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clyde's picture

Tunnel Game February 2017

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This is the second tunnel game I've made in a series.
Music is by Eric Matyas http://soundimage.org/
I used Oculus Medium to sculpt an object to walk around.
I used Meshlab to reduce the polygons and add a textureless UVmap. Here is a tutorial on how to mostly do that:
https://youtu.be/lDiTvu0LKtc
Then I started experimenting with Unity 5's lighting-system. This tutorial was very useful (particularly the part about using a gradient):
https://www.youtube.com/watch?v=eGu9_8HS2uI
I used some image-effects which is a lot more obvious on higher-end machines. I haven't rewatched it, but I think this is the video that showed me how to use those:
https://unity3d.com/learn/tutorials/topics/graphics/image-effects-overview

I'm happy with it. Some of the scenes are much less optimized than others because I was learning as I went along. The various scenes can be summoned by top number keys 0-6. scene 5 and scene 6 are the least performative largely because I was just throwing stuff in and taking it out later. One of the reasons I enjoyed this project and that I am happy it is over is that I feel that I could now do a lot of this stuff with better optimization if I start from scratch (based on things I learned along the way).

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FirecatFG's picture

MANYGAMES IN ONE - Megapack 1

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10 more games for your Manygames game reader. Download and play it standalone, or merge it with the other Manygames packages.
This megapack includes the following games:
AAAAAAAAAAAAAA (A skiing experience)
Bubble Time
Crash The Game! The Game
Dodgeball Of Additional Death
Here Comes The Cheese!
Little Pine Tree
Maze Of Danger
MONSTER RAMPAGE parts 1 and 2
Pac-Man Without a Cause (A port of sergiocorgana's game)

Made For: 
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slmjkdbtl's picture

wHERE'StIGA

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Game File (Linux): 
Game File (Mac): 
Game File: 

yo

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Pizza Time's picture

Story Of the Cave Story Story

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Game File: 

A really fiddly game that is like Thrust but plays more like Lander if it was 2D and I had played Lander before I started making this.

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Made For: 
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kirkjerk's picture

thoughts on development

I'm thinking about what platform I want to code on.

I think Processing has been pretty good to me, and I might stick with it... it lets me use my Java mojo, I've figured out how to do sounds, it can embed in a webpage and make standalone downloads, it has some 3D primitive stuff going on, it's kind of artsy.

The downside is it has a big footprint, in terms of download size and processing power, and its 3D is pretty rudimentary, plus I have to code a lot myself, though I'm slowly making progress on some simple engines.

I prefer to be conservative in picking up toolkits (which is a bit of a handicap my professional life shares as well)

So, criteria would be:
* should be embeddable in a browser ... I think downloads are a big handicap for people tooling around with your game
* I'd like to find some kind of 2D and/or 3D physics engine

Any thoughts? I'm taking a 2 part Flash introduction class, just to try and get a feel if that's something I want to get into. I think of the games at http://www.ferryhalim.com/orisinal/ -- but then again, that clearly has a TON of love in the A/V department that my games likely will lack

I was considering pygame, especially since professinally I think cementing my python skills would be a good thing, but I don't think that's embeddable.

---

In general I think I keep meaning to get more into the online indy game community, tigsource and all that stuff. And I have a hope with my new move reducing my commute to like 25 minutes, I might find it easier to find the time. But even then it's tough to for me to focus when I'm feeling angsty about my chances of making something cool. Also, it's so easy to get jealous when someone grabs an idea I've been thinking about, like heat seeking missles and sproingy rope physics.

The 8th Child

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8

Author: 
sylvie
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snapman's picture

Potential Controversy

Two days ago I had an incredible idea for a hilarious, but easy to make game. I've spent some time collecting the basic sources for it, ranging from sounds to art, to ideas, to "implementation/translation". There's just one problem with this idea. It is likely to be highly controversial. It's a parody of a well known game series, but with a strong message, that is likely to upset a fairly large group of people. The presentation is pure Stephen Colbert, where I present ideas in an accurate, but self-contradictory manner.

The game would not be fun, for the most part. Much of the humor would come from this fact. But it would be interesting, and informative.

I sometimes wish Glorious Trainwrecks had private messaging. I'd like to ask SpindleyQ if he feels it's appropriate or not. If I find him on IRC, I'll ask him there. If he thinks it would be too much hassle for Glorious Trainwrecks, or not in the spirit of the site, I'll take the idea in another direction: either as a Shockwave Flash game submitted somewhere else, or as an animation on YouTube.

My first instinct was to make the game in Klik & Play, simply because I've been getting to grips with the system again, and I thought it would be a fun experiment. But the topic may be too serious for the light-hearted nature of our community.

Johny L.'s picture

New Mr. Cat game yet?

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Hey guys, it's been a (big) while since i was gone due to a mass of projects i had to do.
After i know the success of Mr. Cat 3, i planned yet another sequel of the series, and it's going to be more tense than you think.
The sequel will be named: Metal Gear Meow: The Mices of Fate...no it won't be another spin-off.
As i was going to say, it's based off Metal Gear Solid, and i might be going to add text to speech voices, just to feel like it.

