Hamumu Games, Inc. Hamumu Games, Inc.
 - Home - Games - Blog - Halloween - About - 
<< < 8 9 10 11 Page 12/124 13 14 15 16 > >>
  We're on Steam! 09:18 AM -- Sun April 8, 2018  


Look, it's available on Steam! Wait, no it's not. This is just the test version that we can see internally. So don't go looking in the Steam store, but we are working on getting the setup going so that testers will be able to get it through Steam just like a regular game, and automatically update even. It's really cool actually... as you can see, we even have 2 achievements already! We're working on high score tables right now.

Overall, the status is this: Robot Wants Kitty, Puppy, and Fishy are basically complete in their original form. Easy and Remix maps are done for Kitty, Easy and half of a Remix map are done for Puppy, and no bonus maps for Fishy yet. So Ice Cream and Banner remain to be ported. Also, the new, secret Robot adventure has just barely gotten started. If you watched my Twitch stream on Thursday, you could've seen me creating it! Here's pretty much all that we've got so far, just some new tiles (and the fact that it runs):


So I guess it takes place on some kind of alien planet with purple dirt and yellow grass. More to come!
12 commentsBack to top!
  SPISPOPD! 02:47 PM -- Thu March 29, 2018  


It's amazing how much our world has changed in the past 25 years. Also amazing is the sensation of realizing that this year is the 25th anniversary of the release of SPISPOPD (also of DOOM, but really, who remembers that game?). To celebrate (about 9 months too soon - Dec 10, 1993 was the release date), I've uploaded SPISPOPD to Itch.io for your perusal. Most people won't be able to figure out how to install it or run it. It is not something that will work out of the box, at all. But of note is the fact that the legendary SpisFAQ is also available on that page. Check it out, as it's full of incredibly important knowledge from 25 years ago.

For a quick run-down on playing SPISPOPD, if you are technically inclined (this is info for SMASH247.ZIP - SPISEDIT.ZIP is similar, but more complex to run): You need to open up the zip file, unzip SPIS.ZIP into a folder, then unzip VOC.ZIP into a folder named VOC inside that folder. Then run DosBox, mount the folder as a drive in dosbox (type "mount c d:\myspisfolder"), go to the drive in DosBox (type "C:"), and then run the game by typing SMASH. I think that's it. Sound most likely won't work, but by gum the music sure will! You will never forget the music. It'll make you long for Stockboy's chart-topping tunes.

Anyway, I am nearing the end of old games to upload to Itch.io! Just so you know, the last remaining non-flash games I have (unless there are others buried somewhere I can find) are Ninja Kitty Vs. The Nukebots, Medusa's Lament, Rise of the Owls, Scarecrow: Heart of Straw, and Castle Smash. So those are coming soon. Then I guess I have to start making new games? Nah, I'll just figure out how to share the flash games.
4 commentsBack to top!
  Robot Wants It All:Including Puppy! 03:35 PM -- Mon March 26, 2018  


Still working on Robot Wants It All! At this point, the first 3 games are pretty much done, in their initial state - Robot can get Kitty, Puppy, and Fishy. We're working on a lot of the behind-the-scenes stuff as well. I mentioned the alternate maps in the previous update (and I've worked on one live on my Twitch stream!). There are 2 alternate maps for Kitty, and 1.5 for Puppy (getting there!). I haven't started on alternate maps for Fishy yet. That's gonna be rough seeing how it's so much bigger than the first two games.

I could talk about a new feature like I totally said I would, now that the site is finally back, but I think I'll leave that for next time. I'm just glad to have my blog back. Other Robot tidbits: we're working on getting a testing situation set up, we should be looking for testers in a couple of weeks (hopefully); I will share a new feature next time I discuss the game; and you should stop by the Twitch stream on Tuesdays and Thursdays (time to be determined, but I tweet and instagram each time I do it, or just follow me on Twitch), as I do development of the game live on there!
1 commentBack to top!
  The blog is back, baby! 03:14 PM -- Fri March 23, 2018  

I'm not sure if it works 100%, so consider this the beta test. The Hamumu blog is here again. Click it, read it, smile and scratch your chin thoughtfully.

