After many months of rumours, Nintendo has confirmed that a SNES version of its Nintendo Classic Mini console will be arriving this autumn on September 29th.
Officially titled the Nintendo Classic Mini: Super Nintendo Entertainment System, the miniature 16-bit system will come with 21 pre-installed games in total, including the never-before-released Star Fox 2.
As with its now sold-out Classic Min: NES predecessor, the Classic Mini: SNES can be plugged into any HDMI slot on your TV for instant retro gaming goodness. An HDMI cable is included in the box, along with a USB cable but NOT an AC power plug. It also comes with two SNES controllers – an improvement over the Classic Mini: NES’ single controller offering.
Here’s a list of all the included games:
“Call of Duty: Modern Warfare Remastered is one of the most beloved games of all-time, reborn for a new generation,” Activision publishing chief Eric Hirshberg said at the time of the game’s unveiling. “We have lovingly remastered it with a whole new level of graphical fidelity and realism that wasn’t possible when the original was released. It’s going to be a great year for Call of Duty players.”
Virtual reality was a major theme of Bethesda‘s E3 announcements this year, with titles such as Skyrim, Doom and Fallout 4 all receiving the VR treatment by the end of the year. And its popular IPs like this that will drive VR awareness and adoption among consumers, according to research firm SuperData.
Fallout 4 VR was described as “a full-length open-world game with near limitless content playable entirely in VR.” The scenery and in-game elements looked pulled directly from the non-VR version of the game, complete with a Pip-Boy computer you can bring up on your virtual wrist and massive explosions from grenade launchers.
Here is the VR trailer for Fallout 4!
I’ve been continuing making levels over the past two weeks.
Over the last two weeks, I have been working on expanding the background system to make it easier to create backgrounds and environments for the game. One of the features I have made is a scaffolding tool which can be used to create scaffolding around the level itself. The new system allows you to draw out the initial struts and add cross bars and supports to scaffolds. I have also worked on another tool to manually place the background tiles, mainly for the designers to quickly generate the backgrounds for their levels. Both of these systems can then save and load their setup into other scenes.
This week I have been working on implementing the back and front end of Steam Workshop integration. This involves using the Steam API to get currently uploaded levels, as well as a way for users to easily upload their own levels, which they have made in the level editor.
I have spent the last couple of weeks doing tweaks to add extra polish to the game such as a few minor additions to the menu, adding sounds to the characters and also making extra features for some levels such as blocks looking like they are being destroyed on a level where the player is being chased by a machine.
For the past couple of weeks I have been fixing and decorating several levels, in order to reach our level target for release. I have also been helping set up the the Steam store page, so that it has all the information and images it needs ready for when it goes live.
I’ve been mixing and mastering (or at least, attempting to) some of the music I’ve composed for the game. I’ve got a few that are finished and ready to go into the game now. Over the next few weeks I’m going to be recording and processing the rest of the sound effects we need, as well as hopefully finishing off the rest of the music. If you played the free Flux8 demo, you may recognize the track below – it’s the menu music! Except now it sounds all shiny and finished.
As ever, watch the video below to see some of our work in action!
Whether you voted for the game on Steam Greenlight, followed Flux8 on social media or even played the free demo on Gamejolt, your help and support is greatly appreciated!
From here, we’ll continue building and polishing Flux8 until it’s ready to release, which will hopefully be sometime around the end of July 2017! In the meantime, don’t forget to follow Flux8 on Facebook and Twitter for all the latest updates (and to see all of the hilarious, game breaking bugs we find!).
You can also check out the fortnightly devblogs to see what we’re working on and how your feedback is helping us improve the game. From level design and assets to code and audio, it’s all covered!
Don’t forget, you can still check out the Free Flux8 Demo on Gamejolt! We’re currently featured on the website and have had just under 1000 plays! This is an early-access build of the game, so expect to see a few bugs and backwards-facing bow ties. The demo is available in both 32bit and 64bit versions for Windows, OS X and Linux. We hope you enjoy the demo and remember, your feedback is valuable to us!
Still not convinced? We’ve had an influx (see what I did there?) of Youtuber’s playing the demo recently. We’ve compiled all of the videos we’ve found so far into one convenient playlist which you can check out below! Although if you are planning on playing the demo yourself, watching the solutions on Youtube first may take some of the fun out of it!
Check out our website here: http://www.flux8game.com/
Thank you again for your continued support… we’ll see you on release day!
I’ve been continuing development on the levels within the game. The levels I’ve created focus mainly on more advanced mechanics, such as the polarity switch gate and lasers.
Over the last few weeks, I have been working on creating a background generator for the level editor to speed up the level building process and give players a background for their levels. The generator uses pre-built sections which are assembled in a grid to fit the level. I made this so it could also take in a seed to get the same background generated multiple times. I also made new magnet pads which can stretch in the middle, whilst keeping the ends the correct size, using a series of models which Sam made. Following this, I created a tool to swap out the old magnet pads with the new ones I had added in. In addition, I added a new method to draw out the rails which the moving platforms run on, using a similar method to the magnet pads.
This week I have been working on improving the jumping system. Before, it only checked directly under the player but now it checks in an area, making it easier to complete accurate jumps.
I also started work on the workshop UI for downloading player-made levels.
Over the last few weeks, I have been working on a number of different parts of the game. Firstly I worked on adding a few things to the level editor such as adding UI to make configuring the movable blocks more intuitive.
Another addition to the level editor was the new spinner obstacles which the player has to avoid being hit by. Finally, I worked some more on the main menu to add a “mail system”, to give background story information, and also a screen to show the player’s progress finding collectibles.
