★ TouchArcade needs your help. Click here to support us on Patreon.

It started with a GAME JAM. [Negative Nimbus]

11-08-2012, 09:08 AM
It started with a GAME JAM. [Negative Nimbus]

Check out our dev blog for an awesome inside look at how our first game jam spawned the idea for our premiere iOS game, NegativeNimbus.

Dev Blog

11-09-2012, 02:04 AM
Really nice art. You should change your icon, way too negative.


11-10-2012, 08:56 AM
Joined: Nov 2008
Location: Porto, Portugal
Posts: 118
That's some amazing art!
Getting this game as soon as my iPad mini arrives.

Could you share (here on the forum or via your DevBlog) some technical information on how you built the game (engine, framework, etc)?
11-12-2012, 09:52 AM
Hey Henr1kk, glad you are digging the art style of Negative Nimbus!
We will be posting a little bit about our programming process on the dev blog so be sure to keep an eye out, in the mean time we can tell you some basic info on the tech side of the game. All the animation and programming was handled in Adobe Flash. We then exported sprite sheets for all the artwork and used AIR to port to iOS. Thanks for playing!
11-13-2012, 03:11 AM
Awesome art style! Also checked the trailer and I have to say it's very well animated

I agree with Ovogame, icon is too negative even for a game called 'Negative Nimbus'.

Currently working on Whack-A-Dungeon (IndieDB / twitter)
11-13-2012, 03:32 AM
Originally Posted by jlauener View Post
I agree with Ovogame, icon is too negative even for a game called 'Negative Nimbus'.
Yeah, I'm surprised CloudKid didn't commented on this. May he though I was just being mean

CloudKid, your icon is your most important friend. You need to make it so it looks like the game is better than it is really. Here it is the opposite (at least graphically) it is letting you down.

Just trying to help.

11-13-2012, 05:25 AM
Yeah, wow, amazing artwork! I'm off to download that game right now Out of curiosity, did the entire production of the game take the whole time from August 2011 to now? Also, how many people did you have in your dev team?

Piñata Games | Creators of Magnetix, Revolve and Tamak | T:@wearepinata
11-13-2012, 02:49 PM
I really like the visual style you have going here, though I agree with the mentions above, compared to everything else, the cloud looks overly sad, but beyond that, I love the look.

Software Engineer - City State Entertainment
Check out our games: March on Oz!
11-15-2012, 12:17 PM

Thanks for all the feedback! Our goal with the icon we used was to feature Nimbus in a simple design. We hoped that his sad face would be more funny than Negative, but maybe we were not completely successful so it's something we will definitely consider changing.

Wearepinata - Yup, Negative Nimbus has been in development since our very first game jam but it has always been our personal little "project on the side". Something we have worked on a few weeks here and a few weeks there between other projects and games as well.

We have any where between 8-10 CloudKids between artists and programmers depending on what projects we are working on at the time.
Nimbus is our first iOS game and we've learned so much from it and continue to do so!

11-20-2012, 04:18 PM
Game Design and Comic Design

Check out our latest Dev blog post to get a little more insight on the game design process of Negative Nimbus!
negativenimbus- game design process

Also be sure to check out artist Nathalie Magri's blog for a sweet inside look at the different stages of the Negative Nimbus comics in developement.

-CloudKid Crew