Nocturnal has just announced the release of the Spanish version of Catapult v1.32b, which includes a full Spanish users guide (200+ pages). A French release is also expected shortly.
Progress on their internally developed title for the Gameboy Advance (working title "GamesPack#1") has just hit 50%. The title should be unveiled to the public in early March.
Nocturnal will be fully supporting the Independent Game Developers Conference.
Some great news for our modeller challengers, as I have just received a generous package from Discreet today to be used as prizes for the Sumea Challenge! The prizes for Sumea Challenge #5 will be as follows:
1st prize:
WACOM INTUOS II 6x8" (USB) tablet - Sponsored by Bullant Studios!
Discreet Alluminium water bottle (these are really cool, btw.. robust, metal, and shiny )
Discreet T-shirt (choice of two different types)
2nd Prize:
Texture set from Hyperfocal Design called Hyperfocal Skies.…
John Passfield has another game musings up on his website! Game Musing's #6 is definately a topic that a lot of you would be interested in. It's an encouraging nudge for local garage game developers who might think their days are numbered, when the truth is you have so much more opportunities than John and his crew had way back over a decade ago!...
"And what better time than now to get started in making these games! When Steve Stamatiadis, Rob Crane, Tony Ball and I wrote Halloween Harry in…
Rapidly growing Melbourne based developer (40 plus and counting), has openings for experienced and junior programming and art positions. Join a experienced team with multiple contracts. More details at www.antjuice.com
Yet another painting in my Architecture series, possibly the last one for this batch. Definitely the most finished one so far, although technically still a WIP (I've glossed over the ocean for starters)
It will be added to my thread in the exhibition section, feel free to add a crit on it.
They're hardly in the press, nor do they update their website a lot, and heck, they've never even replied to a single one of my emails over the past two years, but Rat Bag may be known as the local industry's quiet acheivers as they score themselves the Best Game category in the AIMIA (Australian Interactive Media Industry Association) Awards 2003 for World of Outlaws Sprint Cars...
Winner: Ratbag Pty Ltd - Ratbag's - World of Outlaws Sprint Cars PS2 - DVD
Finalists:
Dataworks Australia Pty…
It looks like there may be some more previews of Atari Melbourne House's Transformers Armada: Prelude to Energon title if this invite to a hands-on look is of any indication!...
"Atari executives and creators of the Transformers game; Andrew Carter, Project Lead, from Atari's Melbourne House development studio; Alt-Rock band Dropbox -- from Universal Records/ Sully Erna of Godsmack
An opportunity to interview the creators of Transformers -- Atari's Australia-based development studio, Melbourne…
Thanks to Blitz for posting this news in the forum. I've heard of this event a while ago, but had completely forgotten to post about it...
IE2004 Australian Workshop on Interactive Entertainment - 13 February 2004: Workshop
The computer game and interactive entertainment industry has grown to become a multi-billion industry pushing the limits of current computer technology on multiple fronts in a relatively brief period.
The aim of the Workshop on Interactive Entertainment is to bring together…
Redwyre's forum post is definately newsworthy, so here it is...
SEQ-GRAPH is the South East Queensland Chapter of SIGGRAPH, website is at http://www.qmug.net/siggraph/
Dear Colleague,
The SEQGRAPH steering committee is pleased to announce the first public meeting for 2004 on the 19th February at QANTM House. Neville Scott from Hewlett Packard will be presenting a talk on HP's latest range of graphics workstations.
Furthermore, we have some exciting developments for 2004.
SEQGRAPH was…
Gamespy has a rather belated review of Trainz Railroad Simulator 2004, the follow up to Trainz that was released late last year by Auran.
"The most serious problem with Trainz 2004 is that it's fatally overambitious. The result is a game that feels more like a service release to the original, with a lot of flimsy tack ons masquerading under the marketing taglines "interactive industries" and "real-world physics."
Read it here.