February 11th, 2013 – Nicalis, Inc., developer and publisher of independently awesome video games announces a partnership with
developer, Pelikan13. Nicalis will publish the tentatively titled The ‘90s Arcade Racer. Originally planned for Windows, OS X and Linux, The
’90s Arcade Racer will appear on additional platforms: iOS, Android and Wii U. Already a successful Kickstarter campaign, six days remain on The ‘90s Arcade Racer.
“There was a simple reason why I started this project, ‘What if a racing game with old school principles was built using today’s technology’. I know we can achieve that goal,” said Antonis. “Working with Nicalis, we can release on more platforms, including Wii U. Nicalis will also support with Unity programming, physics, tuning and general design and production of the game.”
About Nicalis, Inc.
Based in Southern California, Nicalis, Inc. is an independent developer and digital publisher with a proven track record for developing and publishing well-polished games. Founded in 2007, Nicalis continually seeks to enhance, and improve the quality of video games throughout the game industry. Nicalis, Inc. is committed to developing wildly creative and endlessly awesome. The ‘90s Arcade Racer continues Nicalis’ partnerships with ultra-talented and super-awesome independent developers. Previously Nicalis has teamed up with Edmund McMillen, (The Binding of Isaac), Studio Pixel (Cave Story, Ikachan, ), Nicklas Nygren (NightSky), Terry Cavanagh (VVVVVV) and 8bits Fanatics (1001 Spikes).
About Pelikan13
Internet fans might know Antonis Pelekanos as Pelikan13, the developer partly responsible for the Sonic Fan Remix. A professional 3D artist by trade, Antonis was accepted into the University of Fine Arts in Greece, he postponed his graduate studies to enter the game industry and has since worked with Acclaim Studios, Team 17 and more recently Relentless Software and Sumo Digital.
Follow the Kickstarter campaign: http://kck.st/13O5y1B
Ok first of dont get too excited about the images here (or upset!) THESE ARE MOCKUP IMAGES, they aren’t real in the slightest. none of the thing shows in these images have any validity to the content you will find in the remake of the binding of isaac, these were just made to test and see how the fans feel about isaac being remade in a retro pixelated style.
So check out the images and the fill out our little poll so we can gauge how fans feel about this remake look. your feedback is greatly appreciated.
After receiving 80+ questions via formspring and many via email, i have amassed what i believe to be a definitive check list that should clear up most-all confusion on what the binding of isaac remake (Binding of isaac: Rebirth) is/will be.
-Rebirth is a totally remade game based on the flash version of the binding of isaac + wrath of the lamb.
-The game is being produced and developed by Nicalis, the guys who did all the cave story remakes and the VVVVVV port.
-Nicalis is working on the port for Ps3/Vita and PC (steam) and is also currently talking to MS and Nintendo about releasing on their platforms. we are also looking into an iOS version if its not garbage.
-The remake will feature all the content featured in BOI+Wrath but will also feature another Wrath sized expansion over the top that will feature a new final chapter, ending, 2 new playable characters and tons more items, rooms, enemies, bosses and the like. the goal will be to make replaying the whole game not only worth it but also make i so it feels very fresh and new.
-The remake will feature content that was removed from the flash version of the game due to limitations (secret stuff!)
-The remake will feature LOCAL 2 player co-op… no online play because that will just extend the release by another forever.
-The game will go into full time development the 1st of the year and is set to be finished by the end of the year (but we know how this stuff goes)
-The game will feature new music by Danny B as well as some spicy remixes of old tunes.
-I will be lead designer on the project, making sure things are as perfect as we can make them and as true to the original as possible, i will also be designing all the new content and features.
-The game will be getting a full 16bit make over, im doing this because i think the art is tired and im sick of looking at it. i think a fresh coat of paint is needed and i think its kinda appropriate/funny to do a damake for the remake.
-We will try to do a loyalty pre-order discount to anyone who owns the game on pc.
tidbits:
-the remake will run perfect/fast finally!
-we went with nicalis because they were the only dev team im close to and that i trust with my IP.
-the remake will be fully retuned, balanced and improved.
the biggest thing to keep in mind here is that development is just starting with the remake, nothing is totally set in stone and a lot will change over time. Im currently in full time development of Mew-Genics with tommy and we have a few other little tricks in store for you next year so my goal with Rebirth is to simply make sure the remake is top quality and then detail out the expansion and updates once development is much farther along… this remake wont slow down any games im currently working (and thats reason why someone else is doing it!).
Hopefully you’ve seen us mention our Cave Story+ Halloween Update, only available on Steam. So what’s the big deal? First, the update is entirely free. If you already own Cave Story+ on Steam or buy it, the update will be packed in with the latest version of Cave Story.
If you remember our Christmas Story update, then you’ll probably have an idea of what our Halloween update entails. We’ve literally redrawn just about every character and sprite in Halloween-themed attire and colors. We’ve also thrown in a few fun references that you’ll maybe catch.
