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What if you were given a backdoor pass to a site filled with the hottest mobile games currently climbing the charts? What if just by playing the games well enough, you were able to earn money to buy even more games? Would you jump at the chance or just let it pass? Not A Clone is a frantic exercise in quick-thinking and even quicker responding. Featuring over two dozen original and parody mini-games, you must play through them one after another, chaining your successes into the highest score possible for possible fame and prizes. Beat your friends to the top of the leaderboards! Earn Zeni to purchase more games! You have five seconds to get through each mini-game that is thrown at you by following the instructions that appear on the screen. The further you go, the harder it gets. How long will you last before your device runs out of power? Will you earn enough to unlock your next challenge? Will you know which games are being parodies and which games are not a clone?

Post news Report RSS Not a Clone update: Improving graphics in Not Angry Things

Yup, we finally have something new to show off since the brainstorming sketches nearly three weeks ago. The graphics in the clones formerly known as Not Angry Things and Not Angry Disks has been changed to Angry Monkeys and Angry Thieves respectively. Why?

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[Cross-posted from Omiya Games]

What’s this!? A new update on Not a Clone!? Yup, we finally have something new to show off since the brainstorming sketches nearly three weeks ago.

First, the graphics in the clones formerly known as Not Angry Things and Not Angry Disks has been changed to Angry Monkeys and Angry Thieves respectively. Why? Well, you might recall the old minigames looked something like this:

prototypeLichtenstein08Game07


Now they look like this:

angryMonkeysangryThieves


And the renaming seemed appropriate. Thanks again to Astra Wijaya for the graphical improvements.


On a different note, I believe I haven’t introduced the rest of the team members working on this project. We’re a four-men team, consisting of:

  1. Myself, Taro Omiya, as the game designer and programmer (and the creator of the original game)
  2. Astra Wijaya, naturally, as the artist
  3. Chase Bethea as the sound designer
  4. and lastly, Dylan Bramblett as programmer.

I’m going to do my best to give some highlights to other features implemented in the game so that other team members can get their spotlight, too. First, Dylan put together a translation interface that reads in a spreadsheet like the one below:

TranslationSpreadsheet

And turns it into texts that changes based on the player’s language settings. Since we’re early in development, there haven’t been any translations outside of Pig Latin. Still, when we do finalize every texts in the game, we should be able to translate the game to other languages very quickly.

Here’s to hoping the next update will come quickly (without E3 bothering us).

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Not a Clone
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