Posts Tagged ‘browser’
So I didn’t even know I was going to be able to participate in this Ludum Dare because of other things going on, but I knew I’d be travelling all day on Sunday and I happened to get an idea for a very small game on Saturday night.
My entry was created over the course of 8 hours and involved traveling through four states, on three different types of trains and one bus!
I am so glad the theme was one which supported a heavily constrained timeline.
Use the left and right arrow keys to avoid the blocks!
You can play Squeezed Out in your web browser and it has online leaderboards if you’re into competition with other players.
IT’s an MMO* made with node.js/backbone/three.js/tween.js/underscore/…
What is it all about?
You are in charge of an evergrowing world in a universe full of evergrowing discs.
But growth comes at a terrible price.
In the advent of your great growth-inducing politics the general disc-populace grows weary of overpopulation and overproduction.
You decide to take the best way forward.
War against the unknowingly weak non-blue discs.
Carefully you plan your next aquisitions while balancing your infrastructure spendings with your investitions in green energy and hauntingly large disc-machines of war.
What does work:
- Support for up to 51.00000000000002 players
- Planets indicate their current production capacity by growing
- Planets may revolt (red tint)
- Military and a good investition in green technology help to overcome riots.
What doesn’t work:
- There is no chat or ranking.
- You cannot transfer your all-killing-war-machines to a friendly planet
- If you tab out there is a high chance your browser might die.
- Simulation is a bit rough. Hadn’t had time to make animations
- Same for graphics.
- Player starting positions can be compromised from time to time. If you can’t grow your disc: reload the page
Oh, and the code is horrible. Iam not uber experienced and furthermore obviously needed to reassure myself that Diablo3 won’t ever become a game i could be happy with.
Thanks for your time. Have a blast!
If you still haven’t played it yet, here is a screen with lots of circles for you.
f this s. iam going to be a potato!
*at least in a realtivély tiny world it would be a MASSIVELY MULTIPLAYER ONLINE experience. Here it’s somewhat of a medium scale multiplayer app.
I am pleased to present the final version of AVOIDAL. It has gone through heavy changes since my last post-compo post.
I’ve been working very hard on it since Ludum Dare concluded and have put about 30 more hours of work into it (or about 50 or so total on this game so far.) I wanted to be able to get this finished in time to submit to August’s Experimental Gameplay Project since I was aware of their theme of “Zero Buttons” while I worked on this and I was able to do it!
Big thanks to Sparky who has given me a TON of invaluable feedback and ideas while tweaking this final version.
The menu should read v1.0.7 or greater in the top-left or your cache is old.
RECENT VERSION HISTORY
v1.0.7 – Posted 8/30/2010
- Made HUD a little less cluttered
v1.0.6 – Posted 8/30/2010
- Combo introduced and capped to x5 multiplier
- Mines now can start moving around at higher levels
- New “Mine Streak” bonus awards at 10,25,50,75,100,150,200
- New menu layout
- Tracks local highscore, highest streak and difficulty for local replayabilty and challenge
- More sounds added for new notices and awards
v1.0.5 – Posted 8/30/10
- New visual effect and sound effect for when a spike hits a mine (to differentiate and add variety from when a seeker hits a mine)
- Smoother angled robot effect when mouse moves left and right
- Smoke toned down to be less distracting
- Mine lifespan increased at beginning to 6 seconds instead of 4
- Added a 10 frame damage image to the robot torso to also help show player health
- Adjusted game to run at 60FPS instead of 30FPS
- Smoke now appears behind player sprite
- Fixed score bug
v1.0.4 – Updated 8/29/10
- More changes to difficulty curve based on feedback
- Added Animation on How To Play screen to easily explain game mechanics instead of having as much text to read
I had a lot of fun this Ludum Dare! After missing the past few it was good to participate again for sure. I’ve never done one of these post mortem entries but I enjoy reading the other ones people post so I thought I’d take a crack at it.
You can read my detailed post mortem below:
Try to draw the enemy spikes and red seeker boxes into the yellow mines for points. If you hit anything on screen you will take damage. Your energy recharges over time. If you lose all your energy it is game over.
I have Squeezemaze up on scratch’s site.
It’s a java applet that runs it (technically the java applet runs a squeak interpreter) so I think windows, linux and Mac can play that version of it.
Lack of motivation at the half way point means that I never did get around to art. Also, the lack of playtesting makes me nervous.
But I think I have a pretty neat game.
Edit: If you can’t see the text (flash under linux?) please try this build with embedded fonts.
Here it is! Enjoy yourself!
For those of you who haven’t been keeping up with the progress of this, I won’t spoil it by telling you what it’s all about.
Coded in ActionScript 3.0 with Tweenlite, with art drawn in Flash CS3, and sound created in sfxr.
Good morning friends!
For anyone who feels like playing a very unfinished game, here’s the state of mine as of last night. The beginnings of the gameplay are there: notice now as you switch between your senses, sometimes you experience portions of the outside world. That’s what the deathbed experience is all about.
I have like 10 things on my list for the next 12 hours, so I better get to work.
Gosh, I’m moving really slow. I’m going to have to start working harder.
My game is sort of playable. The game is about being on your deathbed, and in this build you can experience yourself slowly dying. You can focus your energy on different parts of your body by clicking, which has no effect right now except clicking on the brain, which slows down your death.
I guess you guys are going to want me to make this more GAMEY now. Fine. I’ll add points and crap. That’s coming up next.
So, I have another playable build of my work in progress available.
It now has an enemy ship wave manager so I can build out the Wall of Doom(tm) that you must escape through to rescue the last of your race.
I also took a suggestion to map the fleet pattern echeleons to the Z/X/C/V keys.. four patterns in all.
Give it a whirl if you’d like as I’d love to hear any feedback. I’m trying to get absolutely as much of the gameplay done before screwing around with any graphics this time. I think it is actually progressing really well for once!
The game just ends right now when all the enemy ships go by. Also.. if you lose all your ships you have to refresh your browser to continue!
Ok here is my final entry. It is far from being polished but I am up for 17 hours 12 of which were programming… My brains are messy now
So no sounds, no bunch of planed effects and sleek interface… And output codes may not be forum friendly… Not time to test and debug but mostly game works.
Also sorry for English don’t have willpower to go and check if I did some mistakes and ofcourse there are bugs and glitches
But at least I did everything I wanted from mechanics point of view. Enjoy this game and share bugs and replays here plz.
Well source codes. Half of the time I was waging war with interface which resulted in really messy structure and some bad dependencies. Also I go tired of commenting so I am not shore if it will be of any use to anyone
Used Box2DFlashAS3_2.0.1 and some my utilities of my own