Random posts

Dog vs Spider

scrdogvsspider.png
Game File: 

Happy Halloween!
A fighting game for two people. Will you wish to play as the scary spider or skeleton dog? And who will win? It is up to you!!!

For more spooky stuff, visit:
www.landsofgames.com

Author: 
speedos
Made For: 
An event
SpindleyQ's picture

Community Chainwreck Deadline

Fri, Apr 17 2009 09:00 PM
04/17/2009 - 20:00
Etc/GMT-8

See here for details about our first Community Chainwreck!

Sign up below to be reminded a couple of days in advance to PM your levels to snapman.


Games made for Community Chainwreck Deadline

Pedro Paiva's picture

Suburban Terror in Wonderland

screenshot.png

Eat all the stuff before the other mouth eat. Arrow keys to move.

Sample in the title screen from Racionais MCs' song "Pânico na Zona Sul": http://www.youtube.com/watch?v=ToUzoWsoV60

Made For: 
An event
cld's picture

Long Jump of DOOM

Screenshot.png
Game File: 

A really, really stupid long jump simulator I put together in Flixel. Made in two hours (+1 for the doodles/sprites; sorry, I cheated). See my other less crappy stuff at hellocld.com

-Chris

P.S.: For those into that source code stuff, snag it here: http://hellocld.com/files/games/LongJumpOfDoom/LongJumpOfDoomSRC.zip

Author: 
CLD
Made For: 
An event
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.

zum's picture

HOW-TO: Convert Animated GIF (or Video) to Image Sequence in Photoshop; Import Image Sequence to Construct

As far as I know, Construct can't import anigifs yet. I thought it might be helpful to post this, since I had to poke around a bit to get a quick pipeline going. Hopefully it'll encourage more folks to try Construct -- it's a great tool, but for its lack of handy stock graphics.

Incidentally, recent versions of Photoshop have all but removed support for handling anigifs, delegating that task instead to another Creative Suite product, Fireworks (a mostly-redundant holdover from Adobe's acquisition of Macromedia.) Screw that! Photoshop can still do the stuff it used to -- the functionality's just been deliberately obscured. Cheggit:

(Using Photoshop CS3 in Windows; earlier/later revisions might be different.)

Hit File > Import > Video Frames to Layers...

What's this? Doesn't look like it recognizes .gif as a valid video file type. There's not even an option to list all files in the "Files of type" drop-down!

Let's just try putting *.* in the filename box and forcing our selection anyway.

Whoa! It works! Be sure "Make Frame Animation" is checked.

You may want to process the image at this point: remove a background, or apply your favourite zany filters. Just be sure that the changes are propagated to the frames correctly. (You should have the Animation panel open; hit Window > Animation if you don't.)

Done? Excellent. Go to Export > Render Video...

What we want is Image Sequence: PNG. Critically, if you have transparency in your image, make sure you have an alpha channel enabled at the bottom of the dialog. Straight - Unmatted is fine.

And you're set! Now to put this baby to use. Create a new Sprite in Construct. Close the Picture Editor it opens up -- we don't need it.

Select your new Sprite, then go to the Animator tab. Click on the pre-existing angle in the default animation. (This is a bit fiddly.)

Right-click in the lower half of the panel and pick Import Frames.

Navigate to your image sequence and hit Ctrl-A to select 'em all.

That oughta do it. The next dialog is mostly skippable -- you can pick a mask colour and rotate or flip the image. If you were importing a sprite sheet, this is also where you'd define how it should be chopped up.

We're just about done. Right-click on the first (empty) frame of your animation and remove it. Now, your image'll probably be squished or streched a bit to fit the 128x128 default size of the Sprite. We can fix that.

Choose "Make 1:1" in the Properties section of the Properties panel for your Sprite.

That's it! We could probably speed up the conversion process by creating a Photoshop Droplet, a macro of actions that's saved as a shortcut file you can drag-and-drop images onto. I haven't tried it for this yet, but it would essentially turn conversion into a one-click procedure -- much nicer. Also, please suggest easy alternatives that don't require proprietary software if you got 'em!

Anyway, the real reason I made this topic was so I could have a random place to dump awesome .gifs I come across. Yeaaaahhh!

Twine: Improved back and forward buttons in Sugarcane

Update: this feature is now built into Twine 1.4! This behaviour is now the default and this page is no longer necessary.

This script allows Sugarcane to use HTML5 history management instead of URL hash strings to alter the browser history. This means that various non-deterministic game state changes (random numbers, player data input, state changes inside <<replace>> macros, etc.) will be properly remembered when you use the browser's Back button. This code also updates <<back>> and <<return>> and the Rewind menu.

Obsolete script removed: use Twine 1.4

Feel free to report any bugs to @webbedspace.

PedalMagic's picture

Out of Space

Image 083.png

You took too much [DRUG] and missed the shuttle launch. Or maybe you're too early? It's really hard to tell. Maybe you shouldn't have taken all of that [DRUG].

Meander about the valley with [WASD]

Observe the perfect harmony of the world with [MOUSE]

Contemplate the meaning of existence with [ENTER]

Download standalone win/mac here for full screen experience

http://www.mediafire.com/?zflweai85pmq0q6

or play sad tiny shrimpy web embed version above

Event Created For: 
Made For: 
An event
Syndicate content
pensive-mosquitoes