Posts Tagged ‘retro’
Hi all, just an update about #speccyjam; Many more games were started but in the end 22 games were submitted
The developers and myself would love for you to go and play the games, and also share them / Like them / Tweet them / and comment on them (each game has its own Facebook comment section)
You can check them out here:
Speccy Jam is a regular world wide 1 week game jam, where indie game developers come together to create games with the flavour of the legendary 8-bit personal home computer, the Sinclair ZX Spectrum.
Game developers can work alone or as part of a team, and can use any game engine or dev tools to create their game. It can be developed for ANY device or platform… it doesn’t matter as long as it looks and feels like a Spectrum game!
By the time I have posted this, it is now Day 2 of 7. But it is not too late for you to register to participate.
For the rules and how to register etc, go to http://www.speccyjam.com
Also follow @speccyjam on Twitter
In this 48 hour competition, participants created video games from scratch based on the theme of “10 seconds.” I had a difficult time deciding on a solid idea for my entry, discarding ideas like:
- A timed destroy the targets test.
- 10 second dungeon crawler.
- Time traveling machine with a range of 10 seconds.
I finally settled on an idea based on Simon Says, a game which everyone already knows how to play. This is important because 10 seconds doesn’t allow you much time to teach new rules. The goal was to help players grasp the game’s rules quicker before they get frustrated by the time limit.
My idea combines 2D platforming and Simon Says, an idea inspired by Wario Land II and the Simon memory game that you unlock after beating the game. I also drew artistic inspiration from that game, adopting a retro Gameboy look.
What Went Wrong
I struggled a lot more with time this competition than with the last competition. I worked 5 hours Friday night and 9 hours Sunday morning for a total of 14 hours. There are several aesthetic bugs left in the final product due to not having time to work on the game on Saturday.
If I had another 5 hours to work on the game, I would have ironed out the visual appeal of the game by fixing bugs, adding particle effects, adding scan lines, and improving animations. Another aspect that suffered due to time is the unclear game directions. I planned to implement a graphical cue to let players know when a condition is met or failed, but that did not make it into the game.
Currently, the only thing that hints success or failure are sound clips which do not sufficiently get the point across. New players will be lost, not knowing if they are winning or loosing until the end. However, I could be wrong. It will be interesting to hear the feedback I get on this game.
What (I Think) Went Right
I was happy with the graphics for the most part. The character design was something I did in the tail end of development. The name of the game was coined somewhere along development as I scampered around the level in testing trying to accomplish rapidly appearing demands like a small bird with short attention span who flutters about with no obvious goal or purpose. I settled for implying a story with the title rather than spelling everything out for the player to maintain the simplicity needed for such short play sessions.
I was happy with the main character’s walking animation and sound effects. They’re kind of derpy, and it makes me happy. Although I’m not sure if I pulled my original vision for the game, I was proud of my concept, and it’s an idea I think I will return to some day when I have more time.
My tools of choice in making this game included Unity 3D, Graphics Gale, and Photoshop. I used the platforming framework I posted via Youtube for most of the player physics. I also constructed a horribly inefficient 2D sprite generator for this game using techniques I need to research more.
If you’re interested in playing the game, follow the link below.
Likewise, I’d love to hear your feedback. Comment can be posted here:
My Twitter: https://twitter.com/zanzindorf
My Tumblr: http://zanzindorf.tumblr.com/
I couldn’t sleep tonnight so I added in some fog of war, which was down as one of my tasks for tomorrow.
I will post the details of the cool algorithm I came up with on my blog tomorrow.
An extreme amount of effort, mental stress, sleep loss, and caffeine have been put into my entry so far.
Code name ‘Lode Storm’, it is a tough effort to recapture the magic of the classic RTS games mainly C&C.
I am the sole developer, doing the programming and all the graphics too, and it is implemented in C++ and SDL.
Most exciting is the AI which uses some pretty gnarly algorithms, and is capable of some really nice stuff already.
Plenty left to do however…
More info will be posted up soon on my blog :
Here you can see the video taken from a Pre-Alpha version:
Recommended wacth on full HD to see better all details/effects
The game is still in development and will be released “When it’s done” but i hope get finished on 2014 for desktop versions and release the mobile (ios/android) and OUYA in the nexts weeks.
Nedd more info? check this links:
I hate it when this happens. You create this universe. You come up with these characters. You twist this game mechanic and run with it. You end up falling in love.
And you swear up and down that it’s time to move on, you’ll do something new, something exciting and “innovative.” Something that’s different for the sake of being different in some futile attempt to break some hypothetical mold.
And it never happens. Because you’re in love.
Yep, I’m remaking an old contest entry.
All melodrama aside, this is going to be awesome. So awesome, you may want to take a knee.
Oh, wait, it looks like our little blue protagonist already has. Because he can duck now.
Also, I figured out how purple works.
This time around, you’ll be immersed in the universe in the way I had it visualized from the start. You’ll follow a storyline and get to know the characters just as well as I did. You will be tested and you will be challenged and you will like it and you will fall in love.
