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	<title>The Average Gamer &#187; Tikipod</title>
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	<link>http://www.theaveragegamer.com</link>
	<description>Video games news and reviews from the UK</description>
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		<title>Gravity Crash &#8211; Developer Q &amp; A Part I</title>
		<link>http://www.theaveragegamer.com/2009/11/21/gravity-crash-developer-q-a-part-i/</link>
		<comments>http://www.theaveragegamer.com/2009/11/21/gravity-crash-developer-q-a-part-i/#comments</comments>
		<pubDate>Sat, 21 Nov 2009 09:00:30 +0000</pubDate>
		<dc:creator>TheFluffyFist</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Gravity Crash]]></category>
		<category><![CDATA[Just Add Water]]></category>
		<category><![CDATA[Q&A]]></category>
		<category><![CDATA[Tikipod]]></category>

		<guid isPermaLink="false">http://www.theaveragegamer.com/?p=1751</guid>
		<description><![CDATA[Part I of a Q &#038; A with the developers of Gravity Crash]]></description>
			<content:encoded><![CDATA[<p><img class = "imgright" src="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrash_Tb.jpg" width="100" height="57" alt="GravityCrash_Tb.jpg" title="GravityCrash_Tb.jpg" />The first in a two part Q&#038;A session with the <a href="http://www.theaveragegamer.com/2009/11/21/gravity-crash-release-date-and-more/">Gravity Crash</a> developers, including <a href="http://www.theaveragegamer.com">theaveragegamer.com</a>&#8216;s very own <a href="http://www.theaveragegamer.com/authors/">Tikipod (Dugan Jackson)</a>.</p>
<p><strong>Q &#8211; Firstly, what&#8217;s the inspiration behind Gravity Crash?</strong></p>
<p>Dave Parsons (DP): Well, I suppose it ultimately goes back to a mis-spent youth spending a long time playing 8-bit games on early home computers. This introduced me to games such as &#8220;Thrust&#8221;, and a variety of other gravity/inertia games, and I was always charmed by the simple mechanics which were fun to play with regardless of the rest of the game. I had been wanting to make a proper game of that type for a long time, so when I had some time off in between jobs, I made a start on a PC game which eventually led to the PS3 version.</p>
<p><strong>Q &#8211; What was the thinking behind including a level editor?</strong></p>
<p>DP: I&#8217;m not entirely sure of the origins of the idea, but I know the designer we had at the time was pretty keen on the idea. We knew that inclusion of an editor would be a great feature to include, but obviously it has entailed a lot of work for us. But we also knew that we&#8217;d need some way of constructing levels for our own use (the original editor which I had been using for level construction had gone through 3 different iterations, but was still extremely fiddly and slow to use). So, all of our game levels were created using the very same editor people will have access to. We did have a few extra features available to us, but nothing major.</p>
<p>Stewart Gilray (SG): From my perspective it seems the perfect way to introduce some of the players to this type of game, and indeed into what makes up games like this, via them using the editor. It was something that sat in the back of my mind from day one.<br />
<center><img class = "imgcentre" src="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrashPS3_27.jpg" width="400" height="225" alt="GravityCrashPS3_27.jpg" title="GravityCrashPS3_27.jpg" /></center></p>
<p><strong>Q &#8211; How long will it take on average to knock together a decent level using the editor?</strong></p>
<p>DP: A simple level can be put together in a matter of a few minutes. To make a level really good takes a lot of testing and tweaking though. This is something that we can&#8217;t really assist with the editor, so we have just tried to make everything as simple as possible to use. I&#8217;m sure an interesting,  playable level could be put together in less than an hour.</p>
<p><strong>Q &#8211; How difficult was it to come up with the trophy challenges? Were you trying to avoid the boring, reach x number of points trophies?</strong></p>
