Paladin Studios' first webgame - Chicken Football !
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- Dylan
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Hello everybody!
Long overdue, today we finally released our first webgame, Chicken Football. It's simple - two kids chase a bird to score points. That's it!
Play it, reach a highscore, pass it on to your friends. We're looking for a sleeper hit here!
www.chickenfootball.com
Long overdue, today we finally released our first webgame, Chicken Football. It's simple - two kids chase a bird to score points. That's it!
Play it, reach a highscore, pass it on to your friends. We're looking for a sleeper hit here!
www.chickenfootball.com
- Metal Vendetta
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Can you look for a sleeper hit?
Last edited by Best First on Fri Jun 13, 2008 12:01 pm, edited 1 time in total.
Re: Paladin Studios' first webgame - Chicken Football !
Hello Doctor Nick!Dylan wrote:Hello everybody!
- Dylan
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Brend, you get a cookie for catching the reference!
For the rest - yeah, getting the game to run apparently sometimes is a bit of a challenge. The engine we use, Quest3D, offers Firefox support in its new version, so that at least sounds promising.
Thanks for testing, we'll upgrade to that new version soon, hopefully that fixes some of the problems.
Now also looking for portals to host the game. Many only want Flash, unfortunately.
Ah well, thanks again!
For the rest - yeah, getting the game to run apparently sometimes is a bit of a challenge. The engine we use, Quest3D, offers Firefox support in its new version, so that at least sounds promising.
Thanks for testing, we'll upgrade to that new version soon, hopefully that fixes some of the problems.
Now also looking for portals to host the game. Many only want Flash, unfortunately.
Ah well, thanks again!
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- Dylan
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One way to answer that - because at my studio, we always use Quest3D.
Another way to answer that is - great question, we might have to adopt certain other technologies as well, especially for games.
I'm quite intrigued by Unity3D as well. Looks good, but development is restricted to Mac. It deploys on Windows too though.
But frankly, I'm a bit against Flash, because everyone says 'it needs no plug-ins', while it does. It's only that it's pre-installed with Windows these days.
But Flash is an animation tool, nothing more, nothing less. Games are not animations. Plus it's mostly 2D, even though they are now supporting 3D as well.
Perhaps, in order for us to please the crowd, we'll have to work with it though.
Thanks for checking out the video at least!
Another way to answer that is - great question, we might have to adopt certain other technologies as well, especially for games.
I'm quite intrigued by Unity3D as well. Looks good, but development is restricted to Mac. It deploys on Windows too though.
But frankly, I'm a bit against Flash, because everyone says 'it needs no plug-ins', while it does. It's only that it's pre-installed with Windows these days.
But Flash is an animation tool, nothing more, nothing less. Games are not animations. Plus it's mostly 2D, even though they are now supporting 3D as well.
Perhaps, in order for us to please the crowd, we'll have to work with it though.
Thanks for checking out the video at least!
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"I'm a bit against flash" doesn't work for me when A) your game doesn't work and B) "in order for us to please the crowd" you'll have to make your game work on their computers. End of, tbh. If it doesn't work, I'm not going to come back for a second go, unless you're a friend - which you are, so I will - but the average user isn't going to give you that chance.
You make it work cross-browser, and make it work full stop. If you're relying on an unstable plug-in - which doesn't work on my version of IE - then you need to find a better plug-in. I hate to be blunt, but if you want to make a name for Paladin, then you need to address these issues.
You make it work cross-browser, and make it work full stop. If you're relying on an unstable plug-in - which doesn't work on my version of IE - then you need to find a better plug-in. I hate to be blunt, but if you want to make a name for Paladin, then you need to address these issues.
I would have waited a ******* eternity for this!!!!
Impactor returns 2.0, 28th January 2010
Impactor returns 2.0, 28th January 2010
- Dylan
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I hope you're not as annoyed by my remark as it seems, Rob. I am sure I fully realise how it works, namely precisely as you just stated.
It's more that I personally feel a bit limited by Flash, and find it unfortunate that other technologies like Quest3D aren't as supported. That's of course not my 'professional' opinion, nor my 'commercial' one.
For what it's worth - this casual game is just a side project, normally we build interactive visualisations and simulators and such, for situations in which we can fully control the hardware. Then we need and make full use of the horsepower.
So again, I hear what you say, and I fully agree.
It's more that I personally feel a bit limited by Flash, and find it unfortunate that other technologies like Quest3D aren't as supported. That's of course not my 'professional' opinion, nor my 'commercial' one.
For what it's worth - this casual game is just a side project, normally we build interactive visualisations and simulators and such, for situations in which we can fully control the hardware. Then we need and make full use of the horsepower.
So again, I hear what you say, and I fully agree.
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I'm not annoyed at all - it's just that this game looks fun, but you're being let down by the technology. I understand that Flash has its limitations in terms of game design but it's such a ubiquitous platform it seems odd not to work with it. Anyway, I'll have another look at this Quest3D thing and see if I can get it working...
I would have waited a ******* eternity for this!!!!
Impactor returns 2.0, 28th January 2010
Impactor returns 2.0, 28th January 2010