphics are extremely faithful to the Atari (minus the 8 bit orange) and it ran very well on all Android devices because it was such a low demanding game.
AN: What are some improvements made in Ping 1.5+? Do you have a idea of when it might be released?
With PING 1.5+ we added the ability for more shots and raised the challenge more. The boss stages were added that weren’t in the original too. They are remixed stages of popular Atari classics. But we’ve made them unique enough to PING to not be just a copy. We made sure to be original with our content. The release date is before the end of May. Things are starting to wrap up with the game and we are in the final process with the last few stages. Don’t expect to have to wait much longer for it.
AN: How did your experience developing with Nintendo differ from developing with other consoles and devices?
It honestly was really easy to add Nintendo Wii U to our development cycle. We started using Unity to make it easier to port PING to iOS and Android. During the work on that we got accepted as a Wii U developer and started reading up on their API from them. It was really easy to work with it along with Unity. We are actually still reading through OUYA’s and having a bit more of a time with that than Wii U’s. So I wouldn’t say they are hard to develop for. They have done their duty to try to lower the barrier of development for indies. I was also able to have something running on it within the first hour of receiving the SDK. It was an exhilarating experience.
AN: What are some games that inspired you to go out and create Ping?
I wanted to try and make a game that would be simple enough for me to make on my first try and be fun on a mobile phone. The most popular game on mobile devices at the time was Angry Birds. It uses only touching for input, yet it was engaging enough to keep users’ attention for hours. I made sure to come up with a control scheme that used only touch and PONG with an aiming cursor is where I ended up landing with that idea. The Atari graphics came in because of my lack of art skills. Then I ended up finding it charming and skipped having an artist pretty up the game.
AN: Who are the developers that most inspired you to become a game developer?
Shigeru Miyamoto is one of the most obviously inspirational directors out there. I’ve always looked up to Hideo Kojima and Goichi Suda. They all create extremely unique games and the gameplay is always first. It’s important that the gameplay is fun, otherwise you can’t immerse yourself in the experience. Suda has always had a knack for creating unique, funny, and crazy games. Shadows of the Damned and No More Heroes have really stuck with me. It doesn’t take itself too seriously and manages to be overwhelmingly fun! Hideo Kojima is someone I admire for being very wide ranged in his abilities. His love of particular music and film making shows in his games and it’s a really unique experience that I haven’t seen elsewhere. I grew up along that same path, considering making films someday but it ended up turning to video game design for me.
AN: Do you have any titles in development that you would like to tell Nintendo fans about? If not, did you have any ideas for games you might bring to a Nintendo console in the future?
Sorry, nothing to reveal yet. Ideas are being thrown around though. We do want to bring more games to Nintendo Wii U.
AN: Can we expect to see a Miiverse community coming anytime soon for the Ping games?
The community will come closer to launch once we start initiating the lot check process with them. Then that ball will get rolling. We are looking forward to reading the community’s opinion on our game.
AN: Do you have any plans to integrate online multiplayer into your titles?
The only online multiplayer aspect that we’ve considered implementing is leaderboards, but we aren’t even sure of that yet. We have lots of features we want to put in, but we can’t justify working more than a few months on the game. Updates and sequels are useful for this purpose. For future games, we may include online multiplayer but only if it’s appropriate.
AN: Finally, what do you want to say to gamers that still aren’t sure about purchasing your games?
If you aren’t sure about purchasing the game, we’ll be offering demos of PING 1.5+ on both iOS and Android so you can try before you buy. Also, original PING is free on Android with ads. You’ll be able get a proper feel of the game before buying. We want to make sure you’ll enjoy the game before you make that plunge to buy it. Or you could just throw your money at us. That’s okay with us too.
Who should I interview next?
WUF IS 2 KEWL 4 SKEWL,
Posted by Dankey Kang on 10 February 2014 - 05:05 PM
Hey guys! I'm sure a lot of you have heard about the game Kingdom Hearts I'm sorta upset about this game not coming to the Wii U though and I wanted to see if anyone felt the same way! If you wanted to see this game come to the Wii U, please sign the petition below: For now, this is just to see if it will pick up steam. If it continues though, I'll definitely see if I can get the word out about it more
https://www.change.o...-3-to-the-wii-u
Thanks again guys! You rock!
Posted by Dankey Kang on 29 January 2014 - 11:54 AM
So I recently did an interview with Gaijin Games on my site, and I thought you guys would be interested in hearing what Nintendo has to say If you weren't aware, Gaijin Games is the maker of the Bit. Trip series so this was a pretty interesting interview. Without any ado! I present the Gaijin Games Interview!:
Always Nintendo got in touch with Gaijin Games’ Dant Rambo, to talk about their inspirations and what might be on the horizon for the team.
