Tired of wasting screen real estate with the default Chrome bookmarks bar? Wish you could access frequently visited websites with keyboard shortcuts?
That’s how we felt, so we released Nimble Bookmarks, a Chrome extension for quick and compact access to your bookmarks.
Nimble Bookmarks displays your bookmarks in a compact tree view that is accessible via a keyboard shortcut. Hotkeys can be assigned to bookmarks, which allows for fast and easy (mouse-free) access to your bookmarks.
The project is open source on GitHub, so feel free to suggest new ideas.
Check it out and let us know what you think!
A new update for Tiny Tapper is now available on the App Store and Google Play!
A new update is now available for BEAT DRIFT on the App Store and Google Play!
We’ve added a new Editor, so that you can create your own custom player models – just in time for Halloween.
We will soon be releasing a free online demo version of BEAT DRIFT that can be played via web browser.
Competing against yourself can feel lonely, so we wanted to integrate some type of online leaderboard system where players can compete against each other.
Our requirements were to keep it simple (no account creation or logins), and to keep the system separate from our other platform leaderboards (iOS, Google Play) so that no one has any unfair advantages.
We ended up creating our own open source leaderboard package called rank-me. It is built on node.js, and is now available via npm and GitHub, released under the MIT License.
Feel free to check it out!
Responsive player controls that react quickly and accurately to user input are very important for any game. They are especially critical for fast-paced action games like BEAT DRIFT, where split second decisions can mean the difference between life or death.
In this post, I will outline a simple stack-based input recording system that was used to give BEAT DRIFT more responsive player controls. Although BEAT DRIFT is currently only available on mobile touchscreen devices (iOS and Android), this technique is applicable to almost any game on any platform.
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Digital Uzu’s first game, BEAT DRIFT, was released for iOS on December 20th, 2013. It was done in collaboration with a small group of friends under the team name LunarPixelGames.
Screenshot from BEAT DRIFT
If you’ve played BEAT DRIFT (and of course you have, right?!), you will know that it’s a fast-paced, twitchy, block-dodging, evasion game. The feedback has been extremely positive, and we have gotten great ratings and reviews. I was thrilled to hear some people even say that it’s the best evasion game they’ve played since Terry Cavanagh’s amazing Super Hexagon.
The thing is, though, the initial prototype for BEAT DRIFT was very bad. We weren’t sure what type of game we wanted to make, and the prototype felt like a random collection of convoluted ideas thrown together. The first prototype played more like a twin-stick shooter than the twitchy-evasion game BEAT DRIFT has become.
Through this post, we’ll take a look back at the origins of BEAT DRIFT, and show how we were able to gradually refine our prototyping process, which in turn allowed us to test our ideas more quickly and efficiently. In the end, we were able to take something “good” out of our initial “bad” prototype, and use this to make a quality game that we are proud to call our first release.
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