Random posts

Pizza Time's picture

Sunday Balloon Trip

I was unhappy about not being able to finish Sunday Balloon Trip in the two hours I had so I am going to expand on it until it is finished. Yes, this will be a game I will actually finish making! Or not, let's not jinx it now.

Here is a screenshot of what I did over the past hour. As you can see a lot has changed with the graphics, the old house has been changed into a Balloon Research Facility for instance. What's not in there are the features I have planned like clouds, wind currents that blow you along and little things in the background that fly past you on your peaceful ballooning trip. Oh damn, I am making it more ambitious when I told myself I wouldn't.

juliette's picture

Vector's Dance Party

vectordance.png
Game File: 

Brand new game made with the acclaimed Vector King of the Crocodiles engine.

Made For: 
An event
jan_strach's picture

Nomemoriman

nomemoriman.jpg
Game File: 

Nomemoriman explores the land. Unfortunately he forgets every location as soon as he leaves it. Help nomemoriman gather 6 coins for his brain medicine.

Made For: 
Pirate Kart 2
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
sergiocornaga's picture

This Is Not A Level

ThisIsNotALevel.gif

Here's my 4-hour level. The music is from Dah Gunk by Ryan Cross. The title comes from suggestions by Spriteclad and Fubaka over IRC. It features challenges based on RelicShine's first version of Mystery Island and pfrangip's The Tower of Joy.

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

SWEET FIRE SRIRACHA COTTON CANDY

sweetfire.png
Game File: 

Bought some Sriracha flavoured cotton candy today.

My first game made in Klik & Play.
Music made WolframTones.

Author: 
XenosNS
Made For: 
An event
Danni's picture

Fake Bear Sonic vs Evil Danni

2021-12-23 23_26_40-Fake Bear Sonic vs Evil Danni - Channel Redeem for sillybearseses.png

Made in two hours as a Twitch channel point redeem for Twitch user sillybearseses

Postmortem: I was initially going to try using Sonic Worlds but the complexity and configuration turned me off like five minutes in so I went and made everything from scratch (except for some assets). It handles almost nothing like Sonic but I think that just kinda makes this one more amusing to play. I made an error and you basically can't take damage from the one sideways facing spike. If I fixed it I'd probably end up breaking the flow of that area sooooo..... I didn't.

Made For: 
An event
sweeneezy's picture

Trouble in Tohotown

aFcYZ4.png
Game File: 

best detective on the west side of west texas
made for touhou game jam on itch

Made For: 
An event
zelezo's picture

I making a new game

SFrRH5lg[1].png

Name of this game is The Day of the Dray! This game will be pretty long

Syndicate content