Momonga Monday: The 33 Cutest Momonga Pictures Evah!

Momongas – Japanese Dwarf Flying Squirrels – are simply the cutest animals alive. They have big eyes, and they are so fluffy I’m gonna die. These little innocent flying squirrels live in the mountain forests of Japan. They have cousins all over the world – sugar gliders, their possum friends, are quite common as pets. But there is only one true Momonga, and that one lives in Japan.

We have rounded up 33 of the cutest pictures we could find. Enjoy! :)

1. Momonga pretending to be a French Flying Squirrel

http://24.media.tumblr.com/tumblr_lvno6vbCtl1qzbxjgo1_500.jpg

2. A nice furry tail keeps this fella warm

http://cbskjkk.files.wordpress.com/2012/04/momonga-dwarf-flying-squirrels-16.jpg?w=600

3. Nuts! I smell nuts!

http://www16.ocn.ne.jp/~bunbukut/momonga-223_2381.JPG

4. This twig doesn’t think I’m overweight.

http://tinadot.files.wordpress.com/2010/04/momonga2.jpg

5. Whatcha looking at?

http://7dscience.wikispaces.com/file/view/gal-flying-squirrel.jpg/214869678/gal-flying-squirrel.jpg

6. Iiit’s… n..not f..freezing at all… look I’m s..s..miling!

http://30.media.tumblr.com/tumblr_lqg3777Hg81qi3ps8o3_500.jpg

7. Momonga playing peek-a-boo

http://cbskluv.files.wordpress.com/2012/04/momonga-dwarf-flying-squirrels-4.jpg?w=600

8. Beautiful shot of Pteromys Momonga

http://www.antalik.com/wp-content/uploads/2011/12/MOMONGA-1.jpg

9. Goodmoooooooorning!

10. Sittin’ on a stick, eating nuts.

http://i.ytimg.com/vi/LSVO2EoWYQk/0.jpg

11. This one looks cute, but look closer – he is preparing a ninja attack.

http://28.media.tumblr.com/tumblr_lsq0uzjIGj1r07vjco1_1280.jpg

12. Shy little momonga

13. Practicing his roll-up-like-a-pinball-move

14. Do you think my butt looks big?

15. Beautiful shot of what must be a wise old momonga

16. Holy cow, batman! Was it a plane? A rocket? A flying squirrel?

17. Friendship keeps you warm in the night

18. I am the terror that flaps in the night. I am Darkwing Squirrel.

19. One likes the other more than the other likes him back.

http://grahamten.files.wordpress.com/2009/08/momonga6.jpg?w=300

20. Omnomnomnomnom twigs are the best breakfast evah.

http://forestnaturevision.com/zenphoto/cache/still/--/momonga_595_fnv.jpg

21. I bet you can squeeze your head through this hole.

http://eco.pref.yamaguchi.jp/rdb/img/01img/010006_01l.jpg

22. You can tell that one of those two cracked a dirty joke.

http://livedoor.blogimg.jp/tarouimo/imgs/6/e/6e77126f.jpg

23. My… nose… is… frozen stuck… in the snow…

http://www.tougewo-koete.jp/animal/momonga/2miki1.JPG

24. Yummy tail.

http://4.bp.blogspot.com/_QzGFMKkDCh8/S7MnAm1c70I/AAAAAAAAAgY/UcvhTeL887s/s1600/maruyama2.jpg

25. Here. Have a cigar.

http://pds.exblog.jp/pds/1/200609/07/81/c0072481_22365195.jpg

26. Fits like a glove.

27. Morning yoga!

http://www.tokachi.co.jp/photograph/201203/THM20120301-0011915-0012673.jpg

28. Goodies :)

http://pds.exblog.jp/pds/1/201203/03/71/b0171771_359450.jpg

29. Get a room you two!

ニホンモモンガの画像

30. Howdy partner! Wanna join for dinner?

31. Power to the squirrels!

http://www.paladinstudios.com/wp-content/uploads/2012/03/Momonga2.jpg

32. My eye is too big.

33. Guys, I think we’re being snuck upon…

http://www.paladinstudios.com/wp-content/uploads/2012/03/Momonga1.jpg

Bonus: And here is Momo, our version of this overly cute fluffball :)

This concludes our ultimate list of momonga cuteness. Hope you enjoyed it, and share the love! :)

- Derk & Peter

No animals were harmed during the making of this blogpost.

