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Noyb's picture

MI:2


http://www.boxofmystery.com/games/mi2complete.html

In an alternate reality, LucasArts fires Ron Gilbert after dismal sales of Monkey Island 1. Dejected, Ron gives up game development and takes a low-paying job as an usher at a local theater. His life dismally continues day after day, but as the new millennium approaches, he begins to feel hope once more. 1999 brings The Matrix to theaters. 2000 brings Mission Impossible 2. Inspired to action by these action movies, Ron Gilbert picks up a bootleg copy of Klik and Play, and sets out making the sequel George Lucas never wanted anyone to see.

spiral's picture

The Five Zones

thefivedoomzones.png
Game File: 

WHAT ARE THE FIVE ZONES.....

My new DOOM 2 level! This level, as stated below, uses some fancy format so you need Zdoom or Gzdoom or maybe some other sort of port to play it correctly! Nothing like annoying cutscenes, I just don't like making levels in the old Doom format.

Also I really reccomend playing on normal first! It's much more interesting to play on hard -after- you get to know the level :)
Easy is always an option, too.... Some more information is in fivezone.txt, for any interested!


FEATURES:

- Monsters
- Weapon
- Platforms
- Stuff that requires Zdoom or equivilent source port
- Full difficulty level implementation
- Gameplay
- Another weapon
- Detailed and engrossing story that will grab you by the hook of your seat, which is right under this point


STORY:

THE LEGEND OF THE FIVE ZONES!

DAY ONE: HOUR 5:20

*BZZZT* your comm crackles in your large ear. "Come in Sgt. Hoppsy!*" barks a booming voice. It's the General!

* In my canon, after nearly dying defeating the boss at the end of Doom 2, the Doom Guy was brought back to life through immediate operations with the only resources available: a stockpile of medkits, and the remains of his pet bunny, Daisy, resulting in him being a freakish human/bunny mutant. He hasn't been the same since.

"What is it, sir?"

"We need to send you on a special operation to-"

With a grunt and a crunch of a carrot you were nibbling on, you cut him off. "Sir, with all due respect, you know I only accept to go on missions where only my experience with demon fighting is NECCESARY. You know how I hate going outside as I am now!"

"I understand, Hoppsy, but this IS something we need to call you in for. We've already lost a whole squadron of soldiers, Commander Scrapson, and Duke, my pet orangutan."

"I'm sorry to hear that sir. Especially about Duke. But how does this concern me?"

"I'm going to to tell you, Hoppsy! We don't know exactly what forces managed to take out all our men, but we still have quite a lot of information from our scouts, and it's grim. We've discovered that an old Phobos base was overrun by the hellspawn, ages ago, and turned into hellzones. Specifically... FIVE hellzones!"

"Five?! My god! I've only ever seen at most three hellzones at once! How could the demons have created such a powerful terraformation?"

"We don't know, except that they've had a lot of time alone, undisturbed... until now."

CONTINUED IN STORY.TXT PLEASE DOWNLOAD AND UNPACK THE ZIP ABOVE TO READ ON!!!

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qrleon's picture

A Man of Solemn Dignity WIP

AMOSD.png

AMOSD is the shooter I said I would send to DJKlikster once finished. It's been sitting untouched for a while now, and I thought starting a diary would encourage me to finish it. I'm trying to fix errors on the main gameplay board before I copy it ten or fifteen times.

The attached file includes the engine screen. Please note that it's not a real level and you will easily be overpowered because all enemies are set to spawn indefinitely. The real game will NOT be this dense, except for maybe the final gauntlet. See the debug controls below for help in cleaning up this mess. (or you could wait until I upload a less cluttered WIP.)

Controls

WASD: movement
Arrow keys: shoot
1-9: equip weapons
-, =, backspace, ]: more weapons

Debug

CTRL+Z: wipe all enemies
CTRL+X: wipe all spawn points
Click on any enemy or spawn point to remove it.
CTRL+Shift+Click: Move the player
CTRL+L: add 50 life to the player

(using CTRL+Z and clicking unwanted lairs, you can set up a fight between the player and only a couple of enemy types.)

Main Enemies

Ninja Head: the main enemy. Follows and shoots smokescreen, which affects the player's shot accuracy.

Slime: acid splashes back when you hit it.

Eye: Moves in a swirling pattern and slowly closes in on the player. Later on, they will be created 16 at a time, one every 0.2 seconds, to make a snake enemy.

Yellow octopus with eye: a sniper whose shots go through walls. weak on its own since it doesn't follow the player, but they can make being cornered by other enemies much more dangerous (or impossible to escape). They can also be boxed into areas and be used as permanent turrets. I should probably lower their starting life a bit.

Knight: moves only in the cardinal directions (NSEW), and twice as fast if aligned with the player. Knights are knocked back by the sword weapon.

Exotic Enemies

Orb: a slow ball that splits in half occasionally. these don't spawn from lairs; they're just an additional hazard.

Beetle: Small enemies with 1HP that spawn quickly.

Rocket Launchers: not implemented. periodically shoot 8-16 rockets away from the player, which slow down and then reverse course towards him.

Ghosts: not implemented. they will probably just stop&go through walls.

Robots: move along a set path, usually through a narrow maze. they will shoot smokescreen if you destroy them.

Weapons

(eventually i will set it up so that the player has only 3 or 4 weapon slots.)

