Archive for 2011

Crossmedia: 3 Advergames for 2 Belgian movies

Tuesday, December 20th, 2011

Wallimage Cross media

Following the FIFF in Namur, Belgium, Fishing Cactus has been nominated amongst 12 belgian movies to provide 3 gaming projects around the popular word: “crossmedia” as marketing support for two films: Torpedo (K2 & KAZAA, Matthieu Donck) and Approved for Adoption (Mosaïc Films, Artémis).

Torpedo pitch:

“Michel Ressac is a 35 year old men having hard time being successful in anything. His life is going to change forever when he learns that he won a dinner with his all life star, the famous cyclist Eddie Merckx.”

Approved for Adoption pitch:

“European on the heads side, Asian on the tails side. Cartoonist. 42 years old according to his civil status, Jung prefers to place his birth at the age of 5, when a policeman found him wandering alone on the streets of Seoul. He is one of those 200 000 adopted Koreans spread around the world.”

Stay tuned for more information about the advergames we’re creating for the movies.

Shift Gains a Nintendo 3Ds twist in Shifting World

Wednesday, December 7th, 2011

More than 20 million players have enjoyed the Shift series of puzzle platformers on Flash, iPhone and Android. Today Fishing Cactus, Armor Games and Aksys Games are proud to announce once again a new venture in the Shift series with a brand new version which will be available for the Nintendo’s 3D handheld. The title? Shifting World!

For those who missed that piece of unique gameplay, Shift is a simple platforming game turned inside-out with the addition of a shift function that allows the player to flip between the black and white portions of the game map, forcing them to warp their perceptions to proceed. It’s pretty much perfect as it is.

Working for more than 2 years on the Shift series, we thought we can make this game even more perfect with a specific take on the Nintendo 3DS. Shifting World takes the shifting element from the original game (rotators, keys, doors, spikes) and adds an additional layer of complexity (and new mechanics) by allowing players to shift between 2D and 3D. As far as the changes made, the story has also been revisted and will introduce new twists in a brand new funky universe!

Shifting World 3DS screenshot dual screen Shifting World Screenshot 3DS dual screen

Game is planned to hit the stores early Q2 2012. Stay tuned for more and in the meantime enjoy the screenshots!

Oh noooo we’re late!

Tuesday, November 22nd, 2011

norn creatures 4 icon Hi Creatures fans!

It’s time for a long overdue update.

Let’s start with the big bad news of the day. Creatures 4 is delayed until Q2 2012 (no date yet). I know, it sucks, but let me explain the reasons for this fairly huge delay and why it will be a good thing for the game.

And there’s some good news too…

(more…)

Trenches Generals available on Wiiware!

Thursday, October 6th, 2011

Thundergameworks and Fishing Cactus are proud to announce that today Trenches Generals deploys to the Wii and is taking no prisoners. It is available for download through WiiWare for 700 points in both Northern America and Europe. Trenches Generals provides a unique twist on the tried and true Tower Defense genre and delivers an immersive, engaging experience.

You command a band of brothers from the Royal British Expeditionary Forces as the defender of the Free World. Your troops must take to the field and defend your bunker from being overrun. Use the trenches on the battlefield to hold your ground in the no man’s land. Lead riflemen, mortarmen, snipers and machinegunners into a certain death to conquer futile dirt inch by inch. War is hell; welcome to purgatory.

The popular iPhone/iPad (that we created on iPad BTW) hit now lets you drop mustard gas on your loved ones using the Wiimote. Make no mistake though, this ain’t no lazy cell-phone port. Trenches Generals has been designed for the Wii from the ground up and has received extra care and polish compared to its mobile counterparts. 2-player split-screen combat is enabled, A.I. is tremendously more advanced and there’s a new Skirmishes mode that even features zombies. Zombies, baby!

Fishing Cactus – “tout s’explique” sur RTL-TVI

Friday, September 16th, 2011

Hier soir, Fishing Cactus était une fois de plus sur les feux de la rampe sur les chaînes francophones Belges. Cette fois-ci c’est dans la très populaire émission “tout s’explique” de RTL-TVI qui était consacrée, devinez à quoi? Aux jeux vidéos bien entendu!


C’est près de 10 minutes de séquence vidéo pour une journée complète de tournage dans nos locaux. D’autres sociétés sont bien entendues mise en avant, l’autre studio emblématique en Belgique, Larian Studios et les classiques Ubisoft ou Insomniac. Si vous ne connaissez rien au monde du jeu vidéo, cette émission vous permettra de découvrir ce qui se passe derrière le miroir et a été très bien réalisée.

La version complète est disponible via ce lien: http://www.rtltvi.be/video/362649.aspx

(more…)

The uncensored truth about Creatures 4

Monday, August 22nd, 2011

Hi Creatures fans!