Sources:

http://www.buzzfeed.com/theangryluddite/meet-the-momonga-25-photos-of-flying-dwarf-squir-5dn9

http://www.tumblr.com/tagged/pteromys-momonga

http://ceron.jp/

Momonga Monday: The New Retina Interface

In our recent Interface Design Tutorial, I mentioned that the interface was getting a complete makeover. With the retina interface for the new iPad, we had to do the whole thing over again (always use vectors!) and while we were at it, the interaction designs were not so good to start with. So we went back to the drawing board and redesigned the whole thing. The visuals are now done, and while the coders are working hard to implement it, let’s have a first look at how it will turn out!

The Game HUD

The game HUD shows the player the info about the game session. In our case, that’s the number of lives left, the numer of stars picked up, and the time left for a bonus. There’s also an update bar for challenges, so you are notified when you complete an objective. Last but not least, there is a pause button that allows you to restart the session or go back to the main menu.

Here is the old design:

Not too bad, but it could be a bit better. For example, the color orange is used for buttons, but in this case it is also used for panels that cannot be clicked. We also mixed circular items and rounded corner items – not very consistent. Here is the new design:

Level Selection Screen

The level selection interface was crowded. There was too much information, and we had 14 buttons on one screen (the screenshot below doesn’t show all levels). For an iPhone interface, my rule of thumb is to have 3 buttons on the screen at most (of course with an exception here and there). With that rule, the old Level Selection screen had almost 5 times too many buttons! I was a bad interaction designer. And it didn’t work out. So I try again.

The old design:

This shows your score, challenges with description, high scores, and it allows you to select a level. All levels are laid out on the screen and there is a “back” button (called “menu”) and a “play” button.

The first thing we wanted to do was to split all this up. We now have three different screens:

  1. Chapter Selection – instead of 9 levels, we have 3 chapters, each with 3 levels. Here you only see the high-level layout of the storyline, with more room for the backdrop drawing of the world.
  2. Level Selection – here we get deeper into level selection. You need to see your score and any open challenges for the level you are about to play.
  3. High Score screen – no need to show all that information when you just want to play a level. This should be a separate screen.

This is what the Chapter Selection looks like:

When you select a chapter, you go to the Level Selection screen:

The superhero names are placeholders, we use them as identifiers (see this post for more info).

The bottom panel with “Life Saver” is a Challenge. It’s a bit like a quest, and can be anything from “Finish the level in 30 seconds” to “Find the hidden gem” or “Kill 600 boars and report to the chef cook”. You unlock these challenges by finishing the level, and they give you a permanent score boost if you complete them.

Victory Sequence

When you finish a level, it’s rewards time. You need to know how you did. The old interface looked like this:

That was not so bad, but again it was way too crowded. There are too many buttons, too much information. But the worst part is that people instantly pressed the “Next” button, after which the next level would start. Very efficient for speedruns, but it missed a sense of progress.

Players also failed to understand how their score was built up, and every single player we tested it on missed the point of “Challenges”. And because Challenges are essential for replayability, we needed to pimp this victory screen. But how do you feed the player all this information?

The answer is to give little bits of candy, one bite at a time.

First up is the challenge: If you complete it, that’s a big thing! You did great, and you are awesome. You get medals. A score boost. Maybe even a badge! There’s progress, there’s victory. It’s important, so it comes up first.

If you didn’t complete the challenge – no worries, we simply skip this screen.

Then we start the regular score sequence, which has three parts:

  • A counter for a specific “building block” of your score, for example how many stars you collected
  • Your total score (this counts up as we continue)
  • Your stars (also counting up as your total score increases)

The whole thing will be animated, Momo will be on the screen, and it should have a general sense of pleasantness about it. It looks like this:

First we start with the base score giver: the stars. We then continue with the time bonus:

Then there is a bonus for any lives you have left:

And last, but not least, there is a bonus for all the challenges you have completed for that level:

All this adds up to your total score, and you get a maximum of 3 stars for the level. The interface will be animated and players can skip by touching the panels. There is a convenient “Restart” button to try again, and you can check out your high scores while you’re at it.

