Posts Tagged ‘mac’
After several game tests, I found that some of them used as “game key” the key: “control” and although it works fine on Windows… not on Mac.
So it was a good idea to think a bit when assigning keys to your game as some users may not be able to play.
It requires python and ffmpeg. It’s not very fully featured yet, but it might be useful to someone.
Check it out on github:
Hey! I don’t know if any of you have read my posts from the the past, but a couple of months ago I was going through some stuff when the last MiniLD rolled around, and I (foolishly) entered with very little experience of Flash, or ActionScript (the main way I was making the game. :/) this sort of left me in a rut of motivationless pain. No, but seriously, I just didn’t feel like making games for awhile! So, I took some time out and played (a ton a ton like too much for a normal person never get into CS it will murder your family’s babies) some Counter Strike. That, with a mix of watching my friends make stuff was able to get my creative personality going, enough to get back into the swing of things. I got up to chops with Python + Pygame, and I am now learning C++. So! Enough about me! To The LD!
This LD I am most likely going for a text based game in good ‘ol C++, probably something stupid like “What’s your name? ” Or something childish, anyway, I am still learning. Shush. I will do just straight C++ and compile a Windows Executable.
(There is a possibility I will have cross platform support, still working on it.)
See you in the Jam!
EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour
As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:
Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game
I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements
Looking forward to playing your games guys, I really love RTSs – let’s revive this genre
I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S
At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.
Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:
To see the game in movement:
Some info about the game:
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2
And a few days ago the game was uploaded on Greenlight
And well I hope code more fast for the next compo or at least enter some fun-playable!.
After thirty hours of work, I can proudly say I finished my game for this Ludum Dare.
I called the game “Nothing is impossible”. Is a platform game where you must control two characters in a split screen, each screen represent the black and the white and this create a constrat between the character and the wall.
The game consist, as I said before, in the control the two characters dodging the boxes and stakes you will find in the way, all this while they run forward.
My intention was do the game very very difficult, but at the same time do a addictive game and I think I finally achieve.
But well, let’s cut the talk. You can find the game here.
Thank for read and play!
Sorry for no add potatoes, serious, i’m very sorry
I added “ports” to make my entry easy to run on Windows and Mac OS X. Windows now has double-clickable ‘cavern.exe’, and Mac OS X comes bundled with love, so you can drag ‘cavern.love’ onto ‘love.app’. No source code changes, just some repackaging.
Thanks to those that commented remarked on why they didn’t run the game. Those encouraged me to make it easier on everyone else.
ld15-cavern-secelis-windows.zip Windows version
ld15-cavern-secelis-mac.zip Mac OS X version
p.s. I don’t know how to update the links provided on the actual entry. My hope is that an admin will see this and either show me how to do it, or that it’ll just magically happen.
Or, to put it more succintly, port. For the questionable joy of those of you wishing to combine your passion for dropshadows, love of BSD, and desire to vote on LD entries: you need wait no longer! I have assembled an OS X port of Put the Ball in the Bucket. Proof:
A confession: I don’t really use the ‘unlikely purple nebulae’ background; I just turned it on for Zomg Running On A Mac appeal. This is exactly identical to the contest windows version, so feel free to use it for judging.
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.
This is the final version of my game, ‘Defend your castle’ (I know, not the very best title in the world) against a lot of monsters, which represent the wall of doom. Well, can you manage to survive until the very last level? Use missiles to kill the monsters and walls to repel them. Or use the hammer guys (but those are expensive, at least at the beginning). Don’t forget to upgrade your units, and squeeze the money out of your civilians, providing you have some
Ten levels for you to play. I forgot to make an intro as well as to make credits.
*edit*I should have made at least one picture for explanations. Sorry. So:
Missiles are $100, Walls $500 and Soldiers $1000 (kinda hard to see)
You can raise the tax to get more money, but that cuts down your peoples growth.