We’re finally back from Gamescom and it’s been an incredibly exhausting yet satisfying experience. The Creatures 4 team worked extremely hard to get the game to the state it was at the show and while we’re still far from our goal, most of the guys on the team have not slept for some time and really worked their ass off to deliver the demo on time.

Since the lid on the project PR has been lifted I can now talk more freely about the game and give you most of the information you’ve been eagerly waiting for. Before reading on, please keep in mind a couple of important points:

Creatures 4 is more than a new chapter in the series. It’s a complete reboot for the Creatures IP and this means several things I will tackle in this post; most of all, it means that we wish the game to be an evolving product which will hopefully stay with us a long time. Free-to-play games  live as long as there are players to support them and who allow us developers to listen to community requests and feedback to make the game better and richer with content. We see the initial version of the game as a starting point which we will improve upon with updates and new content.

So, let’s get to it…

(more…)

Creatures 4 1st screenshot & creature artwork

Thursday, August 11th, 2011

norn creatures 4 iconSo it is official, we’ll be at GamesCom with an early demo of Creatures 4, our amazing AAA Free to Play game coming on Mac, PC, iPhone & iPad and based on the Creatures series! BigBen Interactive, our publisher, has planned several square meters of space on its stand to feature the game and let you play it, no pressure here :)

We know we already have tons of people asking for this game with great expectations/ideas/features and we are reading all those comments very carefully. The demo is still very early (several months from release) and there is still a lot to be done and we hope you guys will find it exciting. Just keep in mind that this is just a glimpse of what we are going to bring.

However Fishing Cactus team is working like crazy to make this possible and start building the excitment (two guys are just leaving as I write this blog post after an all nite long crunch).

Also last but not least, enjoy one of the first screenshot of Creatures 4 as well as the revamped Norn. We truly hope you’ll like them as much as we do!

Creatures 4 iPhone iPad PC Mac Environment Screenshot

Norn Creatures 4 new design

AIGameDev Conference 2011 : Euphoria from Natural Motion

Friday, August 5th, 2011

Last June, a part of the Fishing Cactus crew attended to the Game AI conference which took place in Paris, and I am glad that I was part of it. This conference gather peoples with the same passions video game and AI.

We had some really interesting talks, especially about the animation driven by the AI. For instance we could see the parametric animation system developed in the “CRY Engine”. When I saw this, the first day of the conference, I was impressed, seeing locomotion animations moving around by blending a couple of animations together to get a realistic behavior. The graphical animator do not have to depict all the animations required for a character to run, while turning and climbing hills.

But the next day, when came the turn of Simon Mack to speak about the “Euphoria Engine” of Natural Motion, I was literally stunned.

Euphoria is an engine used for animating 3D characters in a way that the gestures look very natural and coming from a real person. Unlike the classic key frame animation, which involves a static animation, this system allows each character to play the animation in a unique way.

The engine is based on Dynamic Motion Synthesis, which is a technique that generates the motion of the character by applying different constraints on it (like for the ragdolls). Euphoria uses a complex biomechanical model, simulating the skeleton, its joints, and the muscles. To drive the skeleton, the engine uses neural networks as controllers to determine the forces to apply. And to make it more intelligent, the controllers are chosen by some genetic algorithms which pick the fittest controller over multiple generations and trials. But it also allows the animator to give some expressive behavior to the character, like preservation of itself, or keeping its balance while knocked by others.

So in order to build a new character in your game with Euphoria, you first need to create a new controller for it. For this, you will have to tweak the parameters of the neural network controlling the body. Then you will need to tweak the fitness function of the genetic algorithm in order to take into account your new controller. Then the animator will have to give a behavior to your character which fits the best in your game.

Have a look on the amazing result you can get from this piece of technology:
Euphoria – Natural Motion

Rockstar uses Euphoria in its game GTA IV, to control the pedestrians. We can see them trying to dodge a car which is about to hit them, or protecting their head while falling on the ground if the car managed to hit its target. And more recently, the game BackBreaker also uses it, to give natural animations to the players, when they hit each other’s by blocking the legs for example.

By combining, AI with physics and biomechanics, Euphoria brings some really interesting possibilities to the game and movie industry.

Wallimage Cross Media Partner

Thursday, July 14th, 2011

Wallimage Cross media

You’re a film maker and your Movie has been supported by Wallimage? You are on track to get up to 70.000 € subsidies from Creative wallonia for Cross Media Marketing and communication.

http://www.wallimage.be/newsfile.php?lang=uk&id=427

The good news is that Fishing Cactus has been selected to help you with your advergaming and ARG (Alternate Reality Games) ideas and solutions.

Because we know it could be a little difficult to get started, we are there to help you define your need and brainstorm on potential campaign ideas.

The deadline for the submission of the project is set at the end of August and time is running fast, so contact us to increase you chances of being selected and promote your movie with the latest tech available!

Trenches: Generals Released on iPad

Monday, July 4th, 2011

Fishing Cactus is proud to announce the release of Trenches: Generals on iPad!

(more…)