For the past few weeks I have been working on decorating the levels previously made by Liam. I have also tried to incorporate other mechanics into the levels which were made after the levels were built. My aim for the next few weeks is to continue decorating and testing the levels in preparation for the game release on July 31st.
In the past week I worked on mainly creating even more background prefabs for our level editor and fixing/ adjusting some previous levels.
I’ve been composing music for the Co-Op levels. I decided these levels needed to have more upbeat, energetic music than in single player. I’m hoping to mix and master some of the other tracks I’ve been working on over the next couple of weeks and get them into the game.
As usual, you can view our work in the video below!
The Games Students from Huddersfield Uni once again dominate the Yorkshire and Humberside Game Republic Student Showcase. Last year we won three of the four 1st Prizes and this year we’ve done the same.
Each year, for the last 10 years, Jamie Sefton and Game Republic have been running a competition between the Yorkshire and Humberside universities to showcase student talent – the Game Republic Student Showcase website 2017. The Showcase provides a competitive spirit to all the programmers, designers and artists on the various games degrees in the area.
Teams from the universities of York, Bradford, Leeds, Leeds Beckett, Sheffield Hallam… and of course The University of Huddersfield. This year was the biggest event so far with 26 teams competing, with lots of floor space given over to VR. Last year, there was only one VR project (our own Nathan Boxhall-Burnett and the VIVE Dr Who Tardis experience- Nathan Boxhall-Burnett winning 1st Prize Games Technology, 2016).
This year there were five VR installations, all very different. We were very well accommodated across five rooms at Leeds University in the Sadler Building, with Dr Hamish Carr being our very friendly and congenial host.
All the GR Educational Partners are able to take six teams and ours were:
Shutter Shade Heroes were arguably the most-visited and actively-enjoyed team offering. They were showing their VR Partyware game – a very active VR version of party games and exercises… including cracking a safe, all via the VIVE. Here they are with the set-up.
Games within VR Partyware include baseball, darts, throw a ball in a bin, sqat thrusts and crack a safe. As players succeed at each game they return to play the same series in a more demanding manner. The team members comprise: Parampal Singh; Kiera Hayman; Joe Cooper; Marcus Nichols; Liam Ford and Chris Vickery.
Out of Mana – navigate a dungeon with all the usual (and some unexpected) dangers and get to the end to fight the Boss. Play as a 2-person game and decide to work together …or kill them and play it alone.
The team of: Dan Schofield, Angel Petkov, Alyson Sjardijn, Gage Bolton, Martin Barker, Dean Ford and Natalie Hirst… completed thew game. Well done on making a really playable game!
Reaper’s Rampage team with… you guessed it, the Reaper’s Rampage game at Game Republic 2017 – a 3rd person fight game where the Grim Reaper (our hero’s father) is testing his son’s skills (the player) against all sorts of ghouls to see if he is good enough to take his place when he meets his maker. |Fighting the devil’s minions, or more graphically, “Fighting Satan’s spawn”, as the team nicely put it. Great game!
The team are: Rob Potter, Max Zazulak, Jake Brown. Here are Redkite Games playing the game.
So how can we make a simple game of Pong as complicated as possible? Well, you need to do it over the web using the user’s smartphone. Here’s Kiera demoing her game with users’ playing via their phones. A variety of internal algorithms choose which way to proceed to minimise latency. All clever stuff.
Robert Potter with This Dead Winter – a mesmerising fox-runs-through-snow-leaving-footprints game, currently at concept stage, and with some gamification targets built in. However, just watching the footprints and tail swooshes in the snow is enough for most people as the untiring fox makes its way through the wilderness.
Rob is very generous with information and provides a fairly good trail of what he’s up to and how his experiments in coding are going on his Twitter feed: @Rob_Potter. Join him there and follow one of the UK’s future games programming stars.
Max’s Game Character Art was on show including the much talked-about ogre with dangly bits plus fighting dragons breathing fire. Here is Max with his characters – posters, monitor and TV – what a spread! Max was also one of three Finalists in the 2017 Search for a Star Games Character Art – so well done Max! A star of the future and one to watch.
The work that I have developed for my final year is all inspired by games that I have played, my heritage and other visually interesting elements. The year started out as pretty average, however by becoming involved in competitions such as Search for a Star and Game Republic, a sense of push allowed me to develop my assets through iteration; improving the pieces vastly each time.
Whilst the picture below shows only one, Max’s showreel was shown on a large TV and had a rotating models of two dragons fighting – the one below breathing fire.
Of course, the A1 colour pictures on the wall show his three character poses better than the amalgamation below.
I am a 3D Character Artist and aim to work in the Games Industry developing 3D models for major games studios. I am very passionate about my work and I am extremely focused on achieving this goal.
See more at his own website: Maxim Zazulak website – Games Character Artist.
The Huddersfield wins are a fabulous testament to the work and dedication of the games teaching team at The University of Huddersfield and also to the brilliant students we have the pleasure of spending time with. All the best to them in their new careers as they leave us for pastures new in the games industry.
1st Prize. VR Partyware by Shutter Shade Heroes
3rd Prize. This Dead Winter by Rob Potter
2nd Prize. VR Partyware by Shutter Shade Heroes
1st Prize. This Dead Winter by Rob Potter
1st Prize. VR Partyware by Shutter Shade Heroes
We’d also like to take this opportunity to thank everyone who has played the demo and voted for Flux8 on Steam Greenlight so far. Your support and feedback is greatly appreciated! A number of YouTuber’s have played through the demo and given us some great feedback. Check out the playlist below to hear what they had to say!
Check out our website here: http://www.flux8game.com/
You can download the Free Flux8 Demo Here on GameJolt!