Random posts

Noyb's picture

Godfrey Ho Games

From the TIGSource forums:

"So, I've had an idea for a side-project I've been wanting to try for a while. For those who don't know, Godfrey Ho was a Hong Kong Z-Grade kung-fu director who would take unreleased asian movies, splice in scenes of white guys dressed as ninjas, and release the new frankenmovie to a world-wide audience.

"I want to apply his cut-and-paste technique to games. And that's where you come in. Do you have any unfinished and abandoned projects that you're willing to part with? Send them to me and I'll hastily fill in any missing pieces with ninjas and 80s style cheese."-- Alec S. (malec2b)

Looks like he's taking Flashpunk, Unity, and Game Maker games. The first of these games was just released, and certainly in the trainwreck spirit:

qrleon's picture

Jewel Amassment Computer Video Game

jewel-am.png
Game File: 

WARNING: Contains MIDI rendition of Rosanna

Made For: 
An event
ExciteMike's picture

small and bouncing

screen.png

I may have been too tired to be making games.

Converted to Flash and slightly improved over here: http://excitemike.com/Small_and_Bouncing

Event Created For: 
Made For: 
An event
SpindleyQ's picture

Richard and Larry Build a Time Machine

So, for the past couple of months, I've been poking at the idea of interactive fiction without a parser. I had a grand idea, years ago, for a graphic adventure game with a comics-based interface. My idea is essentially that the entire story is always available at all times, and that you can make the protagonist do things, or, undo things, at any point in the story. I realized recently that I could bring many of the same ideas to text, which is much quicker to write than comics are to draw.

So I began to build it.

So today, I'm ready to release a little tech demo, for people who might be interested in such things. It doesn't even really demo the tech that well -- I don't use any world state, though the capability is there to do so, and there's not even any branching like Choose Your Own Adventure. The interface is still kind of rough; I definitely haven't worked out all the kinks in deciding when to show which options to the user. I don't even know whether I should be showing or hiding clickable words. (Right now they're hidden because that's the last thing I tried.) Basically, I'm still exploring the idea, but I'm interested in your comments.

Anyway, if you like, you can try it out and tell me what you think. Click on words that are clickable to get a menu of things you can do. Once you've seen everything in the game, maybe you'd be interested in peeking at the story's source code (not the engine's source code) to get a feel for what writing IF in this sort of system might be like.

Blueberry Soft's picture

Breakanoid Ball

Breakanoid Ball.png

Another one of my Breakanoid riffs. This time you are the ball! Steering by tapping the left and right keys, striking the bottom will lose you time.

I will probably do a more considered game with all these experiments when I'm finished.

Author: 
Rylie James Thomas
Event Created For: 
Made For: 
An event
SpindleyQ's picture

Neu] [ower

nt-earthquake.png
Game File: 

Remember Neut Tower? I made it again, but for the Apple II!

Seriously, it's the same game, rewritten from scratch and running on an older, slower platform. It's been polished a little in some ways - there were accidentally a few ways you could get stuck in the DOS version, which I fixed, and I streamlined The Hellmaze (room 2) a bit. It's also less polished in other ways due to the limitations of the platform and my patience (6 colours, no real animation, occasional flickering, no screen-shake or glitch effects, 1-bit speaker sound). I think it's a good game with some neat puzzles, and you should give it a try if you haven't before!

I spent six months of my life making this, and I enjoyed that process very much. I think it was worth doing. The thing I'm most proud of isn't the game - though I'm still proud of the design of Neut Tower, this project in particular was obviously not designed to stretch my game design muscles.

The reason I built this was Honeylisp.

I didn't actually want to make a game - I wanted to make a tool. I wanted to know if the full, absurd power of a modern laptop could be harnessed to make it easier to program a small single-tasking resource-constrained computer. And one thing I know now, thanks to the experience of building Neut Tower - when you are building tools, it helps a whole lot to have a goal to build towards. So my goal became "can I build a tool that I can use to recreate Neut Tower?"

Honeylisp is, at its core, a collection of tools, designed to work together, that all run within an extensible text editor called lite. The idea was this: I would write a 6502 assembler, using Lisp (Fennel, specifically), whose output would not be a file, but a data structure - obviously the bytes, but also, the symbol tables and potentially any metadata. I would take the output of this assembler, and send it to a scriptable emulator (MAME), which could be told to load the machine code directly into RAM. This would allow me to do any number of useful things - I could assemble and run code on the fly, without restarting my program. I could load new versions of the game into memory without restarting the computer. I had visions of maintaining state between versions - load a new map, or script code, without losing your place in the game -- though the design of Neut Tower is sufficiently constrained that this never became worth my time to implement. But there's no reason I couldn't do it.

