Sound makes games awesome

Sure, a game can have the most amazing graphics, great game mechanics and be really good. But according to us a game isn’t complete without awesome sounds and music.

Although, we have yet to finish all our sounds for Mail Delivery Boy, we have learned a lot along the way which we would like to share. So here we go: Stuff to do when recording sounds!

Start by thinking about how your game should be portrayed. Make sure you have a clear view of which category you want your game to be put in. The style and type of sounds should be thought through carefully with the game category in mind. If you have a cartoony or goofy child game you probably want a different set of sounds than if your game is a horror or oldschool game. The sounds enhances the experience of the game, so making good sounds and having a good sound profile is crucial.

Become familiar with your favorite sound editing program. We use Audacity because it’s really easy to use and have a great noise reducer (yes, it’s free and open source too :D ).

Record… A lot! It takes time to go through all the material, but it’s better to do 10-15 takes and end up with one you like, than to end up having two bad ones.

When recording sounds; use anything and everything. A shoe, an empty bottle or just your own voice can make wonders (we’ve used this a lot). And if you can’t manage to get the exact sound you want, you can also modify it later in your audio editing program.

If you want you can use computer generated sounds. They can sometimes sound quite artificial, but if you’re lucky you might find a couple of sounds which fits your game perfectly. Here are some links to a couple of sound generators.

Remember, finding the perfect sounds is actually quite hard and requires a lot of time. But if you put enough thought and time into it, you will end up with a game feeling way more polished and awesome than ever before!

Good luck on your quest of finding the epic sounds for your game!
Jonas Bergström
Freddie Pettersson
chillbro studios

Tilemaps

Tiles, they can either be your best friends or your worst enemies!

In this post I will talk about how to make a decent tileset with a hopefully understandable structure in it.

Using tiles and tilesets is a method that is used by a lot of games to draw a mostly static environment. Tiles are simply small pieces of terrain which the developers put together into maps which can later be played by the player. The good thing about tiles is the small size of the images. Especially when you are working with platforms with a limited amount of memory and performance tiles can help you create large worlds which otherwise would be very hard to create. If you want to read more on tiles you can also visit Wikipedia.

When creating the tiles for our new game I have decided to put together a few guidelines which I would like to share to the rest of you out there!

  • First, think about what your game should look like. You don’t want to have to redraw your whole tileset a milion times!
  • How is the world going to look like? Do you need a tileset with a version of every tile in every direction? Or is grass only going to be below you and trees in a horizontal position?
  • Noise is beautiful (I will explain later on, just keep it in mind!)

Due to the physics of our latest game, we can have almost all of our terrain as walls, floors and roof. This made us desire a tileset which would look nice in any kind of rotation. We also wanted to be able to connect different kinds of terrain with eachother (which is something you generally like to do). The first version of the game took place in outer space, with a simple white outline used as the bounds of each level. We then used this tileset:

This tileset was a bit hard to work with and it wasn’t very intuitive to build levels with. We had to do something about this and decided to build tilesets which had the shape of an outer square and an inner square. This made it much easier to build levels and you almost immediately knew which piece you should use. The new tileset looked something like this:

As seen here you can easily make a world with different pieces or terrain and edges to make it varying. When we started to use this we noticed that the bumpyness of the grass was too regular. If one bump were larger than the others this could easily be spotted and it didn’t look very nice. It’s here the last point in my list comes in: Noise is beautiful. By noise I mean a constant variance over the grass. If you have a more edgy looking grass with more bumps then it wont look as wierd if you tile the same piece next to itself since the noise prevents the mind to see where one piece starts and the next one stops. This information left us with the current tileset that we are using which looks like this:

Hopefully, from now on, tiles will always be our best friends!

Jonas Bergström
chillbro studios

SGA ’12 Conference

We are going to the SGA ’12 Conference on February 18-19, which will be the starting point of Swedish Game Awards. If you haven’t noticed already, we will participate in the largest game development competition in Sweden. Our entry is called Mail Delivery Boy and we are of course aiming at the mobile platform (Android). Please help us out with the hype of our game by visiting and liking the Mail Delivery Boy (SGA entry) page!

This two day conference at KTH in Stockholm will be an opportunity for us to meet other students, indie game developers as well as larger game industry acts. Along with all the nice fellow attenders, the conference will feature a number of interesting speakers, panel discussions and a StarCraft II tournament! All this is hosted and presented by the ever so cool John “TotalBiscuit” Bain.

Read more on the competition in our previous post or over at Swedish Game Awards.

We hope to have a really good time! See you all there!

Cheers,
Freddie Pettersson
chillbro studios

Swedish Game Awards

chillbro studios marches out onto the battlefield!

We have decided that we will be participating in the Swedish Game Awards with our next upcoming game!

Swedish Game Awards is a game competetion between students who are in the indie-developer scene in Sweden. It started in 2002 and continues to grow with each year having sponsors such as DICE, Unity and Wooga. The different categories in which you can participate are:

  • Game of the Year
  • Best Innovation
  • Best Mobile Game
  • Best Serious Game
  • Gamers Choice

chillbro studios will participate in the genre: Best Mobile Game!

