Posts Tagged ‘space’
Space is so hot right now. I recently purchased a NASA shirt from Target, the movie Gravity came out, I was playing through Strike Suit Zero and Lady Gaga is talking about performing in space. All of this inspired me to compose a few tracks with Space in mind.
The album is a single continuous song with a slow, atmospheric start that transitions into tension filled tracks and others with driving beats. All of the music is free to use in your games with attribution. And if you do use a song: message me (@franklinwebber); I would love to see your work.
During the long car rides, to see relatives, I drew 32×32 images to accompany each of the tracks. It was great fun. My first foray into the world of pixel art.
Hey guys. Last week we (@iossif Code, Design; @leafthief Art) finished our first team-game for the LD#48 game jam: Nero is Falling.
We called it a “dramatic sci-fi puzzle game” in which you have to get off a spacecraft because it’s running out of oxygen. Your fellow crew members seem to have given up – the only way off the ship is an escape pod. However, only one of six pods is working.
So what players are actually doing is running around the ship using the arrow keys, trying to figure out which escape pod is the right one by talking to crew members and checking consoles (X).
The version we submitted to the jam can be a bit confusing and has some rather rough edges but still: we’d very much appreciate if you GAVE IT A SHOT. We would also love to hear what you did/didn’t like about the game because we are currently discussing a post-jam version.
Hope to be hearing from you,
Done with my game now.
It’s a Twine experiment which I’m not that pleased with. But I’m in the compo and I rather be a part of this than miss out. Tried to work a bit with animations, but due to really poor skills when it comes to animation (I salute those who can!) it didn’t turn out the way I thought it would..
Anyways. Hope you’ll enjoy it, and that the “game/story/experiment” might provide you with something fun.
So here’s a link to my webplayer:
Aaaaand here’s a quick screenie:
The concept is that you are humanity’s last hope! On board the last spaceship, is the only nuke the fleet has left. However the ship is heavily damaged and only has one engine left. Shot into a quantum tunnel aimed at the target planet, dodge the (non-existent) asteroids, comets, enemy ships and ship fire to destroy the enemy homeworld.
You only get one button: Space to activate thruster.
(‘a’ spawns a sphere that comes towards you – debug test!)
Next things for me to do:
- Add obstacles to dodge
- Add HUD which helps to dodge obstacles
- Add objective distance readout
- Concept of speed and speed boosts
- Menu/Splash screen
- Audio (traditionally comes last!)
I decided to make a LD48 game too! It’s about trying to dock a spaceship into a fuel station with realistic Box2D physics for extra QWOP-iness. You have one tiny fuel tank and limited electric charge. The realistic physics make it hard to simply move and dock, but you still need to dock to the station before you run out of electric charge or fuel.
The fuel station and fuel/charge gauges aren’t implemented yet, but you can fly the spacecraft with WASD.
Here’s a screenshot:
Here is a playable demo: link
I used Blender3D for the graphics, Box2D for the physics, and Flixel as a game engine.
Happy coding everyone!
So I woke up 9 a.m., which granted me five magical hours of sleep, and SUDDENLY ART! This is the concept of the character, and then the sprites that will be used in the game. I’m not used with pixel art (or art at all), so I kept it simple.
I also did a crap background with a lot of photoshop and filters. I know it looks really artificial, but let’s pretend it will look better hidden by the other things (the playable part itself).
Now let’s make some actual level design, shall we?
IMPETUS, our LD27 submission, was programmed to die (after being kept alive by its players) and went out with a bang after almost 12 hours. I wrote up a post-mortem for everyone interested in how the idea came about, how the game suddenly became insanely popular and why it had to die.
For those who weren’t able to play it and would like to see how the game looked like when it was still alive, I put together a little gameplay video:
(Direct link: http://www.youtube.com/watch?v=tgdcQO6ZIbI)
Thanks for playing!
Black Hole Runner is my entry for Ludum Dare 27, it’s about spaceship, black hole and time dilation.
Physicists found the fact, speed and gravity can slow down time when they increased, which they called time dilation. It’s an amazing fact, isn’t? Physicists are really smart guys.
Time dilation is the core of Black Hole Runner. You’re a bad luck captain, try to escape from the gravity of a black hole. The only solution is space jump, but unfortunately it needs 10 seconds to set up. At the mean time, you need collect fuel and evade asteroids. The good news is the black hole changed the time speed, you have enough time to response. The closer to black hole, the time is slower.
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
Impetus has lost consciousness and her systems will fail in 10 seconds. Death is inevitable, but it can be delayed.
Sustain Impetus’ life by pressing the button, which will reset the timer. Once it runs out, the game is over and can never be played again.
Switch on the game’s sound in the upper right corner. Feel free to play one of the soundtracks provided on the site along with it.
For this Ludum dare #27, I started cooking a P’n'C/EscapeRoom about space, survive and… kittens, of course. This weekend I can’t create a game during all 48 hours so I hope I will complete my game & properly make what i had in mind. To achieve this purpose, I made my arts with
Paint photoshop & i will put together my craps with MultimediaMedia Fusion 2 (Yeap ! I’m not kidding).