I also built tools for creating data for the game - a tile editor, a map editor, a font editor - that ran inside the text editor, as tabs. These tools were all built on top of love2d, which I had ported lite to run on as well, so I would have the full power of a game engine at my disposal.

In short: I wanted to interactively program the Apple II, and I built tools to do that. And they work. I made a game with them. Every byte of it, generated by me and my tools.

Now that I have built a DOS game on a 286, using tools made for 286s, and now that I've built an Apple II game using tools made for modern PCs, I'm hoping I can take what I've learned from this and apply it to building new tools for making games for modern PCs, using modern PCs. We'll see how far I get.

Made For: 
An event
Danni's picture

Destroy Your Hoard

Screenshot_20180414_193117.png

You've had enough.

Music by Torley
Kreated with Klipart!

Made For: 
An event

Redblue

redblue.PNG
Game File: 

You must defend cyber node Proxis from the shapes.
Squares must be shot with the same color.
Triangles must be shot with the different color.

Made For: 
An event

1978 - 2012 - 1


In REDPRISON there is only one game to play: pinball. Its neon throbs into a headache; its din refracts through every corridor, an aching lure into the warm and waxing violence of abject tedium. Inert bodies line behind yours for a turn, barely breathing.

This is an accurate record of three wet Monday nights I spent in front of the machine, faithfully imagining that I were you, remembering me.



Controls:

left and right arrows: flick flippers
up arrow: agitate the enclosure
down arrow: squish springy things
r: produce another ball

If you play via the game link, you may click 'edit' to play individual levels. The point is not to win (though you are welcome to try) but to pass the time exposed to certain stimuli, thinking less than usual.


For a more accurate experience:

Prepare beforehand by acquiring the following items (these may be purchased, borrowed, or otherwise available):

- a humidifier
- an electric fan with a 'low' setting
- a temperature-controlled room
- a heating pad
- a clean and non-toxic paper towel
- a resealable plastic bag
- a functioning refrigerator
- a functioning alarm clock
- a way to play the game

Wait until you would normally brush your teeth at night. Before brushing, fold the clean paper towel and place it in your mouth. Close your mouth and leave the towel in until it is fully soaked in your saliva (n.b. moving your tongue may help), then remove it and place it in the plastic bag. Seal the bag and place it inside the functioning refrigerator. Make sure the bag does not leak, as we do not want cross-contamination between your saliva and the various particulate matters wafting about the refrigerator.

Next, prepare your area of play. Set up the humidifier and heating pad nearby the computer you will use to play. Make sure neither is turned on, as heating pads are potential fire hazards when left unattended, and the humidifier may run out of water before you start playing. Both items should merely be at the ready. Place the fan such that it points to where you will sit/stand in front of the computer, and will blow humidified air in your direction. Finally, prepare the computer so that you are able to start the game as efficiently as possible.

Just before your normal bedtime, set the room temperature to hold at whatever threshold you consider slightly too chilly for a sleeveless shirt. Continue your normal pre-bed routine, then set the alarm to wake you in 3 hours, and place the alarm at least 3.5 meters (approximately 11.5 feet) from where you will sleep. Quickly refresh in your memory the remaining instructions, to avoid rereading them when you wake. Then go to bed as you otherwise normally do.

When the alarm goes off, disable it and bring it with you. Do not change out of your sleep clothes or don anything further. Go to the refrigerator and retrieve the bag with soaked paper-towel. Bring it with you to the play area. Start the fan, the humidifier, and the heating pad (in that order). The fan should be set to "low" and facing you, blowing the humidifier's mist toward you.

Next, set the alarm to go off in two hours and place it nearby. This is simply to ensure that your play session does not exceed two continuous hours. You should not interrupt too much sleep.

Next get into position in front of the computer, and place the heating pad over your belly. The warmth should help somewhat with the chill. Remove the damp paper towel from the plastic sack. Drape the towel across your shoulders and chest like a necklace. Your old saliva should smell strange to you.

Now wake your computer for play. Review the prompt and controls, and think of the room that held the machine. Hold this place in mind and play.

Stop when the alarm goes off or after the experience becomes unbearable.

In many ways, you are lucky.



Event Created For: 
Made For: 
An event
Syndicate content