Development Diaries

Pizza Time's picture

Thinking of the next game

I intend to start working on another game this week. It's looking like it will be a sequel to Freestyle Box 2007 but if I change my mind it will most likely be a two player racing game like Dashin' Desperados if anyone remembers that. And you can pretty much count on it using the neo 8-bit visual style I've adopted for all my games. I'll blog it this time since I am pretty much through disguising blog posts as regular topics.

zum's picture

BATM@STER

EVERYTHING COUNTS IN LARGE AMOUNTS. GLORIOUS NEW BLOODSPORT FROM LAND OF MILK AND FLYBALL, BATM@STER

honestly i don't know what the christ is going on here

captaincabinets's picture

A Klikmas Mirakle!

Well while I totally fluffed up this month's KoTM, I still have a chance to provide the whole bleedin' lot of you with a gift for klikmas. Although probably not one as delightful as Pizzatime's gore-behind-every-door Advent Calen-dong.

Production has begun and is on a need-to-know basis. I can reveal three rhinoceros words for you today, however:

Accurate Snow Physics.

kirkjerk's picture

sugardum

Dance of the sugardum fairies... for the Klikth Day of Klikmas or whatever that KotM is...
you'll think you're getting mad at frustrated at the idiot fairy, but really you're getting mad at the idiot programmer and his bad excuse for a physics engine!

drag gifts to help the fairy jump and get to the christmas star.

PenguinSeph's picture

Penguins Are Attacking Your Dude!

So you've got to punch them in their faces. Right?

This was made for the KotM club Dec 2007. It feels good to make a game again. I'll have to crack open the MMF again. I kinda like some of the ideas in this, I may revisit some of the mechanics later.

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.)

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