Posts Tagged ‘list’
Well instead of writing a summary about my own game I’ve spent a lot of today looking at what everybody else has done. It can be quite tendious to find good games that can be run from your browser. So below is some I’ve played, and some that I believe really do need to be shared a bit more:
The Best: you have probably found these already, but I am certain that they will all score highly
- Cubevo by NostraDamon : 3D world building game with tense puzzle elements
Evoland by ncannasse : Amazing Zelda style game that as you play develops by adding all the features you expect from a modern game.
The Underexposed: these games are gems, but sadly have hardly any ratings or comments, please pay them a visit…
- Mars Evolution by morganquirk : play as an astronaut terraforming mars, the atmosphere and pixel art is amazing, but sadly currently only has 7 ratings
Radioactive Space Bunnies by zimmy87: a very random platformer where you play as neon coloured bunnies.
EvolutionWars by Spouwny: adapt the genome of your troops and workers to attack the enemy base who is doing the same.
Fantasy Map Tactics by McFunkypants: move your 3 herralds around procuduarly generated map with a lord of the rings style pen drawn look to it and bring the word of science to all the cities while avoiding evil armies.
DNA by KEFIR: play as a fish that can evolve to walk and fly around the map.
Targeted Evolution by johnfn: humourous platformer where you “fix” (destroy) terminals collect powerup cards with the help of the professor and combine them to grant new powers.
Alien Rockpool by DustyStylus: lead a swarm of alien tadpoles to take down 3 predators (bosses)
Shit! It’s evolving by fruitfly: best title yet, a self explatory retro 2.5D shooter
The Worst: just had to point out the single worst game I’ve tried
- simUniverse by Rex Peppers: Hold down a space bar and a counter will increase, the description says something interesting happens after 200 million years.
If you got through all that lot then prehaps you might like to try out my own game (shameless self promotion), “Bear Selection“ its a relaxing sandbox game where you watch creature mutate, evolve and multiply. You have to manage them by prevent overpopulation and starvation caused from eating all the foliage so that the creatures can evolve to the final stage… a care bear! Its more of a sit back and watch kind of game, but its my first ever LD entry, my second ever game and my first object orentatied Java Script program. (Until now I have only coded in C for a University numerical methods course and some VB in college).
Not quite sure if I should call it a ‘post-mortem‘. There are hundreds of these already there. It’s not about what I think went right or wrong. It just … did. Generally I’m glad the way it turned out. However, since I want to keep working on this game I’ve decided to make a list of changes I want to apply to it. That’s why I called the post ‘The Aftermath‘.
The main purpose is to expand it and make the framework more flexible. Then I will extract it and use in future compos.
So, here it goes:
Level entities’ management. Every object in a level is derived from a CEntity class. The examples are mainly … blobs. The pointers to the entities’ instances are stored in a globally-accessible array, which can be accessed at any time. When an entity is no longer needed – it gets deleted and the array is rearranged, getting rid of an unnecessary pointer ( it’s a C++ vector container ).
What if we want to store the reference to the entity and use it on later occasion? For instance, a blob chasing another blob could save a reference to its target and update its position every tick based on that. Storing a raw pointer to the data in memory is risky – we are not able to check whether the entity has been already deleted and the memory’s been freed. Trying to use such a pointer would result in very pesky and hard to track down bugs.
That’s why I came out with the idea of … IDs. An entity’s ID is an index at which it can be accessed in the main entity array ( the STL vector mentioned earlier ). When an entity is about to get deleted, the memory is freed, but the pointer in the array is set to NULL. That way it never gets overwritten and we can check if the object is available, or not. An ID would be an unsigned integer, so it could range from 0 to over 4 000 000 000! The free IDs will never get depleted and the entities themselves will be getting deleted from memory at a constant rate.
The array itself could be though great in size after a while. Every frame each entity needs to receive a tick. Iterating the entire array will be getting more and more time-consuming with the number of the array members growing in size. So … what about a second array? It would contain the IDs of non-deleted entities – that way only the valid members will receive a tick every frame without iterating through the NULL-ed entries.
Although it looks complicated compared to the previous system, it seems that it’s worth a try. Did anybody run into similar, or other worthy conclusions on that matter?
The level editor. Because of a lack of time, I had a really tough time designing the levels. A level editor and an external level file format could really get in handy in this case. Running a game, writing down coordinates and typing them in manually in a source code doesn’t sound appealing, especially when you’ve got dozens of objects which need to be somehow adjusted. I have really no idea how I’ve managed to put all of these blobs in place manually in 48 hours.