If you find any errors, let me know. Perhaps by posting a comment, unless the error is that the comments aren't working.

In other news, I am now streaming on Twitch approximately 3x weekly (development twice, and playing games once). I'm aiming for Tues/Thurs/Sat, and mixing up the times on them so different people have a chance to sit in. It's nothing special, I just hang out and work/play on whatever I'm doing, but I like to do so where I can interact with you all, so join in and chat away. You can see Robot Wants It All in action. Or Overwatch.

My Twitch channel is HamumuGames.
6 commentsBack to top!
  Robot Wants It All: Development Update 10:20 AM -- Mon November 27, 2017  

Trying hard to make sure you are all aware that this game is underway and making progress, but actually stepping out of my dungeon to share things with the world isn't my strong suit! But here it is, your first progress report.

Click for big
[click to embiggen]
There are quite a few new elements visible in that screenshot (ignore the one in the lower left - that's just a debug display), but I'm just going to tease you with info on one new feature every week (*This means "every week that I get around to it"). So for this week, let me point out the obvious fact: this is clearly the game Robot Wants Kitty, but that is most definitely not the proper map layout for it!

Alternate Maps

So one of the bonuses in Robot Wants It All is the alternate maps. So far, only Robot Wants Kitty is implemented, so we're still in the early stages, but for that game at least, I've developed two new maps you can play. One is supposed to be the "easy" map (pictured), and the other is the "remix" map. In truth, the easy map is probably slightly harder than the classic map, but it is a lot shorter, which is the main selling point. The "remix" map on the other hand, is huge and brutal (I think - we'll see how it goes in testing). It should take much longer than the classic map to complete, even once you have it fully figured out.

So there you go - a fun new feature in Robot Wants It All. You get three times as much Kitty! Of course, there will be alternate maps for the other games too. I'm not sure if there will be as many of them, or maybe more. I'm a little scared of how tricky it will get to develop maps for some of the other Robot games.

Now feel free to wildly speculate about all the other oddities in the screenshot! You might hear about them next week, who knows?
2 commentsBack to top!
  What's going on at Hamumu? 06:07 PM -- Thu November 2, 2017  


That's what's going on! Robot Wants It All is a PC game which begins as a compilation of all the previous Robot Wants games. Since Flash has died, these games are getting harder and harder for people to access, so I thought it would be a good project to compile them together into a format that'll last a while (hopefully...). And it means you can play them with a gamepad, which I can already tell you makes them so much better!

Of course, in addition to the old games (which you can still play on our site, provided your browser allows Flash to run!), we have plenty of other content to make it worth your while. Exactly what new content is coming is not entirely set in stone yet, and we're gonna keep that info under our yerf-hats for now. Traditionally I tend to add a lot more junk to games than they need, so you can expect more of that. One thing I can say is that obviously Robot will be going on an adventure to collect something new. He does, after all, want it all.

This project is being programmed by Anthony Salter, an old indie pal. I am doing the design and the art. It'll take a while, because we're doing a lot more than just porting the games, but I'll be sure to keep you all updated as we move along. But I might keep some things for a surprise, because, well, I'm Hamumu.
9 commentsBack to top!
  We're back! 04:17 PM -- Mon September 11, 2017  

I fixed the site! SO QUICKLY! I bet you didn't even notice it was down. We're now hosted at a new place, with a lot of fancy new server power under the hood (not that we needed it, but it's good to be up-to-date). Enjoy the forums once again, and let me know if you see things broken on the site. I'm not sure what all broke during the transition process.
12 commentsBack to top!
  Assembly Programming For Fun! 09:42 PM -- Sat May 27, 2017  

Yeah, I'm still alive! For a minute there last month it looked like I was going to get somewhere with the website. I had somebody all set up to help me do it, but when he looked through it, we discovered all manner of complex issues as to what exactly we wanted to do and how we wanted it to end up (the site as-is does not function anymore, so changes need to be made...). So we're kinda back to square one, and I've been super busy transitioning Growtopia to Ubisoft. But we're getting somewhere. It'll happen, someday.

