Still plugging along with Marshall ideas. We're currently planning to use Phaser as our game engine, so the code monkeys have been learning and experimenting with the API.
We've been getting quite a few downloads of Yellow Dog Saves the World lately, which is good, but they are mostly coming from mainland China, so... Good news, or? You decide.
The issue with Node and Socket not working correctly was resolved, and the RTS finished. Not wonderful, but it contains all the basics for a two-player real-time strategy game, which was the goal.
Still working on the Marshall game. We're looking at making it an open-world 8-bit game, sort of like Zelda, although the original intent was a side-scroller. We've also been considering it as a platformer, but the current storyline would have to be tweaked to make it work. Likely, it will end up being a RPG, possibly with side-scrolling boss fights like some of the later Zelda games.
Been a long time - this is really no way to run a business. (Kick self in ass). New stuff - Yellow Dog was released earlier this year with double the encounters, and with some platforms/barriers added. We're waiting for feedback on this version. My own (don't let this influence how you feel! :-) ) opinion is that we need to add a smaller platform sprite so that ramps and tunnels wouldn't be so awkward. We'll keep working to improve the YD experience, even as we move on to new projects.
Graphics is waiting (over a month now...) for the local Mac repair center to finish replacing the GPU on his laptop. Thus, none of the actual sprites and backgrounds are ready for YDv2.0. The coding department is also trying to refine some elements, but we are still hoping to get it out prior to the December holidays.
Work continues on the YD update. A working prototype is nearly ready, but we are using placeholder sprites. The graphics department is busy getting started with college courses, so our mid-October release is looking optimistic. We've decided to shoot for a pre-Christmas release in December, which would be a year from the original v1.0 release. If we're ready before then, awesome! Otherwise, crossed fingers for December.
We've decided to go back to a free version of Yellow Dog Saves the World. Tell all your friends and significant others! In the App Store now!
The game previously planned for a late summer/early release has been put on hold. When it is released, it will be more involved than the little side-scroller it was originally intended to be, probably a platformer, definitely a leveller, and may even contain a maze. Details are being hammered out among the creatives.
Yellow Dog Saves the World is being upgraded with levels and new enemies. The version 2.0 release is set for mid-October. Watch for announcements!
Later this month, we will be releasing a version of Yellow Dog Saves the World with no advertising. We are discontinuing the free banner ads version.
We have a new app in the works! No early bean-spilling, but look for it in early May 2018.
Parhelyon - how did we settle on the name 'Parhelyon'? Well, it all began when we typed “cool words” into Google (yes, we really typed “cool words” into Google to find our company name). Unfortunately some laser geeks over in North Carolina had already taken Parhelion, which means 'sun dog' - you know, those really neat light effects you see radiating from the sun on really cold winter days. We liked the name because the app we were working on was about a yellow dog. So we changed the 'i' to a 'y' and continued about our day. We like our spelling better, in any case.
After a few long months of designing, building and battling the puzzling errors that plague any app developer, Yellow Dog Saves The World has been released in the App Store.