Development Diaries

Invaders is close to completion!

At least the first final release is, anyway. Many of the bugs that were plaguing the game (A galaxian/galaga/space invaders-style shootemup) I've been able to fix, but there are still a couple issues to be ironed out.

Hope to have a final release build ready for christmas or the new year!

kirkjerk's picture

flywrenchpong

For no particular reason other than a bit of annoyance at the difficulty of this game
(actually I got through, because I think for some reason my home computer was playing it a bit below speed) and because I actually like "flap" mechanics (see: Joust, and Balloon Flight), I made a parody mashup of Flywrench and my own Atari 2600 JoustPong in the thrill-a-minute world of: flywrenchpong
(You can also play it online).

It also features a homemade electronic soundtrack! (Made by slowing down and "wa-wa'ing" an Atari 2600 Supercharger .wav)

I think if I died tomorrow, the # of people who "get" the joke because of familiarity with both indy game flywrench and atari homebrew joustpong would go down by about 33%.

And yes, I made this exact same post nearly on TGQ and indygamer.blogspot.com.

hey guys whats going on in this forum?

So anyway after seeing insert credit's forums rise from the dead again, I checked out the 'Development Forum' and after a post about The Games Factory, Rerorero pointed me here. As soon as I get the hang of posting stuff, maybe I'll upload my space invaders/galaga/galaxian clone, at the moment simply titled 'invaders'. (I'll probably decide on a name once it's ready for release, but at the moment Invaders would be... y'know I don't know if it'd be considered a 'tentative title' or a 'working title' anyway that's what I'm calling it.

Hopefully I'll be able to check out some of your guys' stuff, so see you around!

DT

kirkjerk's picture

draggin: my first processing game with SFX!

So here is my first processing game w/ SFX.

I call it draggin.

It's based on Keith Peter's follow3 demo for processing: http://processing.org/learning/topics/follow3.html
I just liked the movement feel of that, but I'm not sure I did a great job of capturing that in the game.

You drag your draggin around defending yourself and your precious apples from marauding dot villagers.

You can also play it online here:
http://kisrael.com/2007/12/04/

kirkjerk's picture

making a 2007 JVM more like a C=64

So one disadvantage I have when I use Processing instead of KNP is not having a good sprite class. It's easy enough to put an image or a box anywhere on screen, but collision detections have been a pain in the ass. Also, there's some part of me saying that bounding-rectangle collisions might end up being too limiting. So I want to add a reasonable sprite class to my arsenal before sitting down to KotM.

First attempt is this:
http://kirkjerk.com/features/java/dev/sprat1/

I've decided I'm making sprats instead of sprites. It's catchy and one less letter to type.

geek notes, it first does bounding rectangle comparisons, and then pixel by pixel "alpha channel" comparison, so a transparent gif (or PNG I think, haven't tried) will do what you expect. Then I threw in the idea of manual multiple frames, since a collision algorithm will have to know about that.

I now want to make a "basic physics" sprat, w/ a bit of intertia and what not, the kind of thing that ends up being in at least half of my 'wrecks.

If all goes well I'm going to port one of my old visual basic programs as a proof of concept.

If all goes really well, I'll start seeing about a very basic platform engine.

(I think the biggest bummer with KNP is how few options you have for enemy movement. I kinda wish they put on some basic "Platform" and "8 direction" or whatever movement.)

AND BE WARNED -- I JUST FOUND A KICK ASS SOUND ENGINE FOR KNP^H^H^Hjava processing - sorry for the confusion SO MY KOTMS WILL BE EMERGING FROM THE MIME-LIKE, SILENT GHETTO THEY'VE BEEN SITTING IN FOR SO LONG. Hell, I think THIS engine even understands MP3s! (though I don't think it does any kind of streaming, so I'm kind of afraid of it.)

Six's picture

BRAINSSS: kreator's kut

I did a little work on BRAINSSS just now, because I think it was kind of unplayable as I submitted it.