Anyway, I wanted to chat a bit about the idea of programming games (not the act of programming games, but rather playing games that are about programming). That's a genre that is very niche, and there aren't a ton of games in it, but nevertheless I intend to go deeper yet and specifically focus on games about assembly-language programming! There are even fewer of them, but they're the ones that are really fun!

You see, assembly language itself is basically a logic puzzle. It's the most straightforward and simple type of programming, in that there are just a few different possible instructions (sometimes very few), and each instruction is incredibly simple - it can have one, or in some languages/situations, two values attached to it, and that's it. For example "MOV AX,7" (I don't even remember if that's accurate 6502 assembly, but it's something like that) is an assembly instruction. It means "put a 7 into the register AX". Of course in a game, it might be more verbose but it comes down to the same thing. Super simple individual lines, able to access only a select few registers (data storage spots), and yet Turing complete. So it's very easy to grasp, yet very very complicated to get it do something worthwhile, and it's that process of building up from simple blocks into vast structures that makes it so compelling. If you can make the little parts work, then put them together logically, you'll have a bigger working unit. Simple concepts combining into great complexity.

So I thought I had played a few of these games lately, but it turns out it was just two. I just finished Human Resource Machine today (though I cheated on the last puzzle, which was like an order of magnitude bigger and more complex than all the ones before it!), and other games I've played along these lines are TIS-100 (I failed to finish, it gets hard!), and Carnage Heart (but that's going waaayyy back to the 90's). I know there's also Shenzhen IO, which I haven't played. SpaceChem actually shares many traits though it'd be hard to call it assembly language programming. It's no coincidence that three of the five games I just named are all made by Zachtronics. I guess there aren't a lot of people in the assembly game arena! It's too bad, because it really is fun, and makes programming accessible to anyone who likes logic puzzles. A great learning tool as well as a fun puzzle.

Anyway, if you like puzzles, you might want to try this kind because it'll really worm into your brain, and as a bonus it'll teach you a lot about programming! Human Resource Machine is a really nice simple example. The early puzzles are fun and easy, though you'll really need some chops to get all the way to the end. TIS-100 is way more hardcore. I would not recommend starting there if you aren't a programmer yourself.

I would love to hear about any others you know of in the comments, but yeah... the site isn't working too hot right now, speaking of programming. It'll be back soonish(tm)!
2 commentsBack to top!
  Checking in! 10:14 AM -- Thu March 30, 2017  

It has only been a few months since my last entry here. It's still true that I beat Bloodborne though. Still pretty amazing, I hope you're impressed. On that note, I just started playing Dark Souls 3 yesterday, so yeah.

Anyway, lots of big stuff going on. The good news from a Hamumu.com perspective is that I am talking to somebody about working on getting the site back up and running, because I still don't have time to do so myself. Hopefully that will work. And by the way, I have had a new site design in hand for several years now, with no time to set it up, so hopefully we won't just be restoring the missing functionality - we'll have a full overhaul, totally new look!

In mildly interesting other news, we have sold Growtopia to Ubisoft! Yeah, that's kind of a big deal. Seth and I will still be working on it for a while, helping them learn how to run the game and what the secrets of our awesomeness are. I'm really looking forward to this... freedom and free time to create the things I want to make again, instead of being chained to Growtopia 24/7. My life has been very different for the last four years, and while I have had an outlet for creativity - the updates I've been doing for Growtopia are often as complex as entire games - I haven't been free to just do what I want, it's all been inside the framework of that game. So I am really looking forward to that freedom, especially just inside my head. My brain will be set free by not being tied to those little block-headed creatures all day. It's been very draining. And there's so much more to it than simply making the updates. Nobody who isn't involved in the process can understand what it takes out of you to be facing the onslaught of millions of players, all wanting their personal issue fixed (or sometimes just want to shout profanities at me), every day. Our tech support staff are truly amazing for fighting that tide.