<p>DP: Initially the problem was simply finding the time to think of them. Once we got started however, it wasn&#8217;t too difficult to come up with a lot of ideas &#8211; we could easily have done more if allowed. We have only one silver, and all the rest are bronze, because we&#8217;d rather have lots of trophies than a few high-value ones. I suppose I had in mind an idea of roughly the sort of things we wanted, so it became a question of choosing challenges to fit.<br />
SG: I have to agree with Dave, however there were a few stops and starts, we had some ideas, but they were either too simplistic or too trite in that everyone else has done that type of trophy objective.</p>
<p><strong>Q &#8211; How easy was it to port the game over to the PSP?</strong></p>
<p>DP: Well, when the code was originally started, it was aimed at low-spec PCs. However, even a modern low-spec PC has a lot of processing power. The general game code isn&#8217;t too demanding, but things like the numbers of particles have needed tweaking. Our PSP guy, Paul Carter, has been doing a great job with the conversion, and the biggest task has been to re-write all the rendering code for PSP.</p>
<p><a href="http://www.theaveragegamer.com/authors/">Dugan Jackson (DJ)</a>: From an art perspective, a number of the more complex objects have had some subtle refinement to suit the PSP better, and many levels have been modified to suit the PSP&#8217;s screen and view, but you get all the objects the PS3 version has.</p>
<p><strong>Update 23rd Nov 09:</strong> You can read part II of this developer Q &#038; A <a href="http://www.theaveragegamer.com/2009/11/23/gravity-crash-developer-q-a-part-ii/">here</a>.</p>
<p><em>Gravity Crash is released on the 24th Nov 09 on the PlayStation Network.</em></p>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Gravity Crash &#8211; Release Date And More!!!</title>
		<link>http://www.theaveragegamer.com/2009/11/21/gravity-crash-release-date-and-more/</link>
		<comments>http://www.theaveragegamer.com/2009/11/21/gravity-crash-release-date-and-more/#comments</comments>
		<pubDate>Sat, 21 Nov 2009 00:19:21 +0000</pubDate>
		<dc:creator>TheFluffyFist</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Defender]]></category>
		<category><![CDATA[Gravity Crash]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Tikipod]]></category>

		<guid isPermaLink="false">http://www.theaveragegamer.com/?p=1748</guid>
		<description><![CDATA[Lots and lots of Gravity Crash news!]]></description>
			<content:encoded><![CDATA[<p><img class = "imgright" src="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrash_Tb.jpg" width="100" height="57" alt="GravityCrash_Tb.jpg" title="GravityCrash_Tb.jpg" /><a href="http://www.jawltd.com">Just Add Water (Developments) Ltd</a> have announced that the awesome looking old school shooter <a href="http://www.theaveragegamer.com/wp-admin/post.php?action=edit&#038;post=1361">Gravity Crash</a> will be released on the 24th Nov 09 on the PlayStation Store for the PS3. For the measly sum of Â£6.29 / â‚¬7.99 / $9.99 you get all this stuff in Gravity Crash:</p>
<ul>
<li>35 Single player levels, including hidden and boss levels</li>
<li>12 Multiplayer levels</li>
<li>3 Multiplayer modes</li>
<li>Different player ships</li>
<li>Special weapons</li>
<li>Weapon power-ups</li>
<li>20 devious Trophies</li>
<li>Leaderboards</li>
<li>Over 200 editor items</li>
</ul>
<p>What&#8217;s also great is that you&#8217;ll be able to play 4 of the single player levels and 12 multiplayer maps of the full game in the demo. You also get to try out the level editor, but you have to buy the game to be able to upload them to the PlayStation Network. Add in the fantastic soundtrack from <a href="http://coldstorage.bandcamp.com/">CoLD SToRAGE</a> and this game is going to kick ass.</p>
<p>Check out these awesome looking screenshots:</p>
<p><center><a href="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrashPS3_05-lrg.jpg" title="" rel='prettyPhoto'><img class = "imgcentre" src="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrashPS3_05.jpg" width="400" height="225" alt="GravityCrashPS3_05.jpg" title="GravityCrashPS3_05.jpg" /></a></center></p>