We removed the “Next” button that skips directly to the next level. We want players to take a step back and see where they are in the scheme of things. So the new “OK” button takes you to the Chapter Selection screen, showing your progress. It will slow you down a bit, and it’s a couple more taps on the screen, but I believe it will be a better experience nonetheless.

In-Game Dialogue

There will be a story in the game, and the characters will be talking to each other. This dialogue needs an interface. Here is the design for that:

Sweet and simple – no fluff, nothing special. We have a cutscene, a character icon, and some text. The only thing I want to note here is that we give the text room to breathe, and we will only show one line of text at a time. This forces us to keep the whole story supercompact and easily digestible.

That wraps it up for this Monday! What do you think? Is it an improvement? Any suggestions to make it better? Let us know in the comments!

Cheers,
Derk

Unveiling The Palatron!

Howdy folks! Today is the big day that the Palatron will be unveiled. This afternoon, dozens of fine folks from several creative industries in The Hague will join us for some coffee and a beer. All that to witness the official opening of The Hague’s very own Winnitron 1000!

For all you people living under a rock, the Winnitron is an arcade cabinet with new-skool indie games. It is stuffed with brilliant contemporary gaming gems from all over the world.

The past days have been hectic and we barely met the deadline. But we made it, and these pictures tell it all!

Look, here it is all painted and shiny:

Hmm, still missing a control panel though. I’ve seen it around here somewhere… Ah! Niels is playing with it:

Niels, stop that! You’re supposed to be applying T-molding.

That’s better. Keep up the good work!

Wow! Great stuff guys! Still no controls though. Where’s Tijmen? He’s great with that sort of thing. TIJMEN!!!

Great, guys. Get wiring.

Looking good! Meanwhile in the arcade cabinet…

Niels is making nice progress with the hardware, and small wonder…

He brought his father for backup :-). At this point Tijmen and Guido decided to have some sort of tea party:

After that it was assemblytime!

First a nice glass plate to protect the monitor:

And, of course, the controls!

Niels’ mom also tagged along for that finishing touch :-)

Let’s fire it up!

Aaaaaaaaaaaaaaaaaaaand…

IT’S WORKING! IT’S WORKING!!!

And there you have it. Our Palatron.

You’ll notice we left in the coin drop-system. We thought it would be nice to maintain a retro-look and figured the coin-drop would help achieve that (don’t worry it’s not operative, you won’t have to pay squat to play the Palatron). We also left this sticker on the back for the same reason:

So everyone can see that it used to be a Mortal Kombat cabinet.

So, the Palatron is finished. Well, it almost is. We still plan to add some graphics to make it even prettier. But we’re officially unveiling it this afternoon. Want to come play it? I, personally, accept all challenges to a game of Super Crate Box. And Fabian claims he can defeat anyone in a game of Nidhogg.

Come and have a beer with us and play the Palatron. You can register for the unveiling event here. Or you can just swing by at your leisure :-)

Now, if you’ll excuse me, Fabian has challenged me to a game of Nidhogg.

Cheers!

Peter

Momonga Monday: Screenshots

Right now, all of Holland is celebrating our Queen’s birthday. It’s a national holiday, every year on april 30th. The weather today is beautiful and the whole team is enjoying a day off.

But we won’t leave you hanging on Momonga Monday, so here are some fresh work-in-progress screenshots of the game:


Above: Momo crosses the river


Above: First encounter of an owl bandit. Oh noes!


Above: Fry is helping you with bashing these two owls


Above: Bam! Way to go :)


Above: General Kuton lets out a war cry


Above: Attacking Kuton

Next week we’ll be back with more goodies. And now we’re off to honor our Queen! ;-)

- Peter & Derk

The 8-Step Guide To Interface Design for iPhone Games

I have found that interface design is one of the toughest parts of creating a game. With so many different screens, and so little screen space, every pixel needs to be thought through.

We have recently redesigned the entire interface for our upcoming game, because we realized the user experience simply did not work as we intended. There was too much information on screen at one time, and without a clear focus, people did not understand what they were looking at. People looked at the screen for about 1 second, then clicked on the “Next” button and started the next level. In other words: The interface simply did not do its job.

The old version of the iphone interface of momonga pinball

Above: The crowded victory screen that is currently getting a full make-over.

For all you game interface designers out there, here is an 8-step guide to interface design – specifically tailored to iPhone, iPad, and Android games.

Ready? Let’s go! :)