Posts Tagged ‘fun’
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Earth Defender is finally done (It will be uploaded in the next hours)!
But in this post i’ll talk about the Easter Egg i’d like to add to my own game ^_^ before the deadline.
Basically it will be a very bizarre Easter Egg… a parody of the main story, but first you’ve to find it to enjoy it! (Maybe i’ll give you some suggestions after the deadline or when the game will be published ^.^)
An Easter Egg meme LOL
Another 20 games rated, bringing the total to 60 so far To celebrate this and the holidays, I’m making a list of the 5 most fun games I’ve played so far.
These are games that, for one reason or another, make you stick to them even after you played enough to be able to rate it. I was no longer playing just to review and rate the game, I was playing them because they were damn well FUN, and I hope you enjoy them too!
Here they go:
- Stop him now – by TijmenTio
- The princess is Mine – by Emveyh
- Midboss – by Eniko
- Dr. Vile and the greater good – by green pixel
- Kill all earthlings – by savethejets1
This is a reverse shooter game, where you select an enemy on the screen to control, and try to hit the good guy. The movements of the good guy are quite well done — he will more than once foil your tries at killing him. This challenge makes the game loads of fun, as you try different strategies with the different powered birds that show up.
In this game, you control three villains that have to prevent good guys from reaching the princess. The controls are simple, and make the game highly dynamic, as you scramble to position your three servants. Power ups will appear at the corners of the board – can you spare one of your minions to go pick them up? And then your minions get hurt, and you have to move them away from the front lines while they heal – there is a lot of Micro to be done in this game!
A very well done roguelike. You control an imp that can possess defeated enemies. It is possible to learn their skills, and you get to use their attributes for a while. The game is very difficult, as expected from a roguelike, and yet there is that feeling that victory is just around the corner if you play more carefully next time. The complexities of controlling different enemies are really interesting as well.
This game is not only fun to play, it is very fun to watch as well, with its cute graphics and story. You are the under-appreciated evil genius, Dr. Vile, on a quest to gather materials to your evil gun. The game plays as a top down beat them up game. It is reasonably difficult, with a small but welcome component of knowing when to “aggro” your enemies.
KaE is a reverse space invaders. You control when the invaders shoot, and if they advance/retreat in their way down. This game has very cool visuals, including lots of “pew pew pew”s (a weakness of mine), and plenty of particle effects. It is also fast paced, and gives you a great feeling of “zerging” the defenders through sheer force of numbers. It is a bit on the easy side when you get the hang of it, but you will still have a lot of fun.
If you liked this selection, make sure to also check my other game reviews:
So woke up today around 12pm. It’s now 4:30pm. I slept around 7am and lost lots of time due to just laying there in bed.
Checking in. Just looking at the list of things that need to be done to make this game… *gulp* fun… I’m not too confident about meeting the deadline 25 hours from now. I learned a lot so far though. The first is that everything you thought you prepared is broken and needs to be fixed on the fly.
I’m regularly uploading random progress on my youtube playlist here. I’m sorry if I talk too fast or too quiet at times. I’ll be uploading my timelapse at the end.
I’m having fun. I’m overwhelmed.
I’m sorry i said the theme was sucky, i am. Even if i still do think it is.
I love that we are so many people in this. I love seeing so many crappy food crappy pics.
I’m not sure i’ll finish my game in time. I a noob developer, i’m stuck on the easiest thing :
I have to load forty levels but the only way i know how to do it is the shitty way. I use Flixel.
I instanciate a new playstate for each level, and each one contain the forty-case switch function, so when i change something it has to be changed in 40 class. I can’t even explain how much it’s a fucked up way to code that. EWWW
But i learn. I’m having fun.
And be sure i’ll submit a playable version anyway.
TODO : make me and my friend glbs a cocktail, then finish that game.
This time around, I think I’m going to take it easy on the graphics and sound. Instead, I’ll focus on pure story. My plan: a multiplayer, online puzzle game. I’ll be working in PHP, with a bit of JS front-end. Maybe some html and css as a template. I have some interesting ideas for something atmospheric, and connected to the theme Hope to start serving things up to outside users in short order!
It’s time to introduce you with the new toy that courier will have fun with in the crypts. The one and the only….”Burning Urn”! <tan-tan-tan-tan-stshhh>
On your quest trough the crypts, you’ll find urns filled with oil. You can light them up and throw them trough the hallways. You can use it to scare lurking danger away or even burn it to ashes. Should you be scared of the darkness in the next room, throw one of these inside and you’ll know what’s there waiting for you.
“Burning Urn” spam is a bit of exaggeration, I know but it won’t be possible to throw those so quickly one after another…it won’t be wise anyway.
Well, due to forces beyond my control I must throw in the towel on this one.
It was a great experience so far, however, and I learned alot by trial and error. I most certainly will try to enter the next one.. That is if the site doesn’t explode.
The idea I had was a cool one I think, and I still plan to actually finish it so I can share it (and have a little bit of reusable code for next time).