<p><center><a href="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrashPS3_20-lrg.jpg" title="" rel='prettyPhoto'><img class = "imgcentre" src="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrashPS3_20.jpg" width="400" height="225" alt="GravityCrashPS3_20.jpg" title="GravityCrashPS3_20.jpg" /></a></center></p>
<p><center><a href="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrashPS3_29-lrg.jpg" title="" rel='prettyPhoto'><img class = "imgcentre" src="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrashPS3_29.jpg" width="400" height="225" alt="GravityCrashPS3_29.jpg" title="GravityCrashPS3_29.jpg" /></a></center></p>
<p>See, looks cool doesn&#8217;t it. I love the little jetpack guys in the 2nd screenshot above. </p>
<p>Finally, here&#8217;s a developer diary video showing the level editor in action:<br />
<center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="437" height="265" id="viddler"><param name="movie" value="http://www.viddler.com/simple_on_site/6e4a675" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.viddler.com/simple_on_site/6e4a675" width="437" height="265" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler" ></embed></object></center></p>
<p>We&#8217;ve also got 2 Q&#038;A posts coming up with the Gravity Crash development team so look out for them.</p>
<p><em>Gravity Crash is available from the 24th Nov 09 from the PlayStation Store.</em></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Gravity Crash &#8211; PSN retro arcade action</title>
		<link>http://www.theaveragegamer.com/2009/10/05/gravity-crash-psn-retro-arcade-action/</link>
		<comments>http://www.theaveragegamer.com/2009/10/05/gravity-crash-psn-retro-arcade-action/#comments</comments>
		<pubDate>Mon, 05 Oct 2009 19:15:18 +0000</pubDate>
		<dc:creator>TheFluffyFist</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Defender]]></category>
		<category><![CDATA[Gravity Crash]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Thrust]]></category>
		<category><![CDATA[Tikipod]]></category>

		<guid isPermaLink="false">http://www.theaveragegamer.com/?p=1361</guid>
		<description><![CDATA[A lovely looking PSN arcade shooter!]]></description>
			<content:encoded><![CDATA[<p><img class = "imgright" src="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrash_Tb.jpg" width="100" height="57" alt="GravityCrash_Tb.jpg" title="GravityCrash_Tb.jpg" />Sony seems to be making a lot of good decisions regarding the PlayStation brand recently. Firstly, all the funky redesigned consoles (PS3 Slim and PSPgo) and secondly, better games. Further evidence of this good decision making is Gravity Crash from <a href="http://www.jawltd.com/">Just Add Water (Developments) Ltd</a>. Not only will this excellent game be available for download via the PlayStation store but there&#8217;s a version being developed for the PSP. Yay.</p>
<p>I&#8217;m proud to announce that one of the contributors to this very website &#8211; <a href="http://www.theaveragegamer.com/authors/">Tikipod</a> &#8211; is the graphics artist on Gravity Crash. Mmm, notice how he&#8217;s not written any posts for ages, yep, working hard on Gravity Crash. Definitely. Yeah, it takes time to create all those lovely light blurs, heat haze and refractions :-)<br />
<center><img class="imgcentre" src="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrash_02.jpg" width="400" height="225" alt="GravityCrash_02.jpg" title="GravityCrash_02.jpg" /></center></p>
<p>Back to Gravity Crash. Well, it looks quite a bit like <a href="http://en.wikipedia.org/wiki/Thrust_%28video_game%29">Thrust</a> crossed with <a href="http://en.wikipedia.org/wiki/Defender_%28video_game%29">Defender</a>. In total there are 40 single player levels and 5 major boss battles and a level editor. I&#8217;m told the level editor is really easy and quick to use. Once your level is created you can upload it for others to play. Think of it like LittleBigPlanet&#8217;s level editor, just simpler.</p>
