Dragonballas is a pretty good game
Based on this image, you must prevent Drake and Josh from making the ultimate sacrifice.
as the first milestone of my gruelling foray into programming with no end in sight for the frustration and milestones, i've recreated one of my most legendary masterpieces, smoorf game 1. please check it out and tell me if there's anything really wonky with it, or it works at all.
Little game with a Ball trying to chain colors, in a rotating circle.
Made in 6 hours with Tululoo Game Maker!
Imported from Developer Diaries. Visit the link to download the game and see all old comments.
Felt like making this, dunno why. About a hundred instances of El Loco Dumas (Yellow Runner) jog across your screen while pulsing up and down to upbeat music and a seizure-inducing background. Requires hardware-accelerated DirectX 8 and a screen resolution over 1280x800. If too many people
are on cobweb-collecting antiques can't run the demo, guess I'll upload a less extravagant software-rendered version. Made using MMF2.
P.S. Hold Spacebar for more Dumas (over 500!).
Edit: Holy crap, the image is so wide that it breaks the layout. Oops.
Blergh, not complete but not sure when I'll get the time to fix all the issues I have with it.
So this is an adventure game designed entirely by my 4.5 year old son Eric.
He was playing a lot of Putt-Putt Saves The Zoo at the time. He started joking about Putt-Putt having to save other rhyming things (we do a lot of dumb punning), and we started talking about what Putt-Putt Saves The Stew would be like, and pretty soon we had agreed to set aside a big chunk of a Saturday actually making it.
I tried as much as possible to let him design everything without my input; my job was just to find out what his vision was and turn it into reality. We started by writing a little design document (spoilers!), where we hashed out what the central conflict was, and who the characters are, and what the puzzles would be.
Next we worked out the details of the geography of the game by drawing a map (spoilers!); I started drawing a few squares and linking them together, but pretty soon he got the idea and insisted on taking over.
Then we split up while he drew a bunch of art, and I started getting familiar with Adventure Game Studio.
Once I had a skeleton of the game in place, including scanning and putting in all of his artwork, we started to write and record dialogue. Basically, for all of the situations I could think of, I just asked him what he thought should happen, and I coded it up as we went.
Hints / Tidbits / Easter Eggs:
You can steal baby vegetables back from their parents by using the key on them. I thought this was a bug, Eric thought it was hilarious and made me keep it in.
There is only one ending, at his insistence. It is morbid.
Nobody has kidnapped the baby vegetables. There is no antagonist. They were just out walking and accidentally wandered into the cages and the doors locked behind them. Eric wanted to make it so that if you saved them, they would wander away, find their way back to the cages and get trapped again, but that was never implemented.
The thing that you start with in the inventory is your trusty dog Pep, who shows up in every Putt-Putt game and is mostly useless. Here he continues the tradition. There's only one thing you can do with him, on the first screen.
We recorded music, but it's not integrated into the game. Maybe I'll upload some, or we'll release a 1.1 with a title screen or something. Dunno. I get the feeling Eric's kind of tired of working on the game, and I don't want to push him if he's not enjoying the process.
EDIT: Mac port added.
|Putt-Putt Saves The Stew (MacOS X).zip||32.27 MB|
Use your arrow keys to move!
You are a pirate sailing on the seven seas.
Collect the jewels.
Drink the rum.
Be a pirate!
Press shift when you're done collecting.
This is the first game I have ever made - and it's pretty bad, but oh well!