For now, here's a screenshot above.

kirkjerk's picture

idea backlog

I'm reading Tracy Fullerton's "Game Design Workshop" book. One idea she puts forth is don't worry about playtesters stealing your ideas, your game will be just about as hard for someone else to make as it will be for you, and you obviously have a head start...

Those economics don't quite apply to quick and dirty KotMK-able games, but I'm still a little nervous about sharing because A. i guess i'm "paranoid" about some stealing, but would that be such a bad thing? B. I'm worried I might disappoint people who see this list and what I'm NOT working on

So here is the list from my iPhone "glorious trainwrecks" memo, with explanations, roughly in reverse chronological order

  • space war with rotational inertia - I heard Space War originally had rotational inertia, which is an element usually left out. I'd like to find out what it feels like
  • space war boxing - thinking of the old 2600 boxing, overhead view, along w/ playing Little Big Planet. What would it feel like to swing big fists?
  • like unfinished swan game demo, but 2d... use paint gun to see otherwise invisible area and monsters - most likely next Trainwreck - http://gadgets.boingboing.net/2008/10/30/the-unfinished-swan.html but in 3D. I'd almost like to try it KnP, but I'm not sure I know how it handles "invisible" objects. Also I'm total pants at KnP
  • katmatari damacy using sprites - I did this a bit with cosmicarkatamari for the Pirate Kart, I think I would want it with more colorful sprites (maybe Atari?) and having the mass of cuaght things rotate a bit...
  • like sperm game but you have to lure sperm into contact with something - Preggers was another Pirate Kart game... just my general love of simple smooth motion physics games
  • javascript game library - just thinking about what a generalized javascript game library would look like...
  • slingshot - I kind of this OLPC Physics Game Jam - which reminds me, I really should use the Java wrapper for Box2D stuff, one of the maintainers of that port was that the game jam, and it would probably be much more solid than my half-assed "engine"
  • pick up the phonebooth and die 2600 - if I ever get around to using Batari BASIC, this would be my first game that about 8 people would find conceptually amusing
  • atari basic simulator - Atari BASIC Programming is classically weird and wonky, but I admire the effort a few people have made to make playable games in it-- unfortunately i haven't been able to really see the games, because the emulator support is so-so for the keypads, and the keypads used such a weird ass way of entering commands. But an emulator that could let you type in the code might work...
  • cellular automata system CAoleslaw - SpindlyQ would love love love to see this.
  • life war, majority wins - maybe glider gunner? - a bit like Conway West, but more Life- centric. I was thinking the player could fight the ghost (or, heh, a 2 player network version... dreaming...) in painting life blobs. Normal life rules, but every live square has a team color, and for birth, the new cell gets the color if the majority of its 3 neighbors. It might turn out painting isn't a good enough game, so another variant would be firing off glider guns...
  • atari rips..... - I think this is shorthand for "smash bros w/ atari characters", grabbing the sprites from the game... though the motion and attack forms would be tricky.
  • heatseeker via repositioning? - heatseeker is this old C=64 game I might still do a Java processing or maybe even Batari Basic 2600 port of -- here I'm wondering if KnP could do it.
  • game where firing is done when you collide with object, like a cannon - if/when I do a KnP game, this is a mechanic I might like to try. Typical "run from the monsters" but with cannons that are constantly rotating (or maybe not) and the player running into them fires... just exploring the indirection
  • assemble little robots to do fighting for you -another study in indirection. I love the idea of having to craft an army... one idea I've had for a while, but w/o the right interface or gesture recognition, is rock paper scissors, where you draw circle, square, or x, and then fling what you draw at your opponent who is doing the same. Or the way ASCII bots has 1000 robots based on head, torso, feet, having to put together your minions to do your bidding might be an intereting game. Or snowmen from 3 diff sized snowballs? All of this might be tough to implement, but still, not my worst idea

UPDATE Half asleep, I had some more ideas for some of gamebuttons, games where the display and input is all a "normal" HTML pushbutton.

  • "Birth control", target little ~o as they come swimming by
  • Olympics - archery, hurdles
  • slot machine
  • Rock Scissors Paper
  • some kind of hungry hungry hippo
  • sideways lunar lander
  • Some kind of RTS gaiden, where your the local commander of a base and just have to press a single button when told to to make a unit.

Most of these ideas are pretty bad

jan_strach's picture

A work in progress: Poor Thing

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Hello everybody.

It has been a long time. As you may easily check, the last thing I submitted was three years ago. Through this time I have not been dead but had to redirect my priorities somewhat. I was busy, making music and minions.

However, already in 2010 I started working on a project, only this time I wanted to create something gigantic. I have been working on it since, in short bursts of creative passion. It is slowly taking shape. Due to the self-imposed scale of the project, it is going take a long time to complete. It is hard to tell if I am even halfway through.

I intend to use all available levels. Did you know there is a level limit of 255 in KNP? I checked.

There is going to be a backstory, a mystery, a mythology, a bestiary. There is going to be creepiness, solitude, heavy, brooding, melancholic atmosphere.

Since the beginning of this year I made a decision to work on the game at least every other day. The optimistic release date is within 1 year. The pessimistic/more realistic version is 2 years from now.

Although I did not have much time lately, I have been popping by from time to time. I love yous dearly. I hope I will finish the damn thing. It is big and complicated and frightens me sometimes.

Take care!

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