<p>Here&#8217;s a trailer for Gravity Crash, featuring awesome in-game music from <a href="http://www.coldstorage.org.uk/music.html">CoLD SToRAGE</a>.</p>
<p><center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="437" height="265" id="viddler"><param name="movie" value="http://www.viddler.com/simple_on_site/29930c93" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.viddler.com/simple_on_site/29930c93" width="437" height="265" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler" ></embed></object></center></p>
<p>You can also buy some of the music from <a href="http://coldstorage.bandcamp.com/">CoLD SToRAGE&#8217;s band camp page</a> for Â£1.59. Gravity Crash also features multiplayer modes including local split-screen so you can get your butt kicked by your boy/girlfriend.</p>
<p><center><img class ="imgcentre" src="http://www.theaveragegamer.com/wp-content/Screenshots/GravityCrash/GravityCrash_03.jpg" width="400" height="225" alt="GravityCrash_03.jpg" title="GravityCrash_03.jpg" /></center><center></p>
<p>Time for another Gravity Crash trailer:</p>
<p></center><center><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="437" height="265" id="viddler"><param name="movie" value="http://www.viddler.com/simple_on_site/3505a2e8" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.viddler.com/simple_on_site/3505a2e8" width="437" height="265" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler" ></embed></object></center></p>
<p><em>Gravity Crash currently doesn&#8217;t have a release date or price for either the PS3 or PSP version. Boo!!!</em></p>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Laser Bunny &#8211; Adventures in the Alien Death Mines</title>
		<link>http://www.theaveragegamer.com/2008/06/04/laser-bunny-adventures-in-the-alien-death-mines/</link>
		<comments>http://www.theaveragegamer.com/2008/06/04/laser-bunny-adventures-in-the-alien-death-mines/#comments</comments>
		<pubDate>Wed, 04 Jun 2008 22:20:20 +0000</pubDate>
		<dc:creator>TheFluffyFist</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[bomberman]]></category>
		<category><![CDATA[bunny]]></category>
		<category><![CDATA[laser]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[Tikipod]]></category>

		<guid isPermaLink="false">http://www.theaveragegamer.com/2008/06/04/laser-bunny-adventures-in-the-alien-death-mines/</guid>
		<description><![CDATA[A bunny with a laser, what madness is this?]]></description>
			<content:encoded><![CDATA[<p><img class = "imgright" src="http://www.theaveragegamer.com/wp-content/Screenshots/LaserBunny/Bunny.jpg" width="58" height="58" alt="BunnyFace" title="BunnyFace" /><a href="http://www.theaveragegamer.com/authors/">Tikipod</a> has created and entered a game into the <a href="http://forums.tigsource.com/index.php">TIGSource</a> procedural generation competition.</p>
<p>According to the <a href="http://forums.tigsource.com/index.php?topic=1646.0">competition page</a> on the forums: </p>
<blockquote><p>
Procedural generation, or procedural content generation, is a term to describe the creation of content algorithmically &#8220;on the fly&#8221; (i.e. after the software executes, rather than before).  In video games it is generally used to either generate &#8220;random&#8221; content (like graphics or levels), or to reduce file size.  This competition is focused on the former, but you may choose to apply the theme however you see fit.
</p></blockquote>
<p>Tikipod&#8217;s entry is called Laser Bunny &#8211; Adventures in the Alien Death Mines and can be found <a href="http://forums.tigsource.com/index.php?topic=1929.0">here</a>. It&#8217;s only a 4mb download. Think <a href="http://en.wikipedia.org/wiki/Bomberman">Bomberman</a> with bunnies and very long levels and you&#8217;re just about there. Oh, and replace the bombs with lasers. Yeah, that covers it! Enjoy&#8230;.</p>
<p><center><br />
<img class = "imgcentre" src="http://www.theaveragegamer.com/wp-content/Screenshots/LaserBunny/LaserBunny.jpg" width="306" height="404" alt="LaserBunny" title="LaserBunny" /><br />
</center></p>
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