So, I finally got around to finishing up and packaging up the game that I'd intended to submit to the Poppenkast 3-hour game-development competition. I think it's actually pretty much the best game I've ever made, from a mechanical perspective.
It's called fragment, and you should totally check it out.
Do you love Mike Tyson's Punch-Out!?
Do you have a Wii that can run homebrew?
Do you have a pair of Gamecube bongos?
THEN PREPARE TO EXPERIENCE THE GLORY OF MIKE TYSON'S JUNGLE BEAT -- THE ONLY NES EMULATOR WITH BONGO SUPPORT!
Each bongo has a top and a bottom button. These naturally correspond to high and low punch.
To dodge, clap.
To use your star punch (or to "Press Start"), hit both top buttons.
To block, hold the start button on the bongos.
Unfortunately SD card support does not work in the latest development copy of FCE Ultra that I used as a baseline, so you will have to run the included injector program with your legitimately acquired Mike Tyson's Punch-Out! ROM. Fortunately, this means that running the game from your Wii takes you DIRECTLY INTO THE ACTION!
Download mtjb.zip to get started!
mtjb.diff is the patch from the SVN trunk as of today (June 27, 2008). The hack is pretty straightforward, so it's not very large.
InjectorSrc.zip is the source code for the injector program, in case someone wanted to compile a Mac version or something.
iMovie is SLOW AS BEJESUS and my built-in MacBook webcam can't take pictures of my TV for shit :(
Hopefully you'll get the jist, or else take higher quality video footage of your own.
Mike Tyson's Jungle Beat is more or less complete! I still have to poke at it a bit to make a version that's legal to download, but it TOTALLY WORKS.
I will offer a download link at the same time as its official unveiling via YouTube. Filming is currently in progress.
Last night I decided that my SECRET PROJECT is being shelved indefinitely in favour of small, fun projects that don't resemble my job so much and can be finished in a reasonable amount of time without ruining my life.
To help with the crushing disappointment surely felt by all of you, I will announce the working codename of the (non-KotMK) project I am working on next:
MIKE TYSON'S JUNGLE BEAT
Oh, yes. I see the gears turning in your mind.
So I just spent the last week on a houseboat on Shuswap Lake without internet! This is why I was gone.
To apologize for my absence, I give you the name of my next KotMK game:
My non-KotMK wrecking time lately has been going into a SECRET PROJECT.
The vision? A game-making tool, built to allow realtime collaboration between designers (think Sauerbraten but 2D and with K&P-like rule-editing), and useful collaboration between designers and programmers (the idea being that programmers can tweak the editor and scripting language to accommodate the kind of game you're making).
As you can imagine, this, uh, isn't a small project. But I won't be happy until it exists, so I'm working on it. There's nothing up on the screen yet, unfortunately, so I don't even have a cool screenshot to show off. I've been concentrating on the data and scripting models, instead. You can comment if you're interested in helping out, though.
Anyway, remember: SECRET.
Don't tell anyone.
CGA Quest is my entry into the 11th Ludum Dare 48-hour programming competiton. The theme was "minimalist", so I went with a hideous 4-colour aesthetic and glorious 1-channel PC speaker sound. Overall, I'm quite pleased with how it turned out. I also used this incredible 48-hour time expanse (a dude can make 23 games in 48 hours, man!) as an excuse to give Game Maker a try, which was pretty positive overall. Game Maker and I, we'll be spending more time together in the future.
Anyway, I'm very interested in your feedback. Was it actually interesting figuring out what you had to do? Did the strict timing requirements drive you to quit in frustration? Isn't that ending a total letdown?