Aside from the neato Halloween theme, we’ve also added a few more features to the game:
- Steam Online Leaderboards
- Machine Gun Challenge
- Story Mode Japanese Language Support
What the heck does a game like Cave Story+ need Leaderboards for? Well, for all the cool Challenge modes like Nemesis and Wind Fortress. We’ve been working on leaderboards for quite some time now. You’ll be able to post your time on Steam and see how you’ve done against other players. Since all the challenges have been locked until now, Machine Gun Challenge is an all-new mode designed to allow anyone to instantly post a time to the Leaderboards.
And Japanese language support should be self-explanatory. Until now, Japanese players haven’t had an opportunity to play Cave Story on Steam in Japanese. Now they can. If we get enough interest from the Japanese community, we’ll probably translate Curly Story into Japanese, too.
BTW, here’s a little preview of some of the art you’ll see during the Halloween update.
If you follow this blog at all, you may recall that we’ve been working on Ikachan in between projects. What originally started out as a DSiWare game has now also grown to be a Nintendo 3DS eShop game, too.
Wait, is it a different game? Why two versions? No, it’s no a different game and not really two versions.
I need to rewind a bit and given some background. When the eShop was launched, players could (and still can) purchase DSiWare games on their 3DS. This is pretty cool, but there’s a big issue for me, personally. The DSi has a resolution of 256×192 (top screen) while the 3DS has a resolution of 400×240(let’s say 320×240 for this discussion). If you divide 320 by 256, you get 1.25–basically, the length is about 25-percent more on the 3DS (talking QVGA resolution here). What that means is that if we want DSi games to run full-screen on a 3DS, they need to be stretched by an additional 25-percent over the maximum.
Look at the Cave Story image below, you’ll (hopefully) notice slight differences between the three images. On the left, you have the original resolution, in all its beauty. In the middle, I’ve up-res’d the image in Photoshop using “nearest neighbor”; you can see a lot of jaggedness–this just isn’t very elegant. On the right, is the same image using bilinear filter. It’s still not perfect, but most players would probably say its less intrusive than the middle.
For me, however, it seems like a damn shame to play a 2D pixel-art game with a blurry screen. Sure, you can hold the Start button or whatever the method is to boot in native resolution, but then you end up with a tiny screen on the 3DS and particularly on the 3DS XL.
This is literally the only reason I decided to port Cave Story to the 3DS. Mainly, I wanted to play it in the proper resolution; remember Cave Story’s original resolution is 320×240 and we had to crop the field of view for the DSi. So after seeing how Cave Story turned out with pixel-perfect art AND the 3D stereo effect, I thought we should do the same for Ikachan. That way, both DSi player and 3DS players can both enjoy a native experience.
At least for now, I think we’re the only developers doing this and it’s probably because it’s a lot more work, but definitely worth it.
09.14.12 – The original 2D pixel-based Cave Story is officially releasing on the eShop as a native 3D game on October 4th, 2012 for $9.99! Additionally, Cave Story for eShop supports widescreen and original 4:3 modes, two button configurations and MORE Challenges!
Cave Story for eShop Features:
- 4:3 and REAL widescreen support. YES!
- Multi-layered 3D depth (and lots of it!)
- Additional Challenge modes (including Nemesis Challenge, Boss Rush, Curly Story, Hell Time Attack and Wind Fortress!)
- And all the other stuff you love: over 20 epic boss battles, 15 levels to explore in the vast world, 10 unique weapons to find and upgrade, four unique endings
Note: Nintendo DSi owners can purchase the 2D version of Cave Story via DSiWare.
About Nicalis, Inc.
Based in extra sunny Southern California, Nicalis, Inc. is a developer and publisher of pretty awesome downloadable games ranging from PC to console to mobile. Founded in 2007, Nicalis is committed to working with other developers on great games. Nicalis, Inc. is also releasing NightSky (Nintendo 3DS and iOS) and publishing 1001 Spikes. For more information on Nicalis, visit our rad HTML5 site at: http://www.nicalis.com and let’s be friends on Twitter: http://www.twitter.com/nicalis
Additional info:
Cave Story on Twitter: http://www.twitter.com/cavestory
Follow The Official Cave Story group on Facebook: http://www.facebook.com/group.php?gid=30447119245
Ripping a really great idea from our friends at Dejobaan, we want to help other developers get past the $100 Valve Greenlight fee.
This blog post isn’t about whether Greenlight is good or not. We’ll leave that to you to decide.
If you wantneed to submit to Steam Greenlight, but feel you can’t because of the required $100 Child’s Play donation, we want to make it possible. Here’s money where our mouth is:
– We will loan $100 up to three awesome aspiring indie developers. Keep reading..
– We’re calling on other established indie developers to do the same.
If you’re an indie willing to do put up $100 as well, please drop us an e-mail at info@nicalis.com with a subject: Greenlight Help!