Sooo… yeah. I went to bed last night and slept. I slept a whoooole lot. I then spent a while today sitting around pondering the theme. And another while just playing Minecraft. Finally, about an hour ago I started actual code and art work on my submission! My self-direction question now is: How long do I have to work before I end up sleeping again? Maybe I can somehow pull off 25 hours of straight work?
Anyway! My game is called Breakdown Countdown! The back-story goes something like this:
The greatest accomplishment in the history of our people is only seconds away! We’re finally going into space, to explore the great unknown! The countdown timer ticks away… Media from all over the globe has swarmed to our space center. T-minus 24 hours… The World President has arrived to watch the launch in person! T-minus 1 hour… Our brave astronauts are sealed away in their capsule. T-minus 10 minutes… The fuel lines are removed, the hatched are locked, all systems are go. T-minus 1 minute… WHAT’S THIS?! Through some cartoonish twist of fate, our mighty space-faring ship has suddenly collapsed into pieces on the launch pad! It’s too late to stop the ignition sequence! Quick, send the engineers in the put it back together as best they can! It’s all riding on their skills now! T-minus 10 seconds…
For this Mini LD, I thought I would do something I have never done before, and use Flash. I only have a few weeks experience with Flash, which most would say is not enough to just dive and and roll with. While this may be the case for most, I have made more with less before.
So, my game, right. Since the theme for this Mini LD is the destruction of earth, I immediately thought of space for some reason… Although the story isn’t exactly clear for this game yet, you have been chosen to be the hero responsible for saving planet earth. In order to save the planet, you have to travel around a spaceship and collect cores. Hence, Save The Cores.
I was only able to put in about two hours today, but I should be working most of tomorrow.
I have semi-smooth x-y movement working, haven’t gotten collision up yet, but I have a good prototype for collection of cores.
Next would be collisions, then story, then fleshing out the level a bit, maybe some music in there somewhere, I hope this turns out well!
Game as it is now.
Now to get some sleep. (T_T)
Hey guys, this Jam was a blast and I hope you guys had as much fun as I did. It got kind of frantic near the end because we decided to totally switch development platforms and games about halfway through. Then my friend was busy so I took over. We managed to pull through with I think pretty good results. Our game is called A Space Opera, it’s a space action/survival game with some RPG elements. You pilot a tiny ship exploring uncharted space and fighting off aliens and space pirates in search for a Utopia like world that humanity can move to.
Although I don’t have the time to work on the game for the whole 48 hours, I decided to join LD this time again.
I decided to go with a very minimalist space game, which is very focused in the things you can do (fly and collect stuff), but still has a feeling of vastness, as the space in the game is huge (200000 x 200000 pixels).
You are an astronaut searching for your partner, which flew into space and left you behind. You decided to go after your partner to bring him back and thus the adventure begins…
Here’s a first screenshot showing a very small planet near a blue sun. There are speakers on some planets giving you missions or information.
I hope I will be able to integrate the story I came up with. Right now I only have the physics up and running and some graphics.
Best luck to every developer joining Ludum Dare!
Hello everyone! I am here today to share with you a game that was born here, in the Ludum Dare, as a warmup game, and now I completed it as a fully playable game with everything a real game needs; Achievements, story, infinite mode, unlockable weapons, highscores, etcetera, etcetera!
The original game, formerly ‘Earth Defenders’ was a crappy minigame I made as a warmup for my first Ludum Dare, under an interesting mechanic: A 360º Space invaders twisted clone. at the moment with my little game design skills and motivation it ended up being fun, but not fun nough, and definately not as pleasant!
So, three months ago and three years after that initial minigame I decided to completely remake it from scratch, I dumped every bit of that old minigame and started writing this new, enhanced version of it, with High definition graphics, a touch-screen friendly interface, and cross-platform. The result was Earth Defenders HD, and it is now complete
You can obviously play it on Google Play for free here:
Enjoy it and dont forget to share it with your friends, thanks everyone!
Due to being away and stuff I was highly limited in my actual working time. I only found out the theme 7 hours after it had been annouced, and didn’t have time to work on it. BUT I STILL MADE AN AWESOME GAME!!
My only regret is not including enough exclamation marks in the title.
The basic premise is to rebound lasers from other ships in order to get massive combos
Cool things about this game:
- I used as3sfxr and generated the sound in-game for the first time.
- I used box2d for the reflection angles, making this the first game I’ve used box2d in.
- This is the first game I’ve used a restricted colour palette for, and the graphics went well.
- Didn’t use any silly flash engines like flash punk because I’m cool like that.
Here is the ship in the Shiva 3D engine:
it’s an old free ship by www.psionic3d.co.uk I have converted to fit in this LD25:
And here it is, the game running
this game is just now in Blackberry appworld waiting for review, meanwhile, I’ll try to improve it