This game was inspired by a feature found in Alien Soldier where playing on the "Supereasy" difficulty allows you to adjust the game speed while paused. It got me thinking about game speed and its correlation with player skill. In that vein, Temporal Banana is a (very) basic SHMUP with a twist - the game's speed changes based on how well you play. Defeat lots of needle bombs to increase the speed. Conversely, taking damage makes the game slower. However, one thing remains constant - the timer ticks away at the same speed regardless of how fast everything else moves. As you play, your banana continues to ripen until it is overripe (that is, you run out of time). If you take damage while overripe, you lose the game! If, however, you defeat the giant Space Durian, you will be victorious.
If you want more challenge, press T at the title screen to play "Time Flux Mode", which is inspired by Leon Arnott's "Aorta of Time".
There's not a whole lot to this game. In a way, I kind of wish I gave the Space Durian more than one attack. It definitely lacks variety. At the same time I worry that adding lots of different attacks would make the game speed deviate too much since the speed would be dictated not quite so much by the player's skill, or perhaps some attacks would be easier or harder than others, causing the speed to deviate quite a bit depending on which attacks the player were most affected by... More than anything this game is just an experiment concerning game speed and I don't think it needs to be anything more...
A game that uses the player's eyeballs as a peripheral.
a really bad game that's really good for being bad.
press space as the spacebar symbol is on the gray rectangle!
A lot of the time, the game is broken. but at least it counts as a game!
1 Player Pong, bounce the ball off the wall, and bounce it back with the bat!
Ball gets progressively faster, so try to keep up, or hold Space to slow it down.
However, you're on a time limit, so only slow it down when you need to!
A faster ball means a higher score, but more risk!
Just my minor contribution, hope you enjoy it for what it is.
Good luck to everyone else!
(Oh, and check me out on Twitter, @ValeourM!)
You own a house monopoly and you want a castle, but you're going to have to get a lot of money for it.
Build houses and sell them while fighting against taxes and ultimately acquire your dream house!
As far as I know, Construct can't import anigifs yet. I thought it might be helpful to post this, since I had to poke around a bit to get a quick pipeline going. Hopefully it'll encourage more folks to try Construct -- it's a great tool, but for its lack of handy stock graphics.
Incidentally, recent versions of Photoshop have all but removed support for handling anigifs, delegating that task instead to another Creative Suite product, Fireworks (a mostly-redundant holdover from Adobe's acquisition of Macromedia.) Screw that! Photoshop can still do the stuff it used to -- the functionality's just been deliberately obscured. Cheggit:
(Using Photoshop CS3 in Windows; earlier/later revisions might be different.)
Hit File > Import > Video Frames to Layers...
What's this? Doesn't look like it recognizes .gif as a valid video file type. There's not even an option to list all files in the "Files of type" drop-down!
Let's just try putting *.* in the filename box and forcing our selection anyway.
Whoa! It works! Be sure "Make Frame Animation" is checked.
You may want to process the image at this point: remove a background, or apply your favourite zany filters. Just be sure that the changes are propagated to the frames correctly. (You should have the Animation panel open; hit Window > Animation if you don't.)
Done? Excellent. Go to Export > Render Video...
What we want is Image Sequence: PNG. Critically, if you have transparency in your image, make sure you have an alpha channel enabled at the bottom of the dialog. Straight - Unmatted is fine.
And you're set! Now to put this baby to use. Create a new Sprite in Construct. Close the Picture Editor it opens up -- we don't need it.
Select your new Sprite, then go to the Animator tab. Click on the pre-existing angle in the default animation. (This is a bit fiddly.)
Right-click in the lower half of the panel and pick Import Frames.
Navigate to your image sequence and hit Ctrl-A to select 'em all.
That oughta do it. The next dialog is mostly skippable -- you can pick a mask colour and rotate or flip the image. If you were importing a sprite sheet, this is also where you'd define how it should be chopped up.
We're just about done. Right-click on the first (empty) frame of your animation and remove it. Now, your image'll probably be squished or streched a bit to fit the 128x128 default size of the Sprite. We can fix that.
Choose "Make 1:1" in the Properties section of the Properties panel for your Sprite.
That's it! We could probably speed up the conversion process by creating a Photoshop Droplet, a macro of actions that's saved as a shortcut file you can drag-and-drop images onto. I haven't tried it for this yet, but it would essentially turn conversion into a one-click procedure -- much nicer. Also, please suggest easy alternatives that don't require proprietary software if you got 'em!
Anyway, the real reason I made this topic was so I could have a random place to dump awesome .gifs I come across. Yeaaaahhh!
Olympic Ski Jump Extreme is an exciting simulation of actual ski jumping.
You are an epic adventurer embarking on an epic quest to have epic facial expressions! Participate in epic dual-action eyebrow controlling action and use the epic power of your facial expressions to conquer epic quests! But don't get an epic curse from one of the monsters!
Controls : WASD Controls your left eyebrow, IJKL controls your right eyebrow.
All credit for this idea goes to Michael Tucker. Blame him.