One interesting thing I DID accomplish was in fiddling with collision code I somehow created a Marching Squares algorithm. Go figure.
And while I’m sure this post will quickly be lost in the flood of posts, to Everyone who is still competing I say GO! GO! GO! Have fun and finish a game. LD is a great Compo.
Been tinkering with this over the last couple of days.
EDIT: Official sfxr homepage – http://www.drpetter.se/project_sfxr.html
As the audio geek I am, I find it a bit unfortunate that most LD48 entries are usually silent. I figure it’s probably due to the authors not having a quick ‘n’ easy application at hand for making sound effects and therefore neglecting that aspect of the game in favor of code and, usually, graphics. Even simple sound effects can add a huge amount of immersion and fun to a game, though.
What I present here is, if you will, an MS Paint for sound effects… or something along those lines. It’s meant to make it dead easy for anyone to whip up a few simple sound effects and save them as .WAV files for playback using most game/media libraries like SDL or pygame.
Basic usage involves clicking the left-most buttons to automatically generate random sounds loosely targeted at certain categories. For more advanced users it’s possible to spend some additional time to manually create fairly varied and interesting sound effects.
The interface is based entirely around sliders for controlling sound parameters, along with a few buttons. Even if you don’t want to spend time learning about all the sliders you can still have some fun just hammering away at them and listening to the various sounds that come out.
Hopefully this will mean that there’s no longer any valid excuse for anyone to get N/A in sound!
Download: sfxr.zip (win32, 48 kB) – Latest update: 2007-12-15 (see screenshot)
EDIT: Apparently it sort of works in wine 0.9.50, though with some stability issues. Fortunately though, the good Gerry JJ/mjau managed to port it properly. Here’s a copy of his post:
I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!
Just type ‘make’ to compile. You need SDL and GTK 2.
Source code is obviously included in the portable archive, and anyone is free to use or modify it for anything they please. There’s no need to credit me, although it would be nice if you did. I would also appreciate a little email note if you do create something cool based on my code.
If I get around to making a little update I’ll include source code in the win32 archive as well.
The People was written for the Growth theme, and in many ways it resembles my first two LD games—there’s the tiled world, and you can build things on it. Only in this case it looks more fancy due to some clever tile rendering. Like my two first LD games, it’s a puzzle game.
There’s seven levels of varying difficulty, with goals such as ‘reach a population of X’ or ‘get Y huts’, a sandbox mode, and a tutorial mode. While you build stuff, a simulation is going on where new people appear and so on. A good description of what you actually do is, as someone put it, playing a planetary engineer.
My ‘post mortem’ for the game was pretty much the following:
So how did the game turn out? Good, and bad. My first idea was a kind of God game where you created land and such and people appeared. And there was supposed to be a kind of currency, that I called belief. So I coded the tile system and the simulation first, then I started to try to get it into a game. Well, it didn’t work, or at least it didn’t work without very much job, so I dropped it (the game idea, not the simulation and that). So I figured out another game: You have a limited supply of different kinds of land, and you have objectives to complete. Then there’s supposed to be interesting levels that are fun and challenging. I fixed up a tutorial mode, and a sandbox mode. These are pretty cool. Then there was the levels. I managed to come up with a few OK ones, but then it went downhill. So I ended with 7 levels, of which some are OK. Most are pretty easy, you just have to wait a while. I’m not very happy about them. But on the whole, the game’s pretty OK.
If you’re to believe the unofficial results from my own vote counter, The People did indeed turn out OK, and placed first in ‘fun’ and second in ‘innovation’ and ‘production’.
Having learnt some great lessons from my previous LD48 entry, Save The Hut, I decided to not include as much boringness, confusion and frustration in my next game. Together with the theme Construction/Destruction, and a cosmetic theme of Sheep, it all became so obvious: I was to make a game where you construct traps to destruct sheep. And lo and behold! there was The Destruction of the Sheep.
I decided to use pretty much the same tech as for Save The Hut, but used it better to get some fancier stuff, like sub tile precision movements, rotated sprites, pseudo 3D particle gibs, and paintable background.
The game was supposed to be a puzzle game, but in the end only a few levels were puzzly, the rest was just mindless, but entertaining, sheep destruction with lots of gore. All in all, it worked out very well, making me a winner in ‘fun’ and ‘complete’ categories, and third in ‘gameplay (innovation?)’ and ‘overall’.
There’s an improved version available, adding some fixes, and a 2x time speed-up button (but there remains at least two bugs and a lot of spelling errors). You can get this version of The Destruction of the Sheep as a .zip archive or as an installer. They’re for Windows.
Ludum Dare Zero (Beta, 24 hour), theme Indirect Interaction. My game, Fun Game. Contrary to the name, Fun Game wasn’t a fun game. In fact, it wasn’t anywhere near a complete game. The idea was to (hahaha) create a virtual pet game in 24 hours. Genius idea I do say. I did complete a bunch of art, and had a … sort of working user interface. All in all, not too bad a stab at a 24 hour game… just nothing worth mentioning.