On the main IGF site you can now view all of the 570 entries to this year’s Main Competition, including mobile games which are also eligible for a special mobile award. In years 2011-2007 there were 391, 306, 224, 173, and 143 entries, respectively. So yeah, a big year for the competition!
A couple weeks ago, I posted some of the new trailers I thought were cool, but TIGForums member esc has assembled a list of lists that makes it much easier to view all of the entries as well as their trailers.
Finalists in the competition will be announced in January 2012.
Behold, true believers! The third issue (or “ish #3”) of the TIGForums collaborative comic project is upon thee! Comicompo 3 started with four teams who thought they were competing with one another to finish separate comics. Little did they know that they were all working on the same, epic, 76-page comic, which was only connected once all the pages were finished. And thus, peace was brought to the TIGForums Comicverse as we were all united under a common banner: love and respect for our fellow indie artists. At least in this timeline…
The man who orchestrated this plan was none other than the talented Kyle “Xerus” Pulver: game creator, web designer, magnificent bastard, and still the Vice President of Romeopie Software. Many thanks to him, and to the 75 participants of Comicompo 3 who were not me. There is some seriously good stuff in there… so get readin’!
If you want to see the original thread for the comic, including the rules and all the internecine banter, clikc here.
I’m pleased to announced that we recently finished our second Comicompo on the forums! The Comicompo, started and organized by Mr. Kyle Pulver, is a collaborative project where each person does a comic page after reading only the previous page. The first one was pretty good, but this is all kinds of amazing, what with 45 people participating (25 more than the last)! Open it up and experience the “chay-oss” within. (The thread for Comicompo 2 is here.)
I’ve never been part of an online community with this kind of creative output. Great work, guys! Hopefully the next one will be even better.
Part two of the Assemblee Competition has wrapped up, the entries from both parts have been compiled, and voting has begun! For those of you who have forgotten (or are now joining us), Assemblee was started two months ago. In the first part, people entered artwork and music that could be used in a game to enter in the second part. Only the graphics and music made for the competition was allowed, although they could be modified in-game.
170+ (!!!) people submitted art and music for part one, and you can view samples of everyone’s work here (warning: very very image-heavy), and vote for them here. All of this work is being released under a non-commercial Creative Commons license. You may use this work for your own projects so long as you agree to the license. Oh, and make sure you look in a creator’s actual thread if you like their work – there may be more inside (like different file format options).
That’s really a staggering amount of great work done in two months’ time, ladies and gentlemen. Be proud! Another successful compo behind us and so much to look forward to in the rest of the year! Cheers!
So I’m happy to announce that Indie Brawl, one of our two community projects (the other being BMcC’s Balding’s Quest), is seeing a public release today. IB puts many of the virtual heroes of indie games together in a multiplayer fighting extravaganza. This build has three “complete” fighters to choose from (Naija, The Golden Knight from Bonesaw, and Liero) and several WIP ones (The Dwarf, Trilby, Nikujin, Xoda Rap, and Iji).
One of the things that makes me really proud to be a part of the TIGSource community is that our collaborations and projects see fruition. It’s not an easy task to complete a project over the ‘tubes with so many disparate people – it requires a lot of dedication from the community and management on the part of the project leaders. That we have people who are passionate enough to take a "hey, that’s a cool idea!" and turn it into something real is nigh incredible.
Big props to Soulliard, the tireless team leader and programmer, without whom Indie Brawl would not exist. And also to godsavant, Oracle, and Clemens, who put a ton of work into the pixel art. And Josh “TwiTerror” Whelchel for the music. And everyone else who contributed! Hope you enjoy the build! Remember, the project is always looking for more help!
So TIGSource, do you like things? Things that are awesome?
Good! Because this is definitely something awesome. Even the alt-text says so. Comicompo is actually a project that started last year and is only now available in all its anachronistic entirety! ‘Comicompo’ is a community comic project, where anyone who wants to participate can draw a page which eventually becomes part of a whole issue of.. something. I say eventually because this apparently took an entire year to complete due to a number of complications along the way. The theme set at the start was ‘Indie Dreams’, focussing on the unconscious ponderings of the pictured protagonist before leading into a fantastical explosion of everything and nothing.
It’s a sweet community project that everyone should check out, especially because the website suggests the next Comicompo will begin sometime soon, so register your interests in the forums! Everyone is welcomed regardless of talent and government sponsored mental health sanctions. So get ready for something special! Something great.
After many restless nights, Balding’s Quest, the greatest community project since God invented community projects (okay, slight hyperbole), is back!
Balding’s Quest: The Quest of Guy Balding (also known as “BQ”) was started way back in The Dark Times, at the very beginning of the forums. I created a thread about Manic Miner which turned into a discussion of single screen platform games in general. Then Niklas “Arne/Prom” Jansson (of Cortex Command and Gravity Hook fame) posted a link to a gameplay concept of his for an original retro platform game. I opted to make this game, and BQ was born. It quickly became the largest and fasting moving thread on the young forums. People came out of nowhere to contribute and within five days the first Milestone was reached.
However, Milestone 2 didn’t come so easily. A little bit after Aquaria was finished, for many (mostly personal) reasons, I went on an extended hiatus. Most people assumed the project (and possibly I) had died. But it had not! I recently got back to work on Milestone 2 and, long story short, it’s done. The engine is now entirely open for community development, many, many additions have been made, tools and scripting are in place, and much more. With your help, we can bring BQ back to life!
Check it out and spread the word!
This has been my White Whale for over a year now, so, please, show some love on the forums. (Especially if you were around when this project was first active!) Everything is in place to make a truly wonderful game here. But BQ needs YOU!
Additional screenshots here.
Is there something holding up the progress of BQuest? Or some insidious developments in the background going on…