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Posts Tagged ‘.net’

What if they never stopped building IT?

Posted by yorak
Monday, April 20th, 2009

What if they never stopped building IT?

What I learned with this LD is that 12 hours is not enough to develop a game, at least for me. For first day the competition my only progress was that I had the idea for a game in the theme of “Advancing Wall of Doom”.

My toughts during innovation followed path quite similar to this:

  • What is the best known wall of the world? - The wall of china!
  • How it may cause DOOM? - Of course it would have caused DOOM for all mankind if the chinese people hadn’t stopped building it! Sooner or later it would have covered entire face of the earth!
  • The construction material for the “uber wall of china” would come from other human made constructs (cities and protective walls in my game) . The player tries to protect his cities by building his own walls (inferior to “uber wall of china” of course). Too bad that the hard working chinese workers can also use steal protective walls for building material, thus making the construction of their WALL OF DOOM even faster.
  • The gameplay would have been an hybrid between Amiga game Masterblaster (the advancing “spiraly” wall) and the game classic Rampart (building your own walls using wall blocks not entirely different from tetris). The gameplay should be rather hectic and emphasizing on intuition rather than logic.

So what did I manage to complete in 12 hours. A lot, if you look back:

  • I managed to set up dev enviroment on my secondary Ubuntu Jaunty box, consisting of MonoDevelop, SDL.NET, GIMP, Audacity, ffmpeg and others.
  • I got a world with advancing china wall, (for now) invisible chinese workers, dwindling cities and basic wall placement rules.

I’m missing:

  • Protective walls for players and mouse controlled way of placing them in Rampart style.
  • Animated chinese workers who carry bricks from cities and player walls to their own wall.
  • Score counting. Every tick with cities gives you points, when all the bricks from the city have been stolen to the chinese wall, points are no longer gained.
  • Menu, hi-score and some sort of winnablility.

Perhaps I will complete game project later this week. Well see.

Video of the “toy” version of the still incomplete game (not playable or winnable):
http://www.youtube.com/watch?v=fn-EVAtI2xw

Timelapse of my 12h:
http://www.youtube.com/watch?v=80kwKIIYsCk

Kill Ben - A New Game Based on the TV Show LOST using the Simple Dungeon Engine

Posted by sfernald
Tuesday, April 22nd, 2008

I decided to have a little fun today.

 I took the game engine I created for Simple Dungeon and created a new adventure out of it. This one is based on the TV series LOST. I don’t know if any of you are fans of the show, but I’m a big fan. 

 Anyway, the adventure is set on Lost island. You are Locke and the objective is to kill Ben. You’ll run into many of your favorite Losties here. Maybe even the smoke monster. You’ll finally get to see how that Locke vs. Jack battle turns out.

 Code is 99.7% the same. Mostly what I changed were the two data files. Fixed a couple bugs though while I was at it. It took a couple hours to design the new world and objects and monsters.

Have fun and let me know if you enjoy your adventures on Lost island.

 Game is here:

http://rapidshare.com/files/109829863/KillBen.rar.html

 –Note, updated rar. Forgot one of the files needed to run the game.

Final - Simple Dungeon

Posted by sfernald
Sunday, April 20th, 2008

Final Screenshot of Simple Dungeon 

Been fun and got it done! My final version of Simple Dungeon.

Source is here: http://rapidshare.com/files/109092549/SimpleDungeon_Source.rar.html

Game is here: http://rapidshare.com/files/109092285/SimpleDungeon.rar.html

 I spent probably 12 hours or so on this game. It was a ton of fun. Hope to do it again. Love this contest. Can’t wait to check out other entries.

Use arrows keys to move, attack, pick up items, etc. It is really easy to figure out. Objective is to save the princess in the dungeon. If you die, game will exit, haha. Hope you enjoy!

 You need at least .NET Framework 2.0 to run. If you have problems, try the latest framework 3.5. I haven’t tested this on other machines but should work on all windows machines.

Now got to watch my lakers! bye.

 Note - one last revision -2:19 pst.

HeliChain reborn!

Posted by drZool
Saturday, January 5th, 2008

No xna, only OpenGL

Finally I’ve ported it away from XNA to OpenGL, still got the (almost) same lousy controls, for your pleasure. Still needs .Net 2.0 to be installed though, but should be compatible with Mono, and thus playable on Linux. If someone like to try to compile it on Linux, contact me. Some things have been tweaked and added. But the game play is the same. Added ugly clouds for better sense of height movement. Updated the physics lib to the newest version.

Arrows: (over) steer

Z: Claw claw claw!

X: TURRRRRRBO

Space: Reset heli position

R: Reset level

N: Next level

Download now! 441KB Now with dependencies included!

HeliChain - Post compo port in the worx

Posted by drZool
Tuesday, January 1st, 2008

Only 4 people rated my game. Thats unacceptable, I need get rid of XNA. So I’ve thrown all XNA stuff out of it. I needed to poke a bit in the source of the physics lib as well to cleanse out the filth, thankfully that was easy. Now I need to tame the horrible controls (That was my fault, cannot blame XNA for everything), and then pretty it up and I’ll make a release. I plan to port it to linux too, with Mono.

I’m only using Glfw, OpenGL and .Net 2.0 as we speak. For sound it will be OpenAL.

Whoho! OpenGL lines!


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