So once everything is handled, and I can step back out of the limelight, I am going to take a BREAK. I've said I was going to take a year off, but those in the know have said I wouldn't be able to handle that. I don't really know what the future holds, I'm just glad to be free to find out. It's gonna be a break whether I take a break or not. Yay!
1 commentBack to top!
  I BEAT BLOODBORNE! 10:12 AM -- Sat December 3, 2016  

That's an all-caps title! So this is a Hamumu Revumu. Bloodborne is a truly amazing game. It's by From Software, the infamous Dark Souls guys, and this is every bit a Dark Souls game except in a different universe. And that's part of what's so great - it's an infinitely better universe! While the lore/story/world of Dark Souls is all knights in heavy armor (even the weird mutant bosses are generally either dragons or giant knights in armor) and other boring medieval stuff, the world of Bloodborne is this amazing gothic steampunk Lovecraftian insanity. I can't remember the last time I was so deeply invested in a game's looks. Just wandering this realistic (well, hyper-real? All kinds of impossibly vast architecture going on) run-down 1800's city is a treat. The artwork is incredible. The views of cathedrals and spires, the gloomy atmosphere, every part of the style is just perfectly tuned to my brainwaves.

Inside that grim world are the most hideous and disturbing creatures of any game I've ever played. I love them and want to snuggle them. There's so many I could point out, but lemme just hit on two: First of all, the fat crows. Yep, fat crows. In a game filled with twisted demonic beings, these fat crows sitting on the ground should be perfectly fine. But they are actually the only enemy to cause a physical revulsion reaction in me. See, they're just crows, but they look like they're dead laying on the ground. If you get close, they come towards you, but not in a squawky fast way (not yet!), oh no, they sloooowly lurch along the ground like slugs. The model is nothing but a realistic crow, but with the animation and sound they managed to make it absolutely horrifying. And of course when it gets close, it does leap at your face.

Secondly, there are these massive creatures that cling to the sides of buildings, generally posing you no harm at all. They are definitely very disturbing in appearance, with insanely long limbs and a face full of tentacles. But the real trick is, you can't see them at all. As far as you know for about the first half of the game, they don't exist. You think you're just in a city full of werewolves, madmen, and ogres. But once you raise your Insight stat enough (it seems to represent your knowledge of the occult, and your ability to perceive it), suddenly they're just there. And you realize that this whole time you've been walking around beneath these towering monsters that could've squashed you at any moment. That's a nasty sight. There is at least one that can grab you before you're able to see them too, which is just a random death out of the blue if you lack the Insight to understand it. Here's a video, which also shows you the amazing style of the architecture and visuals a bit:

Come on, that's creepy. So I've written all these paragraphs, about a video game, and it's me writing it, and I haven't even mentioned the gameplay yet! Gameplay is officially all I care about in games! But this game, I'm telling you: the world, the story, the visuals, the sound (oh man, the sound is CRUNCHY and LOUD and upsetting all on its own), it all builds a masterpiece. I should also give a shout-out to the story: It's a good story, to the extent I understand it. Which is the point: the story is delivered in tiny cryptic tidbits you pick up as you play, rather than expository cutscenes. Everything is a clue, right down to "why does that type of monster or item show up in this area?" which would be throwaway in any other game. I don't entirely know what happened in the story, but I have my ideas, and from reading online, so does everybody else. It makes you think, and that's a good thing. There are a ton of elements I would've never even known about if it weren't for my massive FAQ-cheating at the game - entire sidequests that aren't explained, you just have to think for yourself "maybe that guy would like to come to the church instead of being eaten by monsters". You can miss so much of it all, but the clues are there to find.

