Stunt Guy

Dragons Den and Stunt Gal Release

Well, it's set to be a very big week or so for Kempt.

On Thursday we launched the next instalment of our mobile game series "The Magnificent Stunts" - Epic, parkour-inspired, platform/runner "Stunt Gal". You now can install the complete trilogy:

Stunt Gal iconStunt Gal - Available Now!
only on the App Store (iPhone/iPad)
Stunt Guy icon
Stunt Guy 2.0 - Available now on:
Google Play for Android and the App Store for iPhone/iPad
Reg The Roadkill icon
Reg the Roadkill - Out Now!
Only on the App Store for iPhone & iPad


Then, as revealed by the BBC last Sunday and discussed by our MD - Chris Kempt on Facebook today it looks rather like we'll be hitting the screens of the UK on Dragons Den on Sunday the 17th of August - obviously this was filmed a number of months ago now and we're not able to reveal any details of how it went but as their teaser clip clearly shows we were there to pitch the (now basically finished) Magnificent Stunts project - a series of mobile games starring our mythical stunt family which launched back in May with Stunt Guy 2.0.

So, exciting stuff huh?! Will we get the money? Will Chris manage not to swear on national television? Who knows... but in the meantime:

1) Install the games!
2) Check out the BBC Dragons Den page
3) And, if you'd like to stay in touch with the project then sign up for our newsletter,



So, there you go - madness huh? Wish us luck!

As Stunt Guy 2.0 Launches

Well, D-day has arrived, Stunt Guy 2.0 is hitting App-Stores around the world (it should be in the UK in about 15 minutes) and currently things appear to be going reasonably well?!

Comments and reviews are starting to spring up around the web (we'll try and keep these up to date on the Magnificent Stunts site) we've had loads of supportive emails and messages and generally people seem to be being nice about it on twitter too... all good thus far then!

One thing that has occurred today is that - at the last minute - we managed to sort out a launch event - Literally, this was all organised today! Tomorrow from about 10am we're going to be in Canterbury City centre near the Clock Tower - there'll be four reps from Kempt demoing the game and giving away merch and then - at about 4pm Chris Kempt will be doing a real, actual, stunt! Really!

Check out the announcement on Facebook and, if you happen to be around come along to see a life, or a career, ending!

Stunt Guy 2.0 - 17th April, Whoohoo!



Ladies and jellyspoons, it's our pleasure to announce that Stunt Guy 2.0 will launch world wide on the 17th April 2014.

In Stunt Guy 2.0 Guy and Gail build on the sterling work they did in the first instalment but this time we've added a ton of new features, cars, roadkill...yes, roadkill and explosions. It also features a "free to play" model which endeavours to charm you into submission - we hope it works.

Find out more at: http://www.themagnificentstunts.com/stunt-guy-2/ and on the App Store On Thurs!

Now Recruiting Alpha-Testers

Hi all, great news! After months of sitting in a dark room working on super-secret (well, okay... badly communicated) stuff we're finally ready to start showing off some of the fruits of our labours.

As you may be aware, we're currently working on two new games for

The Magnificent Stunts

- Stunt Gal - A side-scrolling platformer and the blockbuster remake of Stunt Guy, originally entitled Stunt Guy 2.

We're running a small-scale alpha-test for both these games and there'll be prize draws for people that provide useful feedback from testing the games.

Sorry! Applications are now closed!

The Getaway live on the App Store!

A second day of good news from the App Store, as our second game Stunt Guy: The Getaway goes live! Whilst most of our anxiety and sweating was taken up waiting for Bar Fight Live to be approved, there was most certainly a sigh of relief to hear this brilliant news!


One quick reviewer on the App Store piped in with:

"Smashing up other cars hasn't been as fun since the original GTA!"

