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Posts Tagged ‘water’

Sailor Linux version

Posted by gustav
Monday, April 21st, 2008

Hello again! The linux binaries (and source) are up! These are post-deadline versions where nothing except the necessary has been changed. In order to get the game working on linux I’ve changed the following things:

  • Reference parameters in the Vector2 class has been set to const
  • One _itoa_s() call has been changed to a sprintf() call
  • The time function has been changed from clock() to (clock() * 1000 / CLOCKS_PER_SEC)

Nothing else has been changed (in order to not cheat!), so there’s still a couple of bugs in there which can be used to get higher scores etc. I’m not going to tell you where though :D

Linux binaries and source:

http://gustav128.googlepages.com/sailor_linux.tar.gz

I should probably mention that you can move your boat using the arrow keys and repaint it while sailing! (people often ignore the readme for some reason :D)

Sailor

Posted by gustav
Sunday, April 20th, 2008

Hello! I’m finally finished with my game, “Sailor”.

The game let’s you build a boat and sail the sea. Try to stay afloat

as long as possible, it’s not as easy as it sounds though.

I’m way too tired to write a more lengthy post, please download the game and give it a try :)

Screenshot

Windows binary and source:

http://gustav128.googlepages.com/sailor_win.zip

*UPDATE: The readme links to the wrong Visual C++ redistributable, here is the correct one:

http://www.microsoft.com/downloads/details.aspx?FamilyID=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en

(Only download this if you experience problems when trying to run the game, most of you already have this installed)

LD8: Attack of the Fireflies

Posted by mjau
Wednesday, December 5th, 2007

This was my second Ludum Dare entry, for LD#8. Theme was swarms. This time you’re playing the Master of Fireflies, out for revenge against some mushroom-dwelling things who didn’t invite you to some insignificant party last week. So you send your swarm of fireflies after them to torch their mushroom homes. That’ll teach ‘em! The mushroom-dwelling things doesn’t take kindly to this though, and starts spraying water around, which unfortunately kills your swarm and stops the mushroom fires. The battle is on!

fireflies-final2.png

This was the first time I made something with a swarm-like behaviour, which was nice. The game turned out ok, though not really finished — those mushroom-dwelling things only ever face right, for example, and the levels weren’t supposed to be that flat. There should have been platforms and stuff. Still, there’s a win condition and level progression and such, so that’s something at least. Anyway, it’s kinda fun-ish for a little while, torching mushrooms while those poor guys losing their homes at your hand try to kill off your swarm, but it gets boring and repetitive after a while.

Oh well, I had fun making it, and learned some new things in the process, so I choose to consider it a success regardless =)

Download: [ Source code ]

LD 0.5? Entry: Dicey Ducks

Posted by Hamumu
Sunday, December 2nd, 2007

I don’t know what the theme for this Non-Compo was (I think there wasn’t one), but I made a yahtzee clone. Much more than a clone, though, it is far more complicated than Yahtzee, allowing you to score a bunch of different ways.

Dicey Ducks

As you can see, there are 2 colors of normal ducks, and a King Duck. So you can score in the Same column if your dice involved are the same color, the Diff column if any different ones are involved, and in the King column if the King is involved. The High column is one you can use if you ever get another column twice, but your second time is a better score than the first. It makes some sense when you play it. And to stop a die from being thrown on subsequent rolls, you put the ducks to sleep (as you can see in the picture).

This was my first actual 3D game! Well, my most finished 3D game (even though it’s not finished). Those dice are pure 3D, hand coded from scratch. Take that! Their rolling is real, not just a visual representation of a random number generator - they get a random spin on all axes when thrown, and wherever they stop when they land is what they are on. The code to interpret their facing into a number was the tricky part.

Too bad for you, you can’t play it - there is no downloadable version at this time.

Sokobomb

Posted by drZool
Monday, November 26th, 2007

We cheated! We were two ppl working on SokoBomb me (drZool) and dr Elak. Yes, but we told so up front when we begun. Anyways the compo game is a randomly generated sokoban adventure… minus adventure. And the postcompo game is a puzzle/action adventure, without randomly generated rooms. But with whitty npc’s and melting icecubes :)

Splash

The original entry with random levels are here

The post compo beta/demo of the game with hand made levels can be found here including a video of the gameplay. We did enter Swedish Game Awards with it, but did not place.

Here are screens from compo entry:

sokobomb_snap2.jpg

First random generated level. Note to self: improve difficulty.

sokobomb_snap3.jpg

Dr Zoolak in a mean mood. Random-generated level.

sokobomb_snap4.jpg

A visit to cubicle hell, random style.

Here comes post compo screens:

sokobomb_snap5.jpg

Soko showcasing the latest in weapon sprite fashion.

sokobomb_snap6.jpg

Refraction in action.

sokobomb_snap7.jpg

Who farted?

sokobomb_snap8.jpg

Better put your shades on, those are real hardshadows.

sokobomb_snap9.jpg

No smoke without fire. Creeping features abound!

sokobomb_snap10.jpg

Pathfinding up and running, so are the conveyor belts.


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