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Manic Miner is one of the earliest platform games.. and probably the first one I played. It was made for the ZX Spectrum in 1983 by Matthew Smith . More info in here.
I’m demaking this mega classic game, as It would have been made in 1981 instead of 1983 using a IBM PC with CGA graphics card (I didnt know this card until the 90′s IIRC). More info here.
I’m using Construct 2, and so far I have first two screens… platform physics is different but good enough to homage this great game…
This is the original…
This is mine…
You can try it here. (cursor to move, Z to jump).
My plan is to add tomorrow:
- Intro screen
- Level 3
- Sfx and bgm
After rating 30+ games I found a couple of them interpreted the theme like you have one bullet/arrow/bomb that you throw to kill enemies and you have to pick up to use again…
and I honestly believe that it is a better interpretation than mine (one minute to complete the level)…
everything OK so far, until I remembered that I made a game like this three years ago.. and that I forgot about it when thinking about the theme.
This is the game: The Mayan Ball
This is my entry if you want to compare:
Best luck to all!!!
A new game!!!
Entry is here
In 1 Minute capsule use the left and right arrow keys to rotate the playfield and the gravity to guide your capsule to the checkered flag. Green blocks start to appear when you are close to the flag.
You have just one minute to complete each state.
HTML5 version requires WebGL and it has graphics glitches.
I recommend the Windows version.
All content was made by me using:
- Game Maker Studio
- Mixcraft 5
It’s been one night and one day full of work…. I managed to get a “playable” version of my idea.
1 Minute capsule is a simple game: the player has to rotate the screen and the gravity using the arrow keys. You have to guide your capsule thtough the maze avoiding black holes and trying to get to the chequered flag in one minute.
It’s been made using Game Maker Studio (I will probably move onto actionscript if I can) and I have exported it to HTML5 (it requires a WebGL enabled browser)
- BG Music
- More enemies
- More block types
- Better gfxs
(CLICK THE IMAGE TO PLAY)
Good luck to all…. best regards from Chile!!!
No time during this weekend.. real life,
I only had 6-8 hours I spent working with Away3D and Flash Builder. My plan was to make a FPS-like game… I may work tomorrow a little and submit a Jam “game”… If I receive enough hearts in this post .
This is what I have so far: simple FPS camera ( a la Wolfenstein 3D), blocks and slide-collision,
Click image to play, move with arrows (shift to strafe).
I just spent two hours to setup Flash Builder + away3d
I almost haven’t thought about the theme, yet.
Yes.. I have so many pending things to do in real life… but anyway…
This is a very simple game: you are the blue army, your enemy is the red one, neutral cities are white.
Select your city and any other one to send part of your army.
The Minotaur is a little tired…
The game design is almost complete: You are the Minotaur and every day is the same, the nice people of Crete send you a virgin to sacrifice and warriors show up to defeat you… mmmm… warrriors.
“A day in the life of The Minotaur” is a board game (yes like the ones with dices) x Roguelike. The board generation is procedural and you move throwing he dices. If you face a bifurcation you have to decide which way to follow. A cell of the board can have an item or an enemy. You win when you find the virgin and sacrifice her…
- Board random generation
- First version of gfx
- Board scrolling
- Simple HUD
- Dice throwing
- Minotaur movement
- Goal and new level
Left to do:
- Enemies, treasures and energy (are already there but they do nothing) so if you land in a cell with gold, for instance, you should get gold coins
- I may implement a combat mini game
- Much better HUD
- Sound effects
- Epic Music
- Dice animation
- Cut scenes or at lest lines.
You can try it here: v0.3
See you tomorrow!!!
Changed sprites… no coding at all.
Please try this version here proudly made with HaxeNME
… you live in a laberynth… all days are similar… they bring you a virgin to sacrifice and a couple of heros show up to try to kill you.
(All gfx are placeholders)
So far: maze generation (click to generate a new maze)… proudly made with HaxeNME
Good night.. see you tomorrow!!!
This is me again… my 7th LD (not counting Mini-LDs).
This time I’l probably use HaxeNME
My obligatory deskphoto:
Good luck to all!!!
I did make a game in less than 48 hours, unfortunately I couldn’t submit it because I run out of time.
I wasted friday night and saturday working in a gameplay that didn’t work very well and it wasn’t funny at all.
On sunday I had only 5 to 6 hours to put together a new game mechanic, and finished a couple of hours after deadline.
Anyway, I submitted the game to the Jam compo (entry here)… and maybe tomorrow (I still have like 20 hrs) I made some changes to parts of the game that need improvements: more levels, better music and I may invite some friends to improve the graphics.
This is my 48 hrs game in case you care: 48 hrs HTML5 version
Good luck to all!!!
I’m still working on my (nameless) entry It’s a 64×18 shooter. Due to a family reunion I haven’t had more than 8 hrs.
As it’s almost impossible to play at the native resolution press the following keys to get a zoom level:
1 -> no zoom (64×18)
2 -> 2x zoom
3 -> 4x zoom
4 -> 8x zoom (default)
5 -> 16x zoom
Move using arrows
I’m using: GLBasic, Paint.net, ChordPulse, Audacity, GXSCC, SFXR.
I’m planning to release an Android version.
Thank you all who post comments in my entry
Based on the feedback my game that is a one button platformer.
- It’s too hard
- Needs check points
- Needs a better hit box collision
- Needs to control the height of the jump
- One button mechanism doesn’t work when facing enemies
So, I createad a post-compo version that adds:
- A proper hit box in the collision algorithm
- A few optimizations
- Double jump
I think that the game now is a little too easy, but if you want to test the new post-compo version you can do it here.