Looking forward to hearing more reviews :)

For those who haven't yet seen our trailer for The Getaway, check it out here:

Animation Progress


Hello again! I've now reached the point where I have an animation demo to show Max. Once he's given it a lookover and hopefully waved his arms around with ecstatic approval, I'll export the component parts of the animation and we can put it in the game and see it in action! This is also a great time to show you exactly what I'm showing him... but in animated GIF format! Remember them? :D Brace yourself, here comes the TECHNOLOGY;


This animation kinda consists of 3 parts;

1) The "physical" animation. This is the flex and bounce of the Stunt Guy / Brawler sprites, and the way they speed up, slow down and look like they have "weight". This is very important to the feel of a game, if the weight feels too light the game can feel fake and uninvolving, but if it's too heavy the player will end up mashing the input device trying to get things to move faster and just get over there a little bit quicker and AARRGGGGHH

2) There's a "collision swoop", which demonstrates to the player where the attack is going and what it'll hit. This will probably happen every time the player attacks, whether they hit something or not, so if they miss, they know why.

3) Finally there's a thwack which will be spawned at the point of collision, showing the player what was hit and where! This is where the aforementioned sweat and teeth will fly out from, and doing these parts are my favorite bit. I also find it helps to make the noises as I draw them, it adds verisimilitude. KER-SPLAT!!

Of course, the next step will be to put it into the prototype. From there things can still change; we may find that the swoop looks bad in the game, or that the thwack gets too busy when there's a lot of them around, or we may run into a technical limitation, or we may just think of something better! Game development is fluid, the only way to really know if something works is to test it where it's supposed to be.

So yeah, this is the kind of stuff that we do all the time, but that noone ever really sees except us. But now, also you! :D

Animatin' Prototypes

Hi! I'm Paul, and I'm an animation and art and sound and explodey bits guy here at Kempt. I've just been doing some conceptutal animation for the prototype you'll hopefully soon be playing in the app store!

This project is interesting for me beacuase unlike most games we develop, the game has to be understandable and playable at every iteration. So while normally we would be adding these effects later in the game, making use of full animation, HUD feedback and particle systems, this time we're working with placeholder art in a bare-bones engine.

The art will be changing dramatically over the next few weeks, as will the game, so to communicate the actions of the player and the baddies in a bar fight I'm using a few basic animation effects and squishing the placeholder graphics about.

The characters are currently just these cool little circle guys so I thought it would be fun to squash them around like those pull & squash ball-bouncing animation exercises, to see if I can get some personality into them with just the squashin'! When the game starts coming together we'll develop the animation to do what we want, communicating positive & negative to the player and smashing blood, sweat & teeth all over the place; but for now we're going for some basic reactions so the player knows what's going on in the prototype.

You Will Submit!


As local coffee baristas can attest to we’re frantically prepping Bar Fight Live version 0.1.0 (the first one!) for App Store submission. This ain’t our first rodeo (as Stunt Guy might put it) but there is something about submitting a game to Apple that’s akin to handing in your homework to the head teacher. No matter how many times we go through this process the thought of giving up control of our app for a week or so always creates a frisson of anxiety. Combine that with the genuine excitement for Bar Fight in the studio and the consumption of a slew of caffeinated beverages and you have a team of extremely wired individuals.

I’m hoping that most of you will be reading this after the app has sailed through review and you already have it installed on your iDevice. If so you can be assured that we’re currently going through it all again as we ready the next update.

Introducing Kit Wallis

Hi, I’m Kit I’ve worked at Kempt for about 6 years mainly doing artwork and design, before Kempt I was working as a freelance illustrator and comic book artist having been published several times worldwide. This is one of the reasons I think I’m enjoying working on the Stunt Guy games so much I’m kind of treating my approach to it in the same way I would go about doing a comic book (ish). I’m basically doing the character art on the Stunt Guy games which is fun as the game is based around some crazy ass characters!
I’m going to be posting loads of my working drawings and doodles on the blog. I’m not entirely sure how this is all going go so bare with me, I have a hard enough time posting to my own blog! Anyway  I hope you like what I post and I look forward to your comments!

Ta! 

