Random posts

sergiocornaga's picture

stanley melberg: accursed accountant

hellboundaccountant.jpg
Game File: 

A fan sequel to hugs' stanley melberg: enchanted accountant! Took me several more hours than I was expecting.

Again, I made both EXE and HTML5 versions. I think the EXE is slightly better.

Controls:
Spacebar = start game
Left and right arrow keys = move
F4 = fullscreen

Event Created For: 
Made For: 
An event
Son of a dolphin's picture

Mr. StrangeJobs and Mr. TiesUpLooseEnds

Screenshot from 2015-11-18 19:53:01.png

The GlarbleSnips feast on the showers of reluctant souls clamoring for the dath of the sponge under the lake of innocent porz

no ending/win state for now

Made For: 
An event
mkapolk's picture

100 Free Beetles

Screen Shot 2017-04-06 at 8.29.58 PM (2).png
Game File (Linux): 
Game File (Mac): 

WASD: move
mouse: look
scroll: zoom
Space: Jump
n: next scene
p: previous scene

A mashup of 100 Free Assets by Blueberrysoft and Noisy Beetle by clyde.

I really enjoyed reading about the process of Noisy Beetle, that of making a series of
very deliberate and thoughtful formal experiments to see how the different
elements of the game interact with each other to form a whole. I went to school
for digital media art, but where I felt like the classes for more traditional
forms of media had exercises that let you practice these formal interactions
really closely, the program I was in didn't really have that level of rigor and
experience when it came to game development.

The unity asset store is a treasure trove, and I feel a particular
materialistic allure from the funny meeting of the val-u-store marketing and
toylike nature of individual assets on the asset store (Fantasy SFX Sample Pak
w/ 10 FREE WEAPONS). Importing and playing with free assets is fundamentally
satisfying, but if you arrange and select your assets in the way they want to
be arranged, you end up with a game that's, at best, as milquetoast as the
individual assets. 100 Free Assets felt like a very good experiment in
reappropriating and recontextualizing those assets in a way that resolved* them
somewhat. So I wanted to try doing that, but with more of a compartmental,
Noisy Beetle kind of way.

The scenes are presented in the order they were made. I think there's a sense
of progression among them. The car and mushroom skeleton, particularly, feel
clean and purposeful and intentional, although with the skeleton particularly
it feels like I found a few asset packs that fit together tonally and
thematically and made a scene with them, rather than working towards a more complete
resolution to the problem of assets, in general. But the idea of climbing on a big skeleton overgrown with mushrooms
was too delightful, and when I found that wonderful space within his ribs,
well, I couldn't resist. I'm not sorry, but I do think there's a lot more work to be done before I feel really comfortable using assets.

* By resolved, I'm referring to the process of removing the various tensions that one feels from these assets:
On a formal level, they have the quality of images cut out of a magazine: a skeleton with an attack animation
wants to have something to attack, a photorealistic rock wants to nestle alongside a HD river with bloom lighting.
There's a context that gets conspicuously cut when the assets live on their own.
And this also gives the assets a certain awkwardness, since they often
aren't created to live in any world in particular, or they're made with reference to some kind of amalgam of random artistic styles
the artist wanted to mimic, but they don't land in any in particular.

There's also a political dimension to this tension, since the ostensible
purpose of the asset store is to serve up *professional* assets. Assets that
look as if a professional made them, and they belong in a AAA game. The deal being, if you
use these assets your game can look like it's a professional game too. And
the games that are born out of this faustian bargain - you know the type, with
a 10,000 poly Dark Knight stomping around an empty field with cartoon goblins -
reveal, by turns, the optimistic dreams of some kid who Wants To Make Games
When He Grows Up, or the cynicism of someone taking a pre-built infinite runner
and hacking in a different player model, or the narcissism of a
3-idea-guy-and-one-programmer team's kickstarter ($10 pledged of $500,000)
who've got the next big MMORPG in the making. So this particular aesthetic
becomes a synecdoche for the whole fucked up relationship between individual gamers and
the multi billion dollar video game industry, with all the implications that that conjures up.

So, I know of two strategies to resolve this tension. The first is to simply
find the right assets that go together, polish up the gameplay, and make a
convincing fantasy that can hide the political dimensions of the relationship
between the game maker, the asset store, and the games industry. The other is
the strategy of the collage artist: to combine the elements in such a way that
their original purpose is subverted or obliterated. And there's a lot of ways
of achieving that: through punning recontextualization of the images, or
intentionally ruining the high quality assets, or using the objects such that
they're reduced to their formal qualities, or using the objects in such a way
that you create an aesthetic of ugliness, or whatever. 100 Free Assets makes
some good moves in that direction, THE ARCHICTECTURAL BODY AUTOMOBILISATION KIT
is another good one, and oikospiel looks promising, though I haven't played it
yet, but I think for the true masters you have to look back to Hannah Hoch or
Rauschenberg, and go from there.

Made For: 
An event
Blueberry Soft's picture

TERROR TOWER

terrort.png
Game File: 

TERROR TOWER

SPECIAL TRICKS:

1. RANDOM COLOUR PALETTE
2. SLUDGE
3. SECRET MUSIC

END OF FILE

Made For: 
An event
Johny L.'s picture

The Cat's Misadventurous Adventure

Screenshot1.png

This was my first game when i was on Windows Vista and started to use Klik n Play. You guide the cat into the Moon mens as walls and avoid the devil faces, when the cat dies, it emits a wolf sound.

Old description:

This is a stupid game i made for no reason, it consists a cat's stupid adventure.
Controls:
Arrow keys - move your cat
Fire 2 - jump!!!!1
G - Restart the fuckin' level

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

Trick or Treat

trickortreat.png
Game File: 

I wanted to make a game that really captured the spirit of Halloween - hiding in your house with the lights turned off while kids come round your street begging for sweets and money. I decided to portray this from the kids' point of view, so the objective of the game is to visit houses while they have their lights turned on, to score SPOOOOKY POOOOINTS!

I stole the music from theholidayspot.com/halloween/ . Trick or treat, motherflippers!

Made For: 
An event
david_is_neato's picture

sunset swingset

swing.png

half finished idea for a flick...
if anyone feels inspired the ~background~ (minus person on swing) is in frame 16

Made For: 
An event
sergiocornaga's picture

Matthew's Dungeons of the Unforgotten

matthews-dungeons-of-the-unforgiven.png

A tribute to Moraff's Dungeons of the Unforgiven made during Global Game Jam 2018.

You can listen to the soundtrack here!

Author: 
Matthew Gatland, Sergio Cornaga & Chimeratio
Event Created For: 
Made For: 
An event
ExciteMike's picture

Mike Meyer

I really like making games.

(about the picture: I'm the one on the LEFT)

bio_picture: 
bioPic.png
Made For: 
Pirate Kart 2
clyde's picture

Elder Panacheman performs his world famous "Roller" Act.

elderpanache.png
Game File (Linux): 
Game File (Mac): 
Game File: 

Made for the first week of ,a href="https://www.idlethumbs.net/forums/topic/11042-wizard-academy-weekly-gamedev-study-group/">Wizard Academy where we are going through beginner Unity tutorials. I wanted to take the opportunity to use what I've learned on Glorious Trainwrecks.

Made For: 
An event
Syndicate content