The Nintendo Gameboy TETRIS made by Bullet Proof Software in 1989 is simply the best.
One can only hope that classics such as this never die and make a comeback on the Switch.
It is not a matter of nostalgia, it is about gameplay, design and user experience.
There is a certain beauty in clean blocks falling in place while the Korobeiniki tune plays in the background without
useless characters, flashes, explosions. voices, etc. (I am looking at you Puyo Puyo Tetris *terrible*)
Gameboy Tetris truly has no equal.
Designing a game is way more difficult that I ever imagined, kudos to those companies who do well in this industry. I have been testing different technologies and languages and the more research and study time I commit to the project the more I realize it is a monumental task. Not impossible, just monumental.
I have completed a few tests with scrolling graphics, hit-boxes and touch controls and it feels great when the things just happen on the screen. I will continue this experiment as long as I can and hope at least I can produce something slightly amusing.
The original plans for the game will probably have to wait due to the simple fact I do not have the technical knowledge to make things happen. Some people have told me “sell your idea to SUPERCELL” but let’s be realistic here, ideas are worthless if they are not implemented.
Selling a prototype is a much solid prospect than offering a set of ideas and rules. Nobody ever got rich by having an idea and sitting on it. Ideas require action and action leads to results.
I made this mobile wallpaper a while ago, it works well with most iPhones. Feel free to share it, just link back to my site, thanks.
A couple of days ago I posted a twitter poll to get a sample of the type of phones people use. I have been wanting to write a useful app for years but always postponed it due to work and other calamities. Real life gets in the way sometimes.
To make apps for Android I need to learn Java and for iOS I need to learn Swift. For someone like me who hasn’t programmed anything in a long time it is going to be a long and difficult road. These languages are new to me and I am unfamiliar with the syntax.
The reason to write an app is simple, I have original ideas that I want to produce into usable apps and nobody is making them. So I am going to make them myself. I already started courses and so far so good but the more I get into it the harder it gets to retain all the concepts. Coding is hard and it requires many hours of tedious practice, but nonetheless I am having fun learning.
On April 2017, I posted a fake commercial for a game called Clash Racing and people to this day are still asking about the game. Just to clarify, Supercell had nothing to do with the commercial I made it as derivative fan art, however this idea has potential and plenty of people are excited about it, I already have sketches and game play mechanics, I know how to draw, design and conceptualize but I am missing the most important component, coding experience.
I am not saying I will make Clash Racing by myself, while not impossible it would take many years for one person to code a polished game like the one I have in mind but I have to start somewhere, I might give up, I might succeed but I am sure I want to try to make something. Inaction is the enemy.
So I am slowly climbing a mountain, I am learning to code.
Sometimes less is more, the shiny over-complicated website I had is gone and I have opted for cleaning all of the junk code left behind by Fusion Builder (what a mess), now I am using this simple theme and I think it works just fine. I might even get the full theme version. This new layout is clean, simple and it is made for creative types like myself. It works, I like it and I hope I don’t break it.
I’ve been gone for a while and I know I just made a couple of posts since April, I really appreciate all the emails, messages of support and your kind words. I never expected people to respond well to my work, I apologize for not responding to all your messages, they are too many and I do not have an assistant, also I was too busy with work and life.
This project is supposed to be fun, if it produces something useful or solves a problem it will be worth it. I am going to start making other things not related to Supercell I hope you stay because it will get interesting. Some of you have asked me why @clashroyale does not follow me on Instagram anymore, I do not have an answer, but I noticed they unfollowed everyone overnight. I am ok with this.
A concept of a game asset for the game Clash Royale. It is a high health, slow moving vehicle that carries a container of dangerous lava and converts it into a stream of hot plasma that can target up to five enemies (ground or air) at once, causing constant damage while moving forward. When it reaches a tower (or gets destroyed) it causes a dangerous lava spill that damages troops and buildings around it. This troop would be a tremendous addition to Clash Royale. (Yes, FIERY is larger in size that the Sparky) ©2017 SYNDEK
Here is the video that shows a part of the process of making a model of the Inferno Tower from the game Clash Royale, if you like this video please subscribe and tell your friends about it.
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Thanks for your support!
A concept of a game asset for for the game Clash Royale, its purpose is to push back medium and large troops (barbarians, Giants, etc.) with minimal damage to delay them and also to kill small troops (goblins, skeleton army). It is only effective for land troops and due to its nature, it is intended to have plenty of health with minimum damage. It’s purpose is mainly to delay attacking troops. It could be epic or legendary with a high value due to its effectiveness on the battlefield.