So gameplay. It's super fun. In short, it's your typical action-RPG: you level up, you slash monsters with sharp things (cool sharp things that can transform between two modes), and you complete 'quests' (though there is no quest log and you may not even realize you're on a quest). Before this, I played Dark Souls (years after everyone else did). I didn't get super far in it. Steam says I've played 12 hours, most of which was probably grinding to get strong enough to beat the first 2 or 3 bosses. I was surprised how much I liked that game. I recommend it as well, and I feel like I should go back to it. Bloodborne is remarkably similar in almost every way. You can see all the same game systems in action, just slightly tweaked, and I don't doubt this is built from the same codebase. Bloodborne is better though. It's much more fast-paced. One nice trick is that when you get injured, most of the health you lose can be gained back by simply hitting enemies, but it becomes permanently lost after a few seconds. This means that when some enormous monstrosity pounds you into the ground, instead of going to hide behind a pillar, you are almost forced to charge back at it and start wailing away to recover what you lost. It's really satisfying to end up beating a guy with full health even though he hit you several times. There's also a huge emphasis on rolling around to dodge attacks. You don't get a shield in this game (well, there is one you can find at some point, but I never tried it, and I've heard it said that it was included as a joke), so it's either dodge or be hit.

And the badguys hit hard. Being from the makers of Dark Souls, this game is near-impossible in terms of difficulty. You can literally die in a single combo from an ordinary enemy even when you are fairly over-leveled for the area you're in. But you know, people talk about the infamous difficulty of these games a lot, and it really isn't that bad. Don't get me wrong, it's among the hardest games I've played, but there's a real difference in a game like this, where I can learn better strategies (or just level up), and something hard like VVVVVV or Super Meat Boy or Super Hexagon... those games I find so much harder because it's just brutal failure constantly and insane reflex testing. You can't really get that much better at them. In Bloodborne, nearly every boss killed me a few times, but even when they did, I always was left feeling like there was plenty of spare time and visible warnings of the danger, it's just that each mistake is punished severely. This is so much more forgiving in terms of timing than a game like Super Hexagon, where you have to be perfect every second. Here you can roll away, drink a potion, and try again. I am avoiding the age-old adage of "it's hard, but when you die it feels like your fault" - that's (usually) true, but it's more than that. It's that it's actually not that hard. It just requires you to learn through dying a few times (which is not penalized harshly at all).

A large part of the difficulty is like that - memorization can get you very far in this game. Once you've been through an area a few times, what felt like an insurmountable challenge is nearly child's play... as long as you don't make any mistakes. It's strange to praise this, but it's very fun that the world never changes. You can memorize every enemy's placement, and know exactly what to do. There's a real shift in the gameplay resulting from the lack of shift in the enemies: you start out exploring slowly and stealthily, and testing each enemy's reactions and abilities, then after a few deaths (or many), you're running through full-tilt chopping off heads as you go. Then you reach a new area and start all over. It's actually more dynamic than it would be if it were randomized - that'd just be repetitive. This way changes over time (not that every game should be so static, it just really works here). There are fairly long stretches of the game with no enemies at all, but you don't know that the first time through the area, so you inch along waiting for death to pop out around a corner...

I certainly wouldn't recommend this game to non-gamers in any way. It's the hardest of hardcore gaming. But it feels fair. Except maybe that stupid forest full of snakes... but even that I got through on my 3rd or 4th try. And each time I made good progress, I'd unlock a shortcut. The shortcuts are amazing. You'll make your way through a big convoluted area only to find you're right back where you started, and can open a door connecting it to where you began. Again, hard, but fair. You get through the hard part and then you don't have to do it again, the shortcut is there. I was stopped cold a few times with the game, saying to myself "Okay, guess I've gotten all I can out of this game, it's too hard for me." and set it aside for a week or two, but inevitably I was drawn back to give it another shot, until finally yesterday I actually won the game, months after I started. It was an immensely satisfying experience. I keep thinking about firing it up again to either work on a different character build or continue in New Game+ mode. I'm not sure why I would do that, but I certainly feel the call of the Great Ones in my corrupted blood.

Have I said enough? I've said too much. Bloodborne is great and comes highly recommended, as long as you are a hardcore gamer who likes scary stuff. There are things I would change for sure, but they're not even worth mentioning.
2 commentsBack to top!
<< < 8 9 10 11 Page 12/124 13 14 15 16 > >>
Copyright 2021-2023, Hamumu Games Inc.