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Monday, February 15, 2010

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Galcon Fusion Released
6:00 AM | Cord Kruse | 5 comments

Phil Hassey has announced the release of Galcon Fusion for OS X. The game is a "fast-paced multi-player galactic arcade-strategy game", which now features improved HD graphics, a full soundtrack, a variety of new multi-player modes, achievements, and detailed rankings.

Developer, Phil Hassey, created the original prototype in just two days for the Ludum Dare 48-hour game development competition in 2006. Galcon was such a hit with the Ludum Dare crowd that Phil decided to rework it into a multi-player desktop game. In 2008, Phil ported the game to the iPhone where Galcon distinguished itself as the first multi-player strategy game in the App Store. Galcon went on to win the Independent Game Festival Innovation in Mobile Game Design award in 2009. With the introduction of Fusion, Galcon comes full-circle back to the desktop, with all new graphics, missions, and more!

Game features include:
  • Beautiful new HD graphics
  • Full-length interactive soundtrack
  • Multi-player, team games, and solo missions
  • Achievements and detailed rankings
  • Variety of games including
  • Stealth and Assassin
  • Retro-mode for when you want to LIVE THE 80's!!
  • Colorblind support for up to 4 players
Galcon Fusion requires Mac OS X 10.4 or higher and costs $9.99. For more information about the game follow the link below.

Galcon Fusion

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Teltale Games' Dan Connors And Mark Darin Discuss Mac Gaming
6:00 AM | Cord Kruse | Comment on this story

AppleTell has posted a new interview with Telltale Games CEO Dan Connors and designer Mark Darin about the company's venture into Mac Gaming. Telltale recently announced the Mac release of Tales of Monkey Island, as well as plans to bring more of its games to Apple machines.

“For us, our audience is always a unique group of people, anyway,” Dan explained, “and we just want to find them wherever they are. A big part of what Telltale is about is creating interactive experiences that are about storytelling—about great cinematic presentation and art—so, in a way, we want to be the next generation of interactive content in general, and we think Mac is where a lot of that innovation is going, so we want to be part of that.”

Each game they’re bringing to the Mac is the type that can appeal to both casual and hardcore gamers; they’re easy enough for new gamers to instantly start playing, but offer the deep gaming experience that appeals to those who’ve been playing for quite some time. In fact, their focus on adventure games harkens back to the birth of computer gaming, which Dan called “... one of the most creative eras of games, from a storytelling standpoint.”

“We want to make high quality engaging content,” Dan told me. “A lot of the what the current casual space is about is kind of lower production values and really addictive experiences versus immersive experiences. So, we’re in this place now where the gamers expect immersive experiences, so we’re delivering to them. But at the same time, we’re trying to figure out ways to make those immersive experiences accessible to people that aren’t necessarily gamers, but who love comedy; love a good story.”
Read the more at the page listed below.

AppleTell: Telltale Games Interview
Telltale Games
Tales of Monkey Island

SLUDGE 2D Adventure Game Engine Comes To Macs
6:00 AM | Cord Kruse | 1 comment

Rikard Peterson has announced the release of version 2.0 of SLUDGE, a 2D Adventure Game Engine. Originally created for Windows by Tim Furnish, SLUDGE has been modified by Peterson to work on Mac and Linux machines as well. Other updates include OpenGL graphics and support for 32 bit images with alpha channels.

Some of you may be aware of the cross-platform open source adventure game engine called SLUDGE. It used to be Windows-only, but starting with version 2.0 it's available for Windows, Mac and Linux. (The 2.0 development kit is currently Mac-only, but games made with the 1.x dev kit in Windows can be run in the 2.0 engine, and there are plans to bring the new dev kit to all three platforms.) Version 2.0 is currently in beta, but it's reached the point where it's working well, so we want more people to try it to find any bugs that may be remaining.

I have packaged up the game Nathan's Second Chance with the engine, so that it's easy to test. It's a pretty good game, so if you haven't played it, now's the time to do so! But don't use the download on the game's site. That would get you the old engine. (Yes, Tim Knauf has given me permission to re-package and distribute the game.)

Linux users will have to download the tarball, compile the engine themselves and then use that to run the gamedata.slg file found in either the Mac or Windows download.

Please let me know if you find any bugs or problems! I'm also interested to know the system requirements, so if you run this on an older computer, I'd appreciate it if you let me know how that works, too.
Check out the links below for more information about SLUDGE.


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Two Worlds II: DEMONS Spell System, Gargoyle, Q&A
6:00 AM | Cord Kruse | 3 comments

TopWare Interactive and Reality Pump recently released a new Two Worlds II newsletter. The fourteenth edition of the newsletter includes information about the game's magic system, details about sacred altars and obelisks, a description of the dangerous Gargoyle, and a brief Q&A. Two Worlds II will send players to the unexplored land of Eastern Antaloor and will feature detailed graphics, an active combat system, and a complex storyline.

krathax: How did you organize the merchants' system in the towns and cities?
RP: We used a much more individual approach than in Part 1, krathax. In the public markets, you'll mostly find conventional booths selling food, less specialized weapons and armor - but the special stores are hidden away in the houses. Each merchant there has his own very special program and will demand (or pay) various different prices. So there is no use in trying to sell ingredients and plants to a blacksmith. You should consider this just in times of deepest desperation and lack of money.

Magge: Do the mounts just stand around waiting for me to jump aboard - or do I have to solve a quest to ride one first?
RP: The first mount will be introduced during the Main Quest. It's up to you whether or not you want to cheat the horse trader at this point, Magge! Later in the game, there will be more quests available during which you can add more horses to your herd. And yes, you could steal one - but then you'll have a very angry horse owner on your hands. Especially in desert towns like Hatmandor riding is essential and so horse thieves get a harsh treatment and strict punishment.
Click on the link below to read the full newsletter.

Two Worlds II Newsletter
Two Worlds II
Buy Two Worlds II

Mac Games News for Friday, February 12, 2010

Shutter Island Now Available1:24 PM
City Of Heroes: Reactivation & Double XP Weekend March 46:00 AM
Din's Curse Rogue Class Unveiled6:00 AM
No Macs In First Round StarCraft II Beta Testing6:00 AM
Telltale Releases Tales Of Monkey Island, More Titles Coming6:00 AM
View all of the Mac games news for Friday, February 12, 2010 on one page

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