Oh, and you get a cookie if you remember this guy:
You won’t remember this guy, though:
These vids are old! It’s coming along like crazy. I hope I impress at least one of you guys, because this is going to be the biggest, most elaborate game I’ve ever made.
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!.
What do “Reich 18″ means? Well, it’s from a minimalist music masterpiece: “Music for 18 musicians” (1974) by Steve Reich cf. http://youtu.be/zLckHHc25ww There are only 4 musicians on the game screen because the screen is small; … I’m wondering if controlling 18 buttons/musicians could be possible! So you have to press the right key (X,C,V or B) when the range of notes is full; 5 bonus points if the maestro is vertically above.
It’s not the greatest gameplay (it’s pretty boring after 1minute…) but I think the feeling is similar to the old 1980s game & watch.
so yea, I am doing an Atari VCS/2600 game, though I have to work this weekend …
You are Carl, you are a crackhead, its 10 days before Christmas, and the only gift you can think of is a gigantic rock that will “send you to the moon” . Of course no one in their right mind will give that to you, so you make your own holiday spirit … by stealing enough crap to buy the boulder via breaking and entering.
At first it seems too easy, as the decent folk of the city are out shopping, or at plays n whatnot … but since you live in a small town you quickly run out of new targets, and the owners of the houses you already hit get wise… and more defensive of their property, nothing will stop you but a number of bullets into your drug tweaked body.
- Multicolor Title Screen
- City Map
- Play-field Collision
- Carl’s sprite (non animated atm … depends on time)
- Atari Missile collision with Carl, fired from enemy
- Enemy collision with Carl
- Java port of “Stella” emulator setup on my personal site so people dont have to find a emulator to check it out
My two screenshots ATM:
The Charity Game Jam was a huge success. Our initial fundraising goal was $250 and as you can see, we destroyed it! Mission accomplished. Achievement unlocked. Boss battle won. Princess saved. THANK YOU VERY MUCH, EVERYONE! I’m humbled and grateful for all your enthusiasm, hard work, and generosity. Should we do this again next year?
Play The Games Here! | Keynote Video | Announcement Post
But close enough!
Certainly didnt get around to a few major features that Id really hoped for (like being able to steal a car – kinda important in a game that references Grand Theft Auto)
But I’m certainly happy with what I did get done over the weekend. ‘Super Theft Auto’ is a good start for an interesting little mini game.
You can play the current version of the game at the following link after installing the plugin (links/instructions are on the page- the only major OS not supported is OSX):
[LINK] (youll also find it on the CharityGameJam games submission screen of course)
Theres also a link on the page to a .blend download of the setup for the computer VideoTexture scene, youll need Blender 2.64a if you want to mess around with it.
- A game within a game – You start in a 3D world with a 3D computer, the (kinda) NES style game plays on the screen of the Funkytron computer (press space to zoom in and focus on the screen to actually see what youre doing)
- Large city area to explore (sadly only on foot at this stage)
- Pedestrians wander around the city (they make good target practice)
- Cars driving around (rare and very basic implementation)
- Gun ammunition to pick up
- Basic scoring system (you can score points for killing people)
Im about done for today’s work on the game. Made some progress, theres a player sprite which runs around, and a basic environment (road with buildings either side and an intersection) along with some cars that randomly spawn and can drive into you (blood splatter included), now I have other things to tend to
A friend of mine might be getting involved with the game while I’m away for the next 10-20 hours, so progress might be made (hes been working on music for it today). Then tomorrow will be time to sit down and start finishing things! Ive purposefully aimed pretty low with this game, I’ll just get as much done as possible and enjoy it.
Either way, the game Ive been wanting to make for this is effectively ’GrandTheftAuto re-imagined for the NES’. I hope to have at least 1 gun, cars to drive/steal, blood to splatter and sidewalks to drive down, maybe even some simple kinds of missions. We’ll see!
Might also mention, I 3D’ized the gamepad texture recently released as well, so now theres 2 controllers in the scene (which adds to it nicely I think!)
Find retro inspiration here: http://www.slayradio.org
I started out with really quite over-the-top expectations for this mini LD. I’d planned out a game with 10 levels, with cutscenes in between telling a story. But in the end I only really got started on Thursday/Friday, and only had a working level by this afternoon. So this is the stripped down, gameplay only version of the game I’d planned to make.
There’s something about the old EGA palette that just takes me back to playing Alleycat/Commander Keen (I can’t even look at that blue/purple combination without drifting off), and I made it a little hard/tricky to try and get that feeling of nostalgia to shine through in the gameplay as well as the graphics.
Matt (@brainfed) provided music, and although he initially struggled with getting the ‘french’ sound, I think he came up with a great ‘sneaking’ theme, and two other tracks that I’ll work into the game when I finish the rest as I originally intended it. Josh (@joshuatreee) helped out too, providing in-between frames for the walk cycles, and the Eiffel tower painting. Both were great collaborators to bounce ideas off, and we might go into LD24 as a team.
