Posts Tagged ‘shooter’
Yeah it has been Finished
Hello World!
My first submission for a 48h Ludum Dare Compo has been finished… Here comes “Another Minimalistic War”
It was created with GameMaker Studio. It was so much fun!
Hey what about a test? –> here.
My First 3D Game: RedGreenBlue
Hello
I started making my first 3D game in Unity about 3 months ago and it is now (partially) complete. I created the models in Maya, the textures in Photoshop, and I recorded the in-game music on my.It was fun to make. It’s called RedGreenBlue and it’s about shooting ghosts with the right coloured pills (not bullets; ghosts react badly towards pills).
I am 15 years old and I stared learning programming a few years ago (I really enjoy it). The game will be available soon as a free download.
Here is video of what it looks like: https://www.youtube.com/watch?v=ls2ySVIe6sI


Natanijel: Ba(NO3)2
Guns Rule finished!
It’s done!! You can now blast away at monsters with an infinite number of randomly generated guns to your heart’s content. (The guns can do some pretty interesting things, if I say so myself).
Can you beat my highscore?
The end is nigh… yet for us is come!
Monday, April 23rd, 2012 4:05 pmHey everyone!
How are you faring at your last hours? Did you all come out unscathed?
We are David and Alex (soy_yuma) and we manage to finish our first-jam game which can be played and rated HERE!
How it went
Our team didn’t start exactly well: half the programmers -and that’s out of 2!- were unavailable due to sickness -yeah, go figure- and at some point in the beginning we came close to a food poisoning case, but somehow we did survive, and I daresay the outcome isn’t bad at all for us considering we’re greener than our muons! (inside joke, please play the game!)
Being my first jam, and not a coder myself, I might’ve pushed too far my poor brother, who had to do all coding job himself, but I kept getting too many ideas for gameplay, story and everything, and it was frustrating to push them aside. Moreover, at the end we never skipped the sleep because we both had to work today (thus we’ve lost like 30 totally useful hours) so the game has strived from the original idea a lot. But I guess this is what it is about!
Anyways, it is done, and it is up. Please try it and laugh a bit if you will, either at the physics nerdism (with quarks and leptons all along, please review Quarks and Leptons for more info) or the queer noises, and forgive us for the music, for it was randomly generated.
What went right
The outcome is quite nice, and we are particularly happy with:
- The team logo. We laughed a lot about setting up the apish voices.
- The lore. I was content with how we managed to agree with the idea of quarks and leptons so easily, without quarrels (please note that both of us are physicists), and it all fitted somehow. Curiously enough, it also fits the previous theme (alone) like a glove!
- How it all fitted together. Surprisingly enough, after the first 24h the game was already better than we expected, but once we put the music and sounds and more guns, well, we couldn’t believe it was our work!
- The sounds. Really, it was a mood raiser to use the ipad to record a few sounds and then tune them with Audacity. Totally recommended!
What went wrong
The features that didn’t finally fit in the game due to time issues are the following:
- Start with only a quark of your choice, grab the rest as you progress, and add guns as you go (up to two at the same time). Get hit and lose one randomly -> in-game: have all 6 from the start with all their “guns”
- Obstacles in the level -> in-game: only bottom and top obstacles, all of them with the same form
- Special combos: each of the 15 two-quark combos would have an special attack. For example, the spiral-frontal gun and the drill one could combine into a giga-drill-breaker for uber-epicness -> in-game: no specials
- Ending: you would finally reach the electron after defeating quite an army, and the end cutscene would pop, which I’m not going to spoil -> in-game: sad To Be Continued screen
What we would change
Finally, what we’d change if we ported back to three days ago:
- Get more programmers: one was definitely not enough for a group of two. We came to too many ideas and too little time to set them up. Also, whenever it came to discussing the coding would get paused.
- Invest more time in the set up prior to LD: I lagged a lot finding a proper music randomizer, and then I had to convert the output from midi to mp3…
- Find a way to stop time!
To sum it up… shump! That’s what the game is, your old-school horizontal shoot’em’up, with a few guns and sadly just two types of enemies. There’s a tiny bit of lore, which I hope you also enjoy. Ignore the poetry, it wasn’t really there, and have fun! We certainly did making it
{David and Alex} Cámara
Points For Life
This is my first Ludum Dare, so I’m keeping the design relatively unambitious, in the vain hope I might be able to finish it to an acceptable standard.
Description:
Real-time, rogue-like, top-down shooter. The player will move around procedurally generated levels, trying to find ‘artefacts’, killing enemies and – ultimately – descending to the next level. All to earn a hi-score.
Along the way, there *may* be some ‘elite loot’, different weapons and/or terrain deformation (grid based, I’m afraid) via dynamite or drills. Depending on how productive I am.
To consider it finished, it should have:
- Player can shoot enemies
- Vaguely intelligent AI
- Procedurally generated levels
- Multiple levels
- Pick-ups and Hi-score