1 - Normal
2 - Longer range, lower rate of fire
3 - Low range, passes through walls
4 - Sword, deflects projectiles except for smoke. Slimes don't counter it and knights cannot charge through it. several swords layer on top of one another making for a rudimentary charge-up, allowing the player to destroy some enemies instantly on contact.
5 - Boomerangs!
6 - eggs/pellets. for when things are chasing you in narrow corridors and you want a higher rate of fire.
7 - 'flamethrower'. high rate of fire and low range. useless in corridors as it will hit the walls and disappear. if the player runs and shoots in the same direction, this weapon will make a rudimentary shield against weak enemies.
8 - shower nozzle, very weak with a high rate of fire, only useful against 1HP enemies such as beetles. very bad against slimes.
9 - cannonball, high damage and very low rate of fire. it will pass through multiple enemies.
0 - rebounding shot
-, =, and backspace are rare combinations of the above. \ is a broken version of the normal gun, and ] is a debug weapon.

OTHER STUFF

Sliding spikes: hurt when touched. cannot be shot through.

Sokoban boulder: it can be pushed. these would basically just be used to aggravate narrow mazes.

Dynamite: can be pushed, detonates if shot by player or hit by a sliding spike

Purple walls: can be destroyed by dynamite.

...

See the below comments for more updates on the project.

edited for clarity!

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Danni's picture

Tim Allen's Gruntmaster 6000

TimAllen.png
Game File: 

Uhh, I was trying to come up with a concept for a game. I generated about a hundred names from the VGNG before folks on IRC suggested that I use "Gruntmaster 6000" as the name of my game.

So I thought about grunts, and I was like, hmm... how do I base a game around grunts? Oh, I know! Tim Allen! He has some grunts I could use!

This is barely even a game. What the hell did I just produce?

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.KKliker's picture

Out of all the game systems that are classed as Epic Failures, this has to be the most epic.

It's the RCA Studio II.

...And it's really bad.

Those games from RCA are-okay, no more lame pop culture satire.

This is the worst game system ever made, and I mean it.

kirkjerk's picture

rocket dorkicus

rocketdorkicus.png
Game File: 

it's dorkicus! BUT WITH ROCKETS... get 8 boxes onto your side before your opponent.
(actually, this game predated regular dorkicus)

Made For: 
Pirate Kart 2

Which captcha solver to choose ?

What to choose a modern tool for the site to solve any new captcha?

elib's picture

Foreskin Defender

foreskin_defender.png

Controls: arrow keys, space (jump)

Defend the defenseless in this classic game. Test your tactical jumping prowess as you try to save the infant genitalia from the knife!

Game suitability: Please do not play this game.

Alternative "censored" version here:
http://dl.dropbox.com/u/35062/ForeskinDefender/Foreskin_Defender.zip

Original graphics!
Sounds recorded from scratch!
Music borrowed graciously from http://smickandsmudew.com

Completely standalone EXCEPT it may need to install the August 2008 DirectX update. I'm so very sorry. Had I known, I may have chosen another platform. The good news is that should be all you need, and the game will give you an error when you start it, linking you to the download site.

-------
No foreskins were harmed during the making of this game.

Author: 
elibrody
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thenaturalworld's picture

Seaborg's Manor

recording (1).gif

Your name is Seaborg and you have inherited a manor. However, you become trapped in the manor. Can you escape?

The music is "Ricardo Villalobos - Frank Mueller Melodram"

Sometimes bitsy games can be kind of frustrating so here's a short guide:

-Go straight left from the starting point in the manor

-Go in the kitchen and go down to the wine cellar to get the Eyeball of Communion

-Go back up through the kitchen to the King's Suite. Talk to the king and get his letter

-Go back to the gate and up the stairs on the right to get to the pool

-Go in the architect's bag and use the glasses to solve the maze and get the code

-Go up the west stairs to the archive room, get the directions using the code

-Go all the way to the right, past the courtyard

-Go to the cemetery to the right and inspect the large grave. Follow the instructions on it to get 1 ending, disregard them to get the other

-Go in the tower, up the stairs, and fall into the dungeon

-Follow the directions from the archive. In the last room, a shadow is there. He tell you the final direction. Go out of the dungeon

-Talk to the queen. Then, take her letter and fall off the tower to the left

-Retrace your steps and talk to the king again. He gives you the key to the manor. Inspect the lock to the left of the main gate to escape the manor

-Go to the bank in the bottom right of town. Based on your decision regarding the grave, talking to the teller will result in 1 of 2 different endings.

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ihavefivehat's picture

Pixel Colony

PixelColonyScreenshot.png

BIG UPDATE!

I've been poking at this game on and off over the past month or so and I've gotten to a point where I think I'm done with it. I got rid of all the major performance problems so the game can now run to completion no matter what image you choose or how crappy your computer is. (Unless you have a pretty old computer) I also added a shiny new UI (The first time I've ever made a UI) and made the color palette more interesting. There are a bunch of other smaller changes that I don't remember specifically.

So anyway, if you tried the game before, please give it another shot.

-----

This program will ask you to select an image. It will then turn that image into a terrain map which you use to create an island paradise. Your island will then be colonized by a ship full of pixels who will multiply and begin to convert the landscape into industrial sprawl. There is no interaction; the effect is supposed to be more like watching an ant farm than playing a game.

I've attached some images that work particularly well.

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