The scenes. The hardest thing to think through than the levels themselves. I’m talking here about an intro and ending scenes. Naturally, when you have an idea, you write it down as following: “It fades in within the first 2 seconds. Then it plays the sound X, waits another 2 seconds, shows a few lines of text slowly and gradually fading in …” etc. Not a tough job. It gets complicated, when you only have a level tick method called every frame to put these things in.
Let’s say you want an entity to play an animation after 2 seconds after the beginning of a scene. In the level you’d have to write an if statement which will be called each frame. It’d have to check, whether the time from the beginning of the scene was greater than 2 seconds and if it hadn’t been already greater that 2 seconds the frame before ( starting playing a sound every frame wouldn’t sound pretty – it must be called once and left alone for it to play along ). If there’s many of such ‘timed events’, we need a lot of variables. And now, if not the static variables available in C++, I’d find myself in the dead end. Although the scenes work pretty well, the code itself is a massacre and I was really confused which if statement was responsible for what event.
The threading system could be excellent here. Unfortunately I did attempt this concept few months ago and failed tremendously. Maybe because I used very unfriendly Windows API, who knows? But what other alternatives do I have?
And that’s when I thought of … Lua. I never had the opportunity to work with Lua and so I don’t know its specifications. Hopefully it allows for such maneuvers. I’ll have to dig into it. Is it possible to use threading in Lua?
That’d be it I suppose. There’s a lot of other points in my list but these are regarding either entities’ classes in particular or their implementations. Anyways, after polishing out the game itself, I will add more enemies and more levels, scenes. Hopefully it will come with a great ease. Greater than previously, that’s for sure. Eventually I will publish it.
If you have any suggestions, I’d appreciate if you shared them! I don’t want to implement a total bummer and base the upcoming code on that
This is a list of all games that have web,html(5),flash,swf in them and can (probaby) be played in a browser. Nice to have if you only got minutes to spare and want to rate a few games. =)
Since some of the entries get a LOT of comments i feel that we should put some of the not so famous entries into the spotlight. This is a list of all entries and the number of comments they have received. It was quite interesting (and sad) that so many (42) entries was almost ignored getting less than 2 comments and that 16 entries got no comments at all.
So, let’s see to it that everyone gets some feedback by the end of the voting period =)
0 LD20X6: Initialisms by whitelynx(2)
0 Mary’s Awesome Adventure by brainiac256(8)
0 Matt’s Trial Dungeon by matt9837(0)
0 Only for voting by vladp(0)
0 Quest for the enlightenment by medice(0)
0 Right Thing. Right Time. by chinchang(2)
0 Soul Keeper [ fixed link ] by floko(0)
0 Space Adventures In Space by lord-tim(0)
0 Square City [jam only] by oberhamsi(0)
0 Super Fat Man by wweemmnn(0)
0 The Creek by petermd(0)
0 The Legend of Iowa by synthecism(0)
0 Torches by condr(0)
0 UpdateGames by samuellevy(0)
0 Violent Security Essentials by slowxm(0)
0 Zombieland by panbake(0)
1 A Sword and His Hero by rtward(0)
1 A Unnamed Whale Adventure by anthonyl(0)
1 Brik by alexandersshen(0)
1 DudeBlob by agnulf(0)
1 Escape Alone by guns_are_toys(0)
1 Fearless journalist version 0.9 by nguillemot(0)
1 From the wreck of HMS Lightning… by arowx(0)
1 G.R.A.N.T. Device by emptyflash(1)
1 GunHack by samuraiforever(0)
1 Hoot & Annie by uncade(0)
1 Hot Potato by gbgames(0)
1 House of Dangerous Kittens by spoon(7)
1 Icarus’ Descent by 8bitmuse(0)
1 Insert Rupy and take th… take something by tut-tuuut(3)
1 It’s dangerous to “go” alone. by tehalynn(2)
1 It’s Dangerous to Fall Alone by tfendall(0)
1 It’s Too Dangerous To Go Alone Take This Shotgun a.k.a Not The Game We Wanted To Make by spleeny(0)
1 Its not dangerous anymore by goatfactory(0)
1 KingsExercise by cornedor(0)
1 LD72 by fredericrp(0)
1 So I herd u liek memetics (Also Comic Sans) by nandrew(0)
1 The Invasion of The Blobs by philhassey(1)
1 The Way Home by pdyxs(0)
1 towlrAlone by redbone(1)