1. Gaijin seems like the perfect name for you guys, as you seem to like to approach gaming from the perspective of an “outsider”, looking at how conventions can be manipulated. How would you describe your process of coming up with new game ideas?
The process changes from project to project for us. Inspiration can come from anywhere! Destructamundo, for example, is a concept that Jason Cirillo AKA Robotube Games has been kicking around in his head for a while. The BIT.TRIP series, as you might imagine, was birthed from an interest in both music and retro, Atari-era games. So, really, I don’t know that there’s a steadfast “process” to it. We constantly throw around ideas, and if something sticks, we give it a shot.
2. Where did the idea for “Commander Video” come from? Any story behind this character from a production standpoint?
The concept of CommanderVideo has existed since the dawn of man. We were simply the ones lucky enough to dip our hands into the Idea Pool and catch it.
3. Music is a big part of your games, and most of it appears to be original compositions. Do you have in-house composers you work with regularly? Describe how your musicians might work with the programmers on a normal project.
We don’t have an in-house composer, though we’ve been fortunate enough to work with some incredibly talented musicians.
There’s a little bit of trial and error involved when creating the music for our games. With that said, because all of the music was created specifically for our games, it was nowhere near as difficult as it could have been. It was simply a process of constantly speaking with the composer, feeding them notes on what we needed, and going from there.
4. What would you say is the most important thing about designing a new game?
I’d say that’s largely dependent upon the type of game you’re making. For a title like Gone Home, for example, story probably comes first and foremost. For a BIT.TRIP game, on the other hand, gameplay really takes the center stage. I’m presenting two extremes here, but I’m sure you see what I mean.
5. What are your inspirations? Particularly, what inspired the BIT.TRIP series?
I discussed this a bit above, but the BIT.TRIP games were inspired by a love of retro games, as well as a passion for rad music. It was also an opportunity to play around with some known gameplay archetypes, and present them in a new, interesting way.
Beyond that–and as you’ll surely realize when we announce what we’re working on–we really glean inspiration from anywhere and everywhere. It could be an awesome song, a well-made movie, or even just a goofy conversation amongst ourselves. In fact, rarely a day goes by without someone in the office presenting a new idea for a game. Most of these ideas are just jokes, but still! We are bursting at the seams with inspiration.
6. What’s on the horizon for Gaijin Games? Any new games in the works?
New games indeed! In the immediate future, we have the impending release of Destructamundo, which is an awesome little puzzle game from our Robotube branch. We don’t have a release date just yet, but rest assured that it’s coming soon.
Destructamundo is currently headed to the iOS and OUYA, with other consoles as a possibility. Here’s a look at the trailer:
We’re also hard at work on some other stuff, although we haven’t made any formal announcements just yet.
7. Runner 2 looks like a whole new level of production for you. Can we expect to see more games of this caliber in the future? Or do you like returning to the 8-bit theme?
All I can really say at this point is that our future projects are going to be a significant departure from our previous work. Your mind will be blown! But if you’re jonesing for a little retro-flavored goodness, be on the lookout for Destructamundo! Have I mentioned that game enough yet?
8. What do you consider when choosing which platforms to port to? What have your experiences with Nintendo been like?
As you may have noticed with Runner2, we’re not opposed to releasing our products on A BILLION PLATFORMS. It’s important to us that our games are available to everyone who wants to play them, and we try to let that be the driving force behind our porting decisions. With that said, being such a small company, we do need to be a bit particular when deciding where to bring our games to. As for working with Nintendo, they’ve been wonderful to us. If I had to complain, though, I’d have to say I wish they’d do more with the Birdo character.
Here here! She would make a good Smash Bros addition! Speaking of which…
9. I think Commander Video would make a great Smash Bros character, what would his moves be if he were in Smash Bros?
Thanks! He would shoot music beats at other combatants, and then melt their brains with deep, existential questions. It would be glorious.
10. Any advice on how to succeed as a developer today?
Dare to be different. Dare to be loud. Go to conventions and meet everyone you possibly can (and be nice to them).
Thanks to Dant and Gaijin for answering our questions. Watch out for Destructamundo, coming to iOS, OUYA and other platforms, and if you haven’t tried the BIT.TRIP series yet, you can get BIT.TRIP Saga on the Nintendo eShop, that’s 6 games for about $15 USD. Once you’ve been absorbed by the beat, you can join the rest of us in waiting for what the fellas at Gaijin come up with next!
Thanks again for reading! Who should I interview next?
Posted by Dankey Kang on 16 November 2013 - 07:03 PM