I’ll be using Python and Pygame.
Cavernous Shooter is done!
And… I’m done! Four LDs in a row, imagine that
Cavernous Shooter! is a top-down shooter set in a cave environment. Try to fight your way through the entire cave system, using the links below:
Windows / OSX / Linux / Source
Controls:
[WASD] or [Arrows] to move
[Left mouse] to shoot
[Right mouse] to fire shotgun (if you have ammo for it)
[R] to reload
[Q] to toggle particle quality settings
The linked zip file contains .bat and .exe files for Windows, or .sh for Linux and OSX. It also contains the game source code.
There is also a web (Java Webstart) link – just run the .jnlp through your java/bin/javaws.exe (most browsers will default to this behaviour).


Cavernous Shooter!
Well, it’s a tentative name. I couldn’t come up with anything better than that.
Anyway, I’ve made some progress, as shown below. There’s also a little webstart demo if anybody wants to try. It’s not quite what I’d like my game to be, but it’s better than nothing.

Ultra Fleet
Ultra Fleet was my entry to the LD8 Swarms compo. For a bit of background information on it, please read about The Hat Swarm Attack on Dance Islands.
Set in space, you controlled a fleet of virus ships that could convert enemy ships. Fleets of enemy ships kept on attacking, and you needed to keep your fleet alive so you could go on fighting, gaining points while doing so.
The game was, if anything, more pretty than fun, but it really was playable once you got into it. Although you probably got bored within an hour or so. Don’t know how it placed, but it received OK scoring, and also got praise such as ‘The game I’m supposed to be reviewing is more like a screensaver’, ‘I liked Hat Swarm better, though’, ‘Without a doubt, Hat Swarm is WAY better’, ‘I honestly would have given the hat swarm a higher score though.’ But seriously, some people (including me!) actually seemed to like it.
You can get the Ultra Fleet compo version. It requires OpenGL and is for Windows, but I’ve been able to compile it for Linux, although I have no idea where that port went, but it should be pretty easy if you want to try yourself.
The Destruction of the Viruses
The Destruction of the Viruses was a fairly ambitious (but not very innovative) game written for the Infection theme. The player had to clean out the insides of a computer by killing all the viruses that resided there. The viruses could clone themselves, so it wasn’t always that easy.
It played like a top-down shooter, with FPS controls, and used OpenGL to draw a level that could be rotated around the player.
There were many good intentions, and much love for the number 5 (there being 5 levels, 5 enemy types, and 5 weapon types), yet the game failed badly. The biggest mistake was a bug which made some parts of the game framerate dependent, leaving it extremely hard if you had a low framerate (it played as intended at about 180 FPS). It’s hard to say how it would have fared without the bug, but as it were, it placed about 23th.
You can get the compo version, or its source, if you want to, but I really must urge you not to! Better to get the ‘made working dist’ released a few days after the deadline. Both of them are for Windows and OpenGL.
I have an even better version around somewhere, that I haven’t packaged and released yet. I’ll do that soon, and then I’ll include it here.
Swarm
Swarm was my entry to LD8. The theme of was, well… “swarm”. I know, I know, I’m no good with coming up with names for my entries. Anyway, for this game, I coded an entire 3D engine (octree based) from scratch. So, I spent most of the 48 hours debugging octree code, and crammed in some gameplay towards the end. Since I never spend more time on gameplay – it still should be as fun to play as most of my games
This is an in-development screenshot, showing some octree debugging going on.
That’s how the game looks like. Shoot down all the pink, eyed balls to encounter the uber-cool-final-boss-with-superior-AI. (I got feedback suggesting that at least one person actually played long enough to encounter the boss – so I consider the gameplay aspect successful.)
Here’s a mirror of the original submission: Swarm
Hydra
Hydra was my entry to LD7. The theme was “growth”. It’s a top-down shooter, where you play a growing hydra.
At the start, the hydra is merely a small worm – and even a single knight who has set out to kill you is a dangerous foe.
Some levels later and after eating lots of knights, the Hydra has reached quite some size. But, there’s now also more knights, and they also got bigger and stronger.
The final form when you win the game – I doubt anyone ever has encountered this without using cheat codes.
Download: original LD7 submission (no idea if it still works on modern systems)