Stay tuned for more information about our game and the technologies we will be using!

Jonas Bergström
chillbro studios

Swedish Game Conference

chillbro studios went to the Swedish Game Conference (SGC) between the 5-6 october, and it was great!
I will now take the opportunity to tell those who want to know about some of the stuff that happened.

The conference was mostly aimed at newly started game studios and developers around Sweden, which meant that we had the chance to meet a lot of people who were in the same situation as we are. We also had the chance to speak and listen to representatives from various companies such as Microsoft XBLA, Sony Playstation and Funcom!

So what did we learn? As there were various speakers from different companies with different views on the market, I will try to sum up, what I believe, were the most important points.

  • Talk to other people who are or has been in the same situation as you are, they can probably give you some hints!
  • If you are making games and can’t take the time to write about it, talk about it and generally promote it yourself. Then, why would anyone else be interested in your game?
  • When pitching a game idea to a company, train a lot and have a clear description of your game. A good idea is to think of it as an Elevator Pitch.
  • Publishers are more than interested in your ideas and want to listen to you. Never ask what they want, if they knew what they wanted, then they would be making that game by themselves.
  • Only go to a publisher if you really need it, if you have the manpower and knowledge to make it yourself, try that first!
  • As indie developers you are most likely not earning that much money on your game even though you put a lot of time into them. There are a lot of people like that in other industries as well, so think about outsourcing for example design/PR/marketing.

I hope some of these points can help you in your quest of game making!

Those who want to read some more can visit The Game Incubator Network.

Jonas Bergström
chillbro studios

Flight of the Sneezing Panda

Today, we released our new game Flight of the Sneezing Panda on Android market.

Flight of the Sneezing Panda, or FotSP as the press has chosen to call it (reasons are of course obvious), is as the title suggests all about a sneezing panda. The panda has always wanted to be an explorer. Alas, this panda has no wings, and is seldom in the mood for running. He does, however, know how to sneeze REALLY hard. Join the panda for the journey of his lifetime, as he sneezes his way to lands afar!

This game features cute hand-drawn graphics by our designer Jonas Bergström, relaxing music, no hamburgers, and a panda!

Excellent for all ages!

Try it NOW! Get Flight of the Sneezing Panda from Android market.

Screenshots:

Game making competition!

Hey!

This weekend I (read Niklas) entered a game making competition called Ludum Dare.
I felt that I wanted my own programming project and saw this as an excellent opportunity to build an Android game from scratch. I got a lot of tutoring from Erik Eloff and he also wrote a couple of advanced optimization algorithms for me.

I wanted to do a game with no buttons or anything else that blocks the Gamescreen(such as interfaces,menus,controls). So I thought that maybe I could control the game by using the accelerometer, and tilt the phone to steer my character.

This made me think of a great game called VVVVVV: http://TheLetterVsixtim.es
Which is a fast paced platform game, which has mainly 3 inputs, left right and flip gravity.

I felt i wanted to do something similiar but not same or rip anything.

The theme for the game making competition was war:
So in my game you control a Spy Eye that bounces up and down, and you move it left and righ by tilting the phone. The mission is to break into the enemy base as quickly as possible and with as few deaths and bounces as possible. On your way you will meet objects which you need to go further into the base, checkpoints where you will respawn and sharp points which will kill you if you touch them.

I had a blast when developing this game, but I got really frustated at several times.
Many thanks to my friend Erik Eloff for all the help and his patience.

If you feel that you would like to test my game, you can download it for free to android phones, but keep in mind that it was made in 48hours, there is only one level and it’s pretty much a beta, but still fun.

Game Link: http://www.nplp.se/ludumdare/SpyEye.apk
Competition Link: http://www.ludumdare.com/compo/2011/07/31/minild-28-theme-announcement/

Screenshot:

Music by Dan-O at DanoSongs.com.

Peace out,
Niklas Pettersson
chillbro studios

An update!

Time is running fast and we’ve been up to a lot in the last few days. Aside from the updates of our games, HookUp and Grid Invaders we also have some other news! We are currently reworking the look and feel of HookUp to give all players a new experience and improved gameplay, we’re aiming to release the reworked version in a couple of days!

We’ve also decided to participate in a non-official competition called Ludum Dare, which you can read more about at ludumdare.com/. It’s a smaller competition which is running over this weekend, which this time has the theme War. We hope to have an interesting game to show up at the end of the weekend and as a spoiler we’ll say that it might get rather bouncy at times!

The last update is a fourth game which we’ve been working on. It’s called Flight of the Sneezing Panda and you might guess what the concept is. It features a unique hand drawn graphic style, and we hope to catch the attention of both hardcore gamers as well as casual gamers.

HookUp released (v.2)

Now both the lite and full version are both live on the Android Market!

Here, have a promo-video: http://www.youtube.com/watch?v=K2jU7TLTaFU

Also, check us out at the store:
Full: https://market.android.com/details?id=net.chillbro.games.hookupfull
Lite: https://market.android.com/details?id=net.chillbro.games.hookup

Please leave any comments or suggestions!