Here is the complete lowdown, since I hadn't written one:

In BRAINSSS, you control two zombies in love. They're just out for a nice dinner and some dancing, but some closed-minded humans don't appreciate the sight of public displays of zombie affection (affliction? infection? whatever) and are determined to spoil their fun. Fortunately, the zombies' passion burns so fiercely that it manifests in physical form, consuming anything in its path. Let's show them the power of love!

One zombie is controlled with the WASD keys, and the other with the arrow keys; they shoot flames at each other automatically. You can bring the zombies together to regenerate health, though doing this limits the range and effectiveness of the fire. You start off with 20 (shared) health, but can go up to 30.

Also, uh, bonus two-player mode at no extra charge?

Well hey there

I've just signed up for Glorious Trainwrecks because I feel like maybe I should actually make video games instead of just saying I'm going to. Hello!

I sat down today with no ideas and no clue as to what Klik and Play can do (because I'd never used it before) and came away with SPACE BURGLARS, a game about protecting your stolen nazi gold from swarms of burglars that want it back. It's probably not very good!

I have a much much better idea of what I can do with this thing now, so I think next month my project should be a lot better! Hopefully!

I'm also going to be starting work on a for serious independent game at some point in the near future (possibly starting it for January's VIDEO GAME BAKEDOWN), and maybe I'll post about it here because since it's one of my first real efforts at making a full game it will probably wind up being terrible!

I've done some development stuff in the past, but it was all modification work. I made a couple models for a Half-Life mod called Science and Industry (not the textures though, just the meshes, UV Mapping, and animations), and I made a mutator for UT2k4 called TeamRadar that added your team to the minimap in Onslaught as well as a bunch of other stuff(It wound up garnering an honorable mention in the Make Something Unreal competition, but I think if you entered you got an honorable mention) and a UT2k4 gametype that was a clone of Rocket vs. Rail.

So yeah, hi.

That Series: Episode 0

For this month's Klik of the Month Klub event, I've decided to start a series. A strange, eclectic, multi-format, multi-storylined series that will go in directions I currently know nothing about. This game (a Z-code game like Chaos Theory, runnable in Frotz, also downloadable here) is Episode 0 - the next game will be either Episode 1 or Episode -1. I can also put games between episodes (these will always have numbers halfway between those of the adjecent games - for example, 0.25 or 28.03125). A game taking place after or before all existing episodes will always have a whole episode number.

kirkjerk's picture

KotM; KNP or Java Processing? YOU DECIDE!

So i know I spent way too much time whinging about being the only guy not writing stuff in KNP for the Pirate Kart, but still I'd like to ask the (ir)regulars here: assuming I can get to a computer in time for this weekend's KotM, should I do something in Java Processing or Klik N Play?

Both have their pros and cons. I can do more and more interesting stuff in Java, though I haven't yet worked up getting the sound libraries going. KNP is more in the spirit of what everyone's doing, and I'm more like to get the abuse of clip art and sounds going.

(at some point, I'd like to get into trying to build engines more than games. I guess I'm more of a Carmack than a Romero, if you know what I mean, or at least aspire to that.)

kirkjerk's picture

CAoleslaw 0.01, no fun at all

this is so much a work in progress it's not even funny, or fun.

So one year "rince"'s entry in the Obfuscated C Contest (I'm not your damn Google, but see http://www.ioccc.org/1993/ , the "rince" files) was a program called CABBAGE, Cellular Automata Based, Beautifully Abysmal Game Environment. I'm taking an inspiration but not an implementation (on any level, and probably losing most of the elegance) from him and trying to do something similar in java. If it works you can share really lame games just by cutting and pasting strings and I have all sorts of weird debugger ideas in mind but right now it's just a heap of Java bleh. Download and fire up processing if you want to see it; I'm posting it here to try to kick my butt into finishing it, and so I can download the file instead of having to carry it around with me when I do want to work on it.

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