But you aren’t alone, right? We’ll loan up to three indies $100 each, to submit their game on Steam’s Greenlight platform. For consideration, you must do this:
Email: Contact us via e-mail at: info@nicalis.com with a link to your game’s website by September 10th, 2012.
Say: In the e-mail, a) tell us a bit about your game, b) tell us a bit about yourself, and c) promise us that you realize that nobody owes you anything, and that you’ll pay us back before the end of the year.
Disseminate: Spread the word so that other indies will offer similar loans.
By the end of this September, we’ll pick someone we feel is awesome, and loan ‘em the cash–simple.
Coming to North America and Europe – play@PAX Prime!
August 23, 2012 – Nicalis, in collaboration with Circle Edge, proudly announces fighter “Yatagarasu” (final name and release date TBD) bound for the West! Created by a three-man team (past credits include King of Fighters), Yatagarasu rocks hard with classic 2D fighting action and tournament-level depth.
Developed over four years, Yatagarasu was originally released in 2011 as a Japan-only title. Art direction and character design by fan-favorite artist Styleos, game design and balance by ex-SNK designer Umezono and game engine by Shiza–the three-man team makes up Circle Edge. Yatagarasu also features a unique optional commentator system that mimics the tournament trash talk experience.
Attendees of PAX Prime 2012 can preview this fighting masterpiece next week (8.31, 9.1, 9.2) by visiting booth 883 (within the Indie Megabooth) and experience the action. Watch the Yatagarasu Trailer on YouTube at: Yatagarasu Nintendo 3DS Trailer
Yatagarasu Features:
- Eight playable characters
- Single and 2P Vs. modes
- Training and Replay modes
- Four-button attack system with Parry System
- Character design by Styleos
- Classic 2D hand drawn sprites
- Original soundtrack
Yatagarasu continues Nicalis’ collaborative domination with some of the best developers in the world. Previously Nicalis has teamed up with Studio Pixel (Cave Story), Nicklas Nygren (NightSky), Terry Cavanagh (VVVVVV) and Sophie Houlden (Swift Stitch).
About Nicalis, Inc.
Based in extra sunny Southern California, Nicalis, Inc. is a developer and publisher of pretty awesome downloadable games ranging from PC to console to mobile. Founded in 2007, Nicalis is committed to working with other developers on great games. Nicalis, Inc. is also releasing NightSky (Nintendo 3DS and iOS) and publishing 1001 Spikes (also playable at PAX Prime). For more information on Nicalis, visit our rad HTML5 site at: http://www.nicalis.com and let’s be friends on Twitter: http://www.twitter.com/nicalis
About Circle Edge
Based in Japan, Circle Edge is comprised of a small group of highly trained experts in fighting game design. As it’s first game, Yatagarasu represents the culmination of knowledge from developing multiple fighting and action games.
Nicalis To Publish Sophie Houlden’s Vector Experience on iOS
July 2nd, 2012 – Nicalis, Inc., developer and publisher of independently awesome video games announces Sophie Houlden’s tongue twistingly titled, SWIFT STITCH, bound for iOS.
Releasing July 5th, 2012 on the Apple App Store for iPhone, iPad and iPod Touch, SWIFT STITCH will be available free-to-download and play. Additional levels and modes will be available for purchase. Normally priced at $1.99 for In-App Purchase, SWIFT STITCH is on sale for launch week at .99.
SWIFT STITCH for iOS features a heavily stylized black-and-white vector aesthetic made popular in the early ‘80s and an ambient music soundtrack by Aeronic. Combining high-speed gameplay and minimalist game control, players must use simple and intuitive touch controls to navigate through a series of mazes by moving in every direction.
SWIFT STITCH iOS Features:
- Intuitive touch controls, tuned for iOS
- 10 levels available for free
- An additional 32 increasingly complex and awesome levels (a total of 42)
- 3 modes of play
- Achievements
- Retina Display support
Now, also as an iOS publisher, SWIFT STITCH continues Nicalis’ partnerships with ultra-talented and super-awesome independent developers. Previously Nicalis has teamed up with Studio Pixel (Cave Story, Ikachan), Nicklas Nygren (NightSky), Terry Cavanagh (VVVVVV) and 8bits Fanatics (1001 Spikes).
About Nicalis, Inc.
Based in Southern California, Nicalis, Inc. is an independent developer and digital publisher with a proven track record for developing and publishing well-polished games. Founded in 2007, Nicalis continually seeks to enhance, and improve the quality of video games throughout the game industry. Nicalis, Inc. is committed to developing wildly creative and endlessly entertaining More information on Nicalis can be found via the Internet at http://www.nicalis.com and http://www.twitter.com/nicalis
About Sophie Houlden
Sophie Houlden is a prolific artist and designer based in Cambridge, England with a unique angle on experimental gameplay. Some of Houlden’s previous games include Boxgame, a puzzle platformer and The Linear RPG, a minimalist story-telling experience—the latter game made in less than 48 hours.
Follow Sophie on Twitter @S0phieH or read her candid development blog at www.sophiehoulden.com