You need a few people, should you really get to the last level, since money isn’t everything
The monsters will kill your population if they reach the castle
Soldiers only walk on their path
This game is mouse control only
BTW, the rainbulb can’t be beaten by soldiers or missiles, so you have to go with the last defense that you got; and there are monsters which will just walk over your barriers
Stupid by me: i should have limited the number of walls, since it’s O(n) in calculations
Win version download here
Mac version download here
Timelapse screencast here
Here it goes, Mac-only and without source so far:
This is my moment of triumph. I fear the level design will show that my concept is not THAT well thought out
Hey folks- finished my game:
- Windows build
- Mac build
- Source (linux build instructions in readme, requires Gosu available from RubyGems)
You’ve received 4 scrambled images of possible cryptids:
Use your Crypto-Computer ™ to unscramble them!
You have 1 minute to complete your task before the
evidence is lost forever. You will receive a
30 second bonus for each cryptid you discover.
Each cryptid image is made up of 4 individual pieces.
Unscramble each cryptid by clicking on the numbered boxes
to rotate a distinct piece of the puzzle image.
* Left mouse button for clockwise rotation.
* Right mouse button for counter-clockwise rotation.
You are a monster who has decided you will take out your aggression on the morning commuters. You can crush cars and SUVs with abandon as long as you land squarely on them with your jump move. You must be mindful of the dangerous GAS trucks! Keep away from those at all costs and let them safely leave the screen. Every car or SUV that escapes your wrath and flees the left of the screen costs you the same amount of negative points as if you had crushed them with a fatal jump move. After each vehicle is destroyed it’s inhabitants flee in panic. You can chase them down and eat them. Don’t let vehicles run into you though as this will also cost you score as well. The game speed will continue to increase with every 10 vehicles destroyed. Since you are an invincible monster you are merely playing for a positive score until you retire from your activities.
Managed to cram some form of “game” into it but it definitely didn’t turn out how I meant it given all the triage and feature cuts I had to make both in programming and art. I had an awesome time though just the same. Can’t wait to play everyone’s entries!
Quick question for any Mac users.
Is there any software that can take a desktop screenshot at regular intervals (once per minute?) and save it to a folder? I would like to do a timelapse, but recording a video file over two days seems a bit too risky.
Introducing ‘Of Robots & Groglots’, which is a cross between an old favorite of mine, Star Fox 64, and the minimal and popular Helicoper Flash game (see link if you want to be prepared for minimalist controls):
The whole game is controlled using only two buttons, of which one is usually permanently down; the microplanets add another touch of minimalism. Downloads:
These links have been updated to point to a version that includes 1) a two-line fix for two levels that were unplayably slow on some systems, and 2) a one-line fix for a bug that could stop your show, depending on your style of playing. Other minor bugs and balancing haven’t been touched. If you want to see the original version, replace ‘opt’ by ‘final’ in the links. Thanks!
Be prepared for:
- No music — no need to stop Winamp
- Gamepad support!
- Needing a minute until you can maneuver as smooth as you want.
- Two interwoven storylines (sort of) and very different levels. If you get stuck, see the Readme file for a cheat so you can inspect them.
The timelapse is available on YouTube. I caught a cold and look pretty exhausted =) – and it’s probably only interesting if you know the game.
Ludum Dare #3 (2003), theme Preparation. My game, PuffBOMB. Propel a hamster character to an end zone using bombs. Incredible Machine with explosives, burning, and screaming. . The original compo version, unfortunately, featured only 2 levels.
PuffBOMB scored a Silver for sound, and came in 5th place for fun.
Download: Original compo version
After the compo, I continued to work on the game over a couple weekends, adding 10 actual levels to the game. Also, adding custom level support, due to Stephen Stair offering to build a level editor. The game was later featured on several on several game magazine coverdisks.
Download: Post compo version (0.8)
Eventually, in 2005, I went ahead and fancied up the original game for submission to the IGF and Slamdance competitions. Changed the graphics dramatically, toyed with some graphical effects like a cartoony fire effect, white outlining effect, and so on. Added a proper menu, and ported the game to the Mac.
PuffBOMB was a finalist for the “Popcap Casual Game Award” at Slamdance 2006.
Today, development continues on the so called “super remake” of the game.