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molkman
I like salt.

Age 34, Male

Breathing

Jimminy Cricket Funky School

Germany

Joined on 3/12/04

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molkman's News

Posted by molkman - February 22nd, 2013


Hey jazz and jazzettes!
In our duty to create a new game each month this year, Majus and my wacky self have created a new simple game called DROP A BEAT, GIUSEPPE! featuring one kick ass pianist hitn' it like a major plajor.

Because Feb was a super busy month for us both in terms of non-Flash work, we could only manage to make this small game in about 32 hours. We also got a little spot for all these this year's games. Major Bueno that is.

Hope you enjoy it some. Chuppity-choom!

Droppin' Some Beats!


Posted by molkman - February 2nd, 2013


Last weekend we participated in the Global GameJam here at our local town 0711. Sadly we didn't manage to finish our game, although we had four pretty swell programmers on our team. The game is all about cool folks dancing their facess off on a weird planet. The software/framework that was used at the gamejam was Löve2D.

So after this gamejam, the first one we didn't use Flash at, I am super sure about one thing. Flash (and Unity) is the number one tool for GameJams and basically for wrapping up a quick thing in no time. Seriously, with pretty much all other programming languages, I feel that programmers need to spend at least half a day to just get the program to show the graphics ingame. And with Flash and Unity, you have that all set up already. In Flash, I can draw a funky character, put about 10 lines of code on top of that and I can already move that character around. Takes about 15 minutes.

I really don't get why so many programmers are hating on Flash.

In other juice, Caesar's Day Off is one of the finalists at the IndieSpeedRun, the gamejam it was created at. It's all done in Flash.

Ride on, handsome!

Flash Is The Number One Tool For GameJams!


Posted by molkman - January 9th, 2013


Hey cats,
to kick off the new year with a true ka-choom-ba-loom, I wrapped up a small new game, CAESAR'S DAY OFF together with Majus and Sabrina. We did that at the supergrand INDIESPEEDRUN GAMEJAM last week in 48 hours. Our team is called THE FAB HEEBIE G BEES. That's where it's at, guys. Ka-pow!

Hope you can enjoy some roman thumbing! We're trying to do alot of those small games and GameJams this year, so hopefully there'll be tons of cool things coming up.

How are you, friend-o?

ROUGHHOUSING TO THE TOP!


Posted by molkman - December 5th, 2012


Hey folks and folkettes!

Long story short, Lucky Tower 2 is finally here! We're super glad it's finally out. Give it a spin and enjoy some crazy items available. It features voiceacting from cool people all over Newgrounds, some nice medals and all kinds of crazy things.

It took us ages to complete this one. Hope you like it, punks!

Choom-shuzoom!


Posted by molkman - October 17th, 2012


Hey hombres y hombrettes!

Our gamejam game THE VISIT is finally here with polished graphics, sound and music! Click this hyperlink right here to play, pal.

Also we're almost done with Lucky Tower II, so we'll need some people to test the game with us very soon. If you, elephantfriend, want to be one of them, comment here or private-message me right away! Grab a seat before the hot buns run cold!

Pow-ow!

NEW GAME And Call For LUCKY TOWER II Beta Testers!


Posted by molkman - September 28th, 2012


Hey Kids and Cats!

I have a tippity-tiny new flick on NG here, uploaded just the other day! Give it a shot if you haven't!

That's just a thing on the side compared to the massive work going on in the Lucky Tower II corner right there! We're almost done with it after all and might even start the testing-extravaganza next week. That's how far it is already, chums and chumsettes. It's a blast to finally be able to show it to folks. I can't wait to hear responses, we will soonishly begin to call for testingwilling persons! Is your nose's hair long enough to test the game?

Also our other game, The Visit, which I blubbered about in the previous newspost should be released in a few days time. It sadly got delayed as well, which is a tad annoying since it's been complete technically since over a month.

Below is an impression on how work on Lucky Tower II right now looks like. Hold yer horses, cowpersons!

Naughty Owl Flicks And Lucky Tower II Testing!


Posted by molkman - July 25th, 2012


Hey guys and guysettes!

There's alot of stuff going on over here right now. Lucky Tower 2 is coming along super duper nicely, but that's not the new game from the title, I'm afraid. Two weeks ago we (that is the nose, Majus, myself and a few other rocketpals) participated in a local GameJam here in our hip city. Together with Majus I made a little game that eventually won Best Game. The nose did another game, which unfortunately hasn't been finished by now.

CHECK OUT OUR GAME HERE.

In other news from the blues goose, I finally got my ass up to do a loop for The Boogley's incredibly handsome LoopDeLoop Program. You can CHECK THAT OUT HERE. And make sure to do a loop yourself in the future!

Our game will soon be available publicly to NG and the web, but we still need to add music and sounds and do a little polishing work.

Giddy up!

New Game And New Animation! Holy Pigeons!


Posted by molkman - May 22nd, 2012


Hey there, kids and cats! I submitted my latest flash Days Of Yore 2 some days ago. Go check it out.

It was unfortunately blessed with the worst luck it could have been blessed with. At first I uploaded it to Youtube and there it only ran with awful lag and skips, so that it was almost unwatch-able. I had to upload another one there and redirect links, but the original "release boost" still went to the ugly version.

Then, a juicy day later, I uploaded it to NG. However, as soon as it went up here, NG froze (it was the day new features were introduced) and so Days Of Yore 2 was under judgement for like 24 hours, because neither uploads nor newsposts were updated. Therefore it got skipped to the "some days old submissions" right after leaving judgement. It never even got to the place movies usually get some attention after judgement or even got a mention in P-Bot's postings. It simply fell off the radar. Farewell, months of work!

So, long story short, you might want to check it out if you haven't. Coo-coo-ca-choo.

Meanwhile, Lucky Tower 2 is coming along super nicely!

A Gigantic Failure


Posted by molkman - March 12th, 2012


Hey pals and palsettes!

I recently noticed some crazy going-ons in Flash games. Alot of games that I play recently lag like mad for me, they pretty much freeze and even cause my browser to crash. I admit that my iMac I usually play on isn't up to date at all anymore, but the whoopity-crazy thing that concerns me is that the games I talk about don't have more complex graphics or any fancy gameplay than they had back in the days when we were all young. For example Ace Pilot uses graphics that are extremely simple, but it still lags so much I can't play it. I really don't understand how that'd make sense. CRAZY TIMES.

Enter project news! We're working on Lucky Tower 2 like mad right now and we're making giant leaps toward completion! But you'll still have to wait some more for it to be beta testable or even ready for release. Sorry voiceactors and people, for taking so long!

Days Of Yore 2 however is entirely done. I'm aiming for a March release, but I still need to compose some wacky tracks and add in some sound fx.

Put your toothcaps back on, it's bamboozle time!

What Happened To Flash Games? / Lucky Tower 2 Info


Posted by molkman - January 20th, 2012


Hello swagettes!

Right now, I'm programming Lucky Tower 2 in Actionscript 3 and it's the first time I use it. Almost everything is working nicely, but I have some significant problems with buttons, for example in the menu or even ingame. The problem is, that every time I click a button, I need to click inside the screen again in order to use the keyboard to navigate the hero. CRAZY LIFE!

It happens when I start the game from the menu and it also happens when I, for example, close the inventory. I always have to click somewhere on the screen again, otherwise the keyboard won't react. Overall there seems to be a new way of how Actionscript deals with buttons (you can now block buttons by placing simple movieclip on top of the button) and I'm quite puzzled by that.

Can anybody help me here? That'd be awesome!