This is my third Ludum Dare game, and in each one I’ve hit a massive memory management stumbling block on the last afternoon. This time, entire levels failed to unload properly, which resulted in the game running faster for some reason. Eventually I fixed it, but on the way created one of the funnier bugs I’ve caused making games – A second player would spawn in, standing on the head of the first one. You could then knock this unresponsive doppelganger flying into the oncoming guards. Matt and I both enjoyed playing around with it, so I make work that mechanic into something else down the line.
Play the game here. We’d all love some feedback, and I’m really keen to hear if any colourblind people are able to play the game and if they have any problems with the colour mechanic.
For LD23, I decided to go full-retro, and make a z80-based game that runs on Pac-Man arcade hardware. I’m not going to lie to you, I didn’t even come close to completing it, and I’m totally fine with that. You can see the “finished” product here. From there you can get the romset (mspacmab – bootleg spaceman, for reasons I won’t get into), the source, and the link to the google code repository that has my Z80 kernel which I used for it. Fact of the matter is, I wanted to do a Z80/Arcade rom game for LD, I did it, and I’m happy that I did. I think I may do this for future LDs as well, learning from each (failure) along the way.
I knew I wouldn’t be able to finish something in time for either the regular compo or the jam, but I wanted to see how much I could get done in time, without going out of my way to devote all 48 hours on it.
I was coming home from a work trip, so if you watch the time-lapse off of the link above, you will see that I’m actually working on it in an airport (in Atlanta, Georgia) as well as on an airplane, along with on the couch at home and at an office desk. I squeezed in as much time as possible.
The main thing that prevented me from getting (a little) further is that I was planning to spend evenings on the work trip i was on, in re-aquainting myself with the tools (assembler, z80 kernel, etc) that I haven’t really looked at in about 5 years. I also wanted to add support in my “Llemonide” z80 IDE/emulator, for building and better debugging. Instead, for various reasons, I was unable to have any downtime at all on the work trip to devote to this project. I was essentially going in to LD completely green on the subject. I spent a lot of time creating the project, remembering how my z80 kernel works, basics like that which should have been old-hat.
So what did I learn? Spend A LOT of time getting familiar with your tools. Do practice jams. Try to minimize the amount of boilerplate stuff you’ll be recreating to save time. You need to spend your time making your game, not fumbling with your tools.
Better luck and progress next time!
As a sidenote, all of the source for mine is available at the page for Tiny World ’82, along with links to the tools/kernel, and the romset. I have included instructions to running it within the Google Chrome browser, in case you don’t have MAME handy. Check it out and review it if you like. I’m just hoping for an non-zero score on this one.
In the past, I’ve made a few arcade ROM hacks, new Z80/Pac-Man hardware ROM code, as well as writing some tools that quite a few people have used over the past 15 years or so (AGE and Turaco). Being that this next LD is notable as being the 10th, I figured I’d celebrate by attempting to do an LD entry that is “retro” to the fullest extent that I can think of.
I’m going to do a 16kbyte “Ms Pac-Man Bootleg” (mspacmab) romset entry. I will provide an emulator so that you can play it in a web browser (or at least via Java) or you can drop the romset into your MAME emulator port of choice to try it out. (Note: This means I’m targetting that cpu (Z80) Memory Map (Pac-Man Arcade Hardware), Color PROM (MsPac-Man), etc. You will be able to burn the roms, and drop them onto real hardware to play this!)
I’ll be using my z80 kernel (some routines to simplify screen drawing, handling a coindrop menu, that kind of thing) which is available on google code here: http://code.google.com/p/bleu-romtools/ . (Also there are the graphics tools mentioned before (Turaco), as well as a slightly modified Z80 assembler, adding some things that simplify use in a constrained ROM memory map)
It should be pretty fun and very challenging! I invite any of you as insane as I am to pick your retro platform of choice (Commodore 64? PET? Amstrad? Sinclair? Atari 8-bit? Amiga?) and go for it for this one along with me!
I haven’t really been in a Z80 headspace in a couple years now, I’ll be starting this on the end of a work business trip ,coding in a hotel and airplane, then working on it while helping care for a toddler, and that the tools aren’t as advanced as for other platforms…
I’m sure my entry and effort will go down in a blaze of failure, due to so many things being against me on this, but I’m going to give it a try anyway.
Hey there, I’m Nik, and I’m a Ludum Dare first timer!
I had no idea what to do, at first. So I started to plan. The best thing I came out of was something to do with God, as he’s alone. So I emptied my mind into Game Maker, and created… a thing. This thing is called The Almighty Annihilation. It’s a 8-bit styled game where you have to wipe out the entire population of Earth with Meteors and Lightning Strikes. Sounds fun, right? Please tell me it is.
I made the game in 21 hours, with lots of frantic rushing and developer’s block. I know it’s not the greatest, and it seems very basic, but please. I am slow and can’t be bothered most of the time. I made a game. Enjoy.