
Metro level Screenshot
Here is the final version of the Metro level, one of the many scenarios where the action will occur.
Some of you have asked what the game is about, since we only have posted images of enemies and scenarios. You’ll have to wait until next week, please be patient
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Tags: concept

Scenario concept: Metro
New concept art for another scenario of the game: The Metro. We’re finishing this one right now, so we’ll show you the final version soon
Tags: concept

Scenario concept: Junkyard
More concept art! This time for a possible scenario of the game, the junkyard.
Tags: concept

Project #6 Enemy concept art
As promised, here it is, some concept art for our upcoming project, codenamed “Project #6″ until we find a better name
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These are concept arts for enemies on the game. Not all of them will be present on the final version, but some should be.
We’ll try to keep uploading bits of content once a day.
Hope you like them!
Tags: concept
As you can see, we’ve updated the website with a new template, designed to give faster access to the most important sections in the website, and to give a nicer first look. We hope you like it.
And now the big news! Thanks mainly to the incredible success of Avatar Ninja!, which is near to reaching the 70,000 sales mark, we’ve been able to leave our full time jobs and start to dedicate 100% to Milkstone Studios, developing quality games on Xbox Live Indie Games! We’ve even rented a nice little office to work in, we’ll post some photos so you can see what we use to do the magic!
The results of that extra time dedicated to the games should result in many benefits for you, such as:
- Faster development of games – We’re aiming to release a game every4-5 weeks.
- Bigger and prettier games
- More feedback during development – We’ll post work in progress concept art, screenshots and videos to let you know what we’re working on!
- More community feedback – We’ll be more active in our Facebook and Twitter accounts, and do promotions and contests more often. We’ll also update this website more often.
- Better underlying technology in our games – We’ve been improving the core engine during the last month, which should help us make games even faster and better performing!
- (Probably) Ports of our best games to other platforms, or at least a free demo.
- More Peer Reviews for XNA developers – Now that we have more time available, we’ll try to perform at least 2 weekly Peer reviews on the XNA site. If you’re interested in having your game playtested or reviewed, just tell us!
We are really excited with this new stage in the Milkstone Studios history, but we’re also a bit scared. Be assured we’ll do our best to release lots of high quality games during the next years! As usual, we’re open to suggestions, so please tell us if there’s something you want to discuss.
We’ve already started development of our next game (Not an Avatar-themed game this time!), we’ll post some pictures or videos as soon as we have something worth looking at.
Thanks for your encouragement during the last two years, we’ve been able to make our dreams reality
The Milkstone Studios Team.
Tags: Milkstone, status
This update includes the following changes:
- UI: Added a delay on some screens (Score boards, Versus game configuration, Mode instructions) to ensure they are read before any player accidentaly presses A.
- UI: Added a Purchase button on the game pause menu.
- UI: Changed the way the user selects a custom pot. Instead of using the two axis of the Left stick, all the variations can be selected with left-right.
- BUGFIX: The Earthquake power up pushes in all directions instead of only to the upper right corner
- BUGFIX: Fixed a grammar error in the Trial mode message
- GRAPHICS: Made power ups a bit brighter to ensure the icon can be seen on dark backgrounds
- GRAPHICS: Made darker backgrounds a bit brighter, also reduced a bit the tint effect.
- GRAPHICS: Added 10+ customization variations.
- GRAPHICS: On Bomb mode, a marker is shown to make it easier to check who has the bomb.
- GAMEPLAY: Reduced a bit Arcade mode difficulty, AI pots agressiveness increases 50% slower, and they don’t do power dashes on the instant the player gets back to the arena after dying.
- GAMEPLAY: Changed spawn positions of players and power ups, so players are on the corners and power ups on the sides. This way, each player start position will coincide with the corner shown on his gamepad.
- GAMEPLAY: On Catcher mode, reduced the penalization for falling (You lose now 1 point instead of halven the score)
- NEW VERSUS MODE: Rambo
- NEW VERSUS MODE: Loot
Tags: Avatar Bump!, update
Now the game has just hit the virtual shelves, we have some things planned for a future update, along with some bugfixes that were reported.
- UI: Add a delay on some screens (Score boards, Versus game configuration, Mode instructions) to ensure they are read before any player accidentaly presses A.
- UI: Show the instructions on the pause screen too.
- BUGFIX: The Earthquake Power up only pushes players to the top right, it should be totally random
- GRAPHICS: Make power ups a bit brighter to ensure the icon can be seen on dark backgrounds
- GAMEPLAY: Change spawn positions of players and power ups, so players are on the corners and power ups on the sides. This way, each player start position will coincide with the corner shown on his gamepad.
- GAMEPLAY: On Catcher mode, lessen the penalization for falling (now you lose 50% of your points)
- NEW VERSUS MODE: Yet to be disclosed…
- NEW VERSUS MODE: Yet to be disclosed…
- GRAPHICS: Some extra customization variations.
- NEW POT MODEL: Yet to be disclosed…
That’s the current list of changes we have in the works. If you have any suggestion or bug you want to report, just let us know by posting a comment here!
Tags: Avatar Bump!, update
Our latest game Avatar Bump is finally available for everyone on the Xbox LIVE Marketplace!
Check it out, either alone or with some friends and tell us what you think about it!
We are really interested in your opinions to improve the game, so any suggestion will be more than welcome!
An update for Avatar Ninja is now available for the game. It features the following changes:
- FIXED: Max Level reached wasn’t being shown on the High scores section.
- FIXED: Gamepad vibration option on settings wasn’t working properly.
- FIXED: There were some issues with the colored aura that shows when the player crashes while a powerup was active.
- FIXED: In some rare cases, players could use voice chat while P2P exchange was being performed.
- FIXED: The P2P High score warning was mentioning “MotorHEAT” instead of “Avatar Ninja!”
- IMPROVED: Improved a bit in-game performance
- IMPROVED: Improved a bit P2P score sharing performance
- IMPROVED: Increased max P2P score entries from 5,000 to 10,000.
- IMPROVED: More detailed trees in the background.
Tags: update
Avatar Ninja is placed 5 on the top Indie game sales last week!
Thanks to everyone who supported us! Expect a patch soon which will address some bugs.
Tags: Avatar Ninja!, top10