Author Archives: Uhfgood

Pong Adventure, first flash version

Flash is what I’m developing for at the moment. You can play it here. It’s in a pretty rough stage though. Still have images to put in, have to align some buttons, etc. Click the image to play. Updated Nov 6th, 2013: Here’s an html5 version — check it: Pong Adventure HTML5 Continue reading

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Pong Adventure Part 5 – Sausage Screenshot

Well thought I’d update a bit here. Finally got all the page text as images, coming in at about 1.5 megs (pretty large for what it is, and what it would be if it were all just text). just wanted to share a screenshot: Continue reading

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Pong Adventure 4 – Last twine version

Well this was a doozy. A good exercise in minimalist thinking. Because of the end resolution of my game, I had to fit the words onto pages with a certain amount of lines. While I could do more pages, Doing too many pages just extends the game without adding anything to it. But when squeezing […] Continue reading

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Another quickie update Pong Adventure part 3

Okay so I said that other version was the final twine version before I split up the pages. It turns out I was wrong. I was convinced I should get a bit more imaginative so I decided to add 29 wacky endings and only one path to the winning and losing endings. I add 8 […] Continue reading

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Pong Adventure part 2

I added drama lines to make it more story oriented. This is the final version before I split up to make it fit on screen with my framework. Let me know if this helps it feel more “adventure” oriented. Pong Adventure v2 Update about 6PM Mountain Time USA: I’m trying to figure out how many […] Continue reading

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Pong – the interactive adventure

Play the “alpha” version of the twine version of Pong Adventure – Here. If you want to know more about the game continue reading. Oddly enough SAUSAGE is not dead yet. I decided to restart my adventure game engine and go all the way back to basics. The most basic for an interactive adventure is […] Continue reading

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Started a new project yesterday, tentatively titled “Game Changer”

Technically I started working on my new game the beginning of this week (Monday, the 27th). After having learned abit of haxe/nme/ and haxeflixel — I decided to go with HaxeFlixel for my new game. The game is title Game Changer because it literally changes games every few levels. Started with an idea I was […] Continue reading

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Flash Fox official Update #1

I spent 3-and-a-half months working on sloped tiles using height-maps. I’m using LÖVE to develop my game in, and Tiled to make the maps. Now I’ve started on my game, I don’t want to give too much away right now, but my main character is a Fox named Flash and he has to (surprise) rescue […] Continue reading

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Current version of my “game”

It’s a love file, but at least you can now download it/open it FFEv1_0 Let me know what you think. Continue reading

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Current version of my “slope engine”

Well since the certificate expired on the love2d website, I decided to upload the newest version of my slope stuff here. For those that already have LÖVE just rename the zip file to .love SSE03v3 Continue reading

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October Challenge report 4

Still not 100% but getting there -
Click the image to watch the video.

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My October Challenge Bet Progress Report #3

Here it is, folks sloping tiles! — It works, now all I need is gravity and jumping.

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My October Challenge Bet Progress Report #2

Okay well it looks like I got standard tile-based collision working in my little test program, this is not the Flash Fox map itself, it is a test program so I can figure out how to do sloped tiles. I know just what I’m going to do but I still have to figure out how [...] Continue reading

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My October Challenge Bet — a bit of progress

While it’s nearly impossible for me to make money on a game that I’ve only been working on a month (okay not entirely true but not the one I’m working on), I did decide to see if I could push out an alpha of a game I’m working on. The October Challenge is something that [...] Continue reading

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EL Progress Report #8

Quick update: Interaction!

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Enchanted Lands Progress Report #7

Well now it’s got a scrolling background and labels for the gui. Next up: I attempt to start implementing a puzzle.
Sorry for the cropped video, youtube did this to me. Don’t know why.

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Enchanted Lands Progress Report #6

Okay so admittedly I didn’t get a lot visually done today. I did manage to redo the first and second puzzles, and I got my first “sketch” of the room background. I don’t know if I’m going to try to do another, or just use this and see if I can’t put something together real [...] Continue reading

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Enchanted Lands Official Progress Report #5

Okay not much done today like I wanted, but I did manage a few things.
Firstly here’s a video:

Secondly Here are some layout drawings I did of the room where you’ll be starting out in. Harold’s Lab. Next up would be some thumbnails… Continue reading

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Enchanted Lands – Official Progress Report #4

Here it is.
I don’t have dead-zone detection yet.
Click on the image to see a youtube video of the gui in action.

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Enchanted Lands – Official Progress Report #3

I did indeed make some more progress. Here’s a screenshot of the gui background in action. Doesn’t do much yet, but it’s a start. Update 6/4: I wasn’t sure I was going to make a new post or just add to this existing one, as doubtless less people will see it, but as it’s visually [...] Continue reading

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