The Bar Fight Logo

So the first design for the Bar Fight logo apparently looked too much like a certain fighting game set on a street! (fig 1.) Booooo! I said but my work colleagues did have a point! So I started sketching a few ideas out (fig 2. and fig 3.) I decided I quite liked fig 3. So I scanned it in, turned it into a vector image and squashed it about for awhile, the result being fig 4.

This logo has added punch!

Game Menus

Laying out menus with code just plain sucks. You shouldn't have to do it, period. If your approach is to use Flash to create/lay-out menus and then manually export all the assets as pngs, it's not going to be long before you start tearing out your hair.

The key problem is registration points and the co-ordinate system. In Flash 0,0 starts at the top-left, but on the iPhone 0,0 is bottom-left. That means that you can't just copy paste co-ordinates from one to the other. The second problem is the registration point. I can pretty much guarantee that at some point you'll export a graphic from Flash and find that the centered registration point in the graphic isn't in the same place in the PNG, or that top-left registration point is just slightly off because you stuck a drop shadow on something.

The hardcore solution is to programatically write a whole bunch of AS3 (approx 1,208 lines to be a little more precise). Now with a single click I can turn a complex Flash menu into a single file that I can load and run on my iPhone. Pure bliss.



Bar Fight!

Here's another sketch for the Bar Fight game, This was done for the dev app as a background image, we probably won't use it in the final version of the app so this might be the only time you get to see it! I didn't really get the right sense of 'impact' with it that I was trying for. However I do like how Stunt Guy and Gal turned out! Check out his giggling package!

Done with: Pencil, marker pen

Introducing Max Heide

I wake up, the sun is creeping in through my bedroom curtains. Turning over I look at my iPhone, the time is 8:33am, it's time for work.

Getting out of bed is easy when you've got an awesome job, and having a motorbike with over 100bhp to get you there helps too. Tearing down country lanes without being stuck inside a metal can gives you an amazing sense of freedom. Having the power and agility to easily get though any situation makes you feel like you can do anything. That is a great way to start the day, and a great way to start a new project.

When I'm on the bike it's an ultimate test of my thinking ability, my life is on the line and one bad decision could have serious consequences. The trick for me is not to always make the best decision possible, instead I continuously make quick good enough decisions. If you spend a lot of time trying to make the best possible decision, you might find that by the time you execute it the situation has changed or something you didn't anticipate happens. My approach is to chain together lots of quick good enough decisions, you try something but immediately after question it and make a new decision.

I take exactly the same approach when I make a game. I don't spend weeks trying to architect the perfect game framework upon which to build a game. I just make quick iterative decisions which keeps the game prototype flexible and fun. Inevitably somewhere down the line the game engine is going to be expected to do something that it wasn't designed to do, and because you were quick and iterative you should have plenty of time left to hack it together.

- Max Heide, Lead Mobile Developer

V1 App Map Done!

Blimey, this live development stuff is really weird... it's like having a client that you never meet.

So... Dear Client...

Today was a good day, we made some real progress. 'The Getaway' is nearly finished and we've finally nailed-down what the initial release of 'Bar Fight' is going to look like.

For the first release of Bar Fight we're going to keep things nice and simple, essentially it'll do two things:

On the one hand it's going to be a bit of a pitch to you - our clients - the kind of thing we might submit as a first set of ideas for a project. It'll therefore feature a simple prototype, initial concept art and an outline of the game/gameplay.

However this isn't just about selling the game, it's also important to us that we use this as an opportunity to give you all a bit of insight into the development process. So we're planning to kick it off by including some really exclusive content - stuff we've never-ever shared before. There'll be raw art from 'The Getaway', storyboards, the development blog and a series of interviews with team members showing how they produce art, code and animations. There'll also be a series of public votes on the future of the project, we'll use this (as well as all the nice comments in the app-store) to shape the future of the game - you really will be as much part of the process as we will be.

So, a good day, it's going to be really exciting, I do hope you'll join us for the ride!

Cheers,

Chris