Posts Tagged ‘tigs’
Hackworth’s Last Kick
Download (1.4 mb, source MFA included)
Use the arrow keys to move and jump, and the space bar to kick the ball. Try to keep the ball in the air as the walls close in. Consecutive hits earn points.
Made in Multimedia Fusion 2.
Sound Effects by SFXR.
Music from the public domain MusOpen project: Sergei Rachmaninoff’s “Oh, My Corn Field” performed by Free Tim
Step 15: Falling in love

I am tired, asleep, not that motivated, scared and to top it off I think I am falling in love with my idea. The fact that I am so careful with my idea proves this.
Having made similar mistake in the past I am confident that I can avoid falling into the trap once again. I will repeat the mantra to scale down my idea and be satisfied with it. It’s going to be a little bit hard, but hopefully it will work.
Wish me good luck.
And now onto some simulation stuff. I have to get rid of some interesting but not prioritized details. Less disorders. Less woman types. Less job types.
The Triumph of Time
NOTE: This is the competition version of the game. If you just stumbled upon this, you’ll most probably want to be playing the greatly expanded post-competition version.
I’m done. And tired. (The game’s title is quite ironic when applied to the compo, huh…)
Please read the readme if you have troubles, I don’t know how obvious the gameplay is. Also, fullscreen can be disabled in the config.ini file. So far, I only have a Windows build.
Quick instructions for the impatient:
- left mouse button places pylons,
- right mouse button scrolls,
- mouse wheel zooms.
Windows binary (2.28 MB)
Very tired, but also quite proud right now. I actually made a game in less then 48 hours!
UPDATE: I wrote a post containing a brief strategy guide for those struggling with the game!
Step 14: HLSL. Writing pixel shader effect.
Construct doesn’t come with proper fade transition, so I thought about writing my own. Construct uses HLSL for effects, so I thought it’s a good chance to learn a bit about shader programming.
It was a failure (given the deadline pressure). I just gave up and decided not to use any transitions.
If by any chance anyone here is familiar with HLSL and knows or has an HLSL snippet which performs fade-away fade-in transition that would be great.
Sky Upon Us
UPDATE:
Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).
I have fixed this and uploaded a new version to my site as both zip and webstart. I realize that this may not be taken into consideration when judging the entry, but I thought I should at least upload the entry as it was meant to be (and as I was certain it was!)
Sorry about that!
—
ORIGINAL POST:
Okay, here’s the final version of “Sky Upon Us!”, my entry for LD14.
I tried to upload the zip file containing launch files for Windows, Linux and OSX to the blog. Sadly, WordPress wouldn’t accept it even if I changed the file extention. Meanwhile, the game can be downloaded or started from all the following links:
- SkyUponUs.zip (Including Windows .exe and Linux/OSX .sh files)
- Java Webstart 1 (Java 1.4+, retroweave)
- Java Webstart 2 (Java 1.5+)
While the game didn’t quite turn out the way I hoped, I’m still happy with most of it. However, the gameplay does get a bit repetetive; excuse!
As always, any comments are warmly appreciated!
A screenshot from the game:
The House That Eats People!
Play online!
or download the source.
I would have loved to have worked on it a bit more, but alas I have to sleep for paintball tomorrow. Life is tough.
It has been great fun, and thanks to everyone on #tigirc and #Walls for keeping me awake.
Manually Operated
I can’t get the media uploader working so I’m going to just link this for now. This is a game where you play an aspiring super-villain trying to make his big break and complete his thesis by crushing a hero in a death trap. Unfortunately, he cannot afford a very good death trap, or a lock to keep the hero from escaping. Push the wall to crush the hero before the cops take you down or rescue the hero!
Thanks to all who supported and encouraged me in the production of this game. First thing I’ve made without THE MAN telling me what to do! Woo!
Advancing Wall of Death: Hall of Choices

Hall of Choices is almost done. Only Party, Casino and Doctor doors left to implement.
My first LD
Hey, this is my first Ludum Dare—I hope I do okay. I’m having fun so far! I’m writing my game in Actionscript 3 and using the Flex SDK, so it’ll be a Flash game. I have to admit that I don’t really like the theme. My take on it is pretty conceptual, though, as you’ll find out. Here’s a screenshot of the little I have achieved so far, in the meanwhile:
An Unexpected Snowstorm
So the design of the game is fairly established now. It looks like the core mechanic is a food chain. There are different varieties of little creatures which occupy various niches. All would be well in the world, were it not for the sudden arrival of DOOM in the form of an explosively reproducing foreign species…
I was trying to get the first projectiles into the game, and ended up with a rather unexpected snowstorm instead:
http://i39.tinypic.com/1628ohy.png
Currently there are invaders (red-green) and one form of sessile predator (orangey) in the game. All life forms heal over time, and the invaders use this to their advantage by withdrawing outside their target’s firing range briefly if their health dips too low. There’s no player character yet.
http://i44.tinypic.com/2elfh52.png
The next thing to do is get some sort of plankton- or barnacle-esque life form into the system- something low level that doesn’t eat anything, and simply provides food for other organisms.
Progress
What I’ve noticed during the programming of this game: I code too “cleanly”. I waste time with making stuff be in seperate files and stuff. I got like, 17 files or so and what I got now is this


Boring initialization stuff out of the way, game development ensues.
Harr! I’ve finally done all the basic stupid boring stuff like drawing and input and timers out of the way and now I can start programming some gameplay to my game. Being worked on in c++ using allegro :3 Pics will come soon when I get something graphical done.
Rainier von Raincastle
I am in like April Showers bring May out like a lion. I really think that maybe this time I could have a bit of a chance to possibly finish something.
But for real, I’ve got some great rain ideas so let’s do this right.








