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edg3
10-03-2009, 03:13 PM
I was thinking the other day that in the months that we dont have Game.Dev competitions we should have a "Sharing Week". Im pretty sure that people have been working on things outside of competitions, and the whole point of this every-other-monthly excercise will hopefully be to help the community grow, and build up the ever expanding games list that comes from this community.

Hopefully you'll not only let us know what you're working on, but use it as an opportunity to dedicate time to prototyping to get feedback from the community. Hopefully we can spread ideas, expand ideas, and in the end decide whats best with the help of the rest of the community.

--------------------------------------------------------------------
To try get the ball rolling:

Name: SHMUP (temporary)
Development Screenshot (http://realdev.co.za/blog/SHMUPfiles/screen1.jpg)

I've been reworking some code for SHMUP and need to start deciding what kind of movement patterns to implement.

Some ideas Ive had so far involve using rotation around a point on a line and slowly progressing along the line, sine waves, random loopy enemy movement, etc.

A question I have is regarding sounds so Nandrew, please help) , does every bullet impact need to to have a sound, and if yes a unique one? What about ship explosions? What about shooting bullets? Im rather unsure about this, as for now Ive been aiming at incorporating lots of different unique sounds to keep it interesting but Im worried about overdoing it.

FuzzYspo0N
10-03-2009, 03:24 PM
I really like the idea of the game wip thingy, but i do see potential for :

a) the ability to talk a lot of crap about progress (this hurts your future, 1 incomplete project in public > 20 incomplete projects) but of course this can be avoided by a) finishing games and b) stating that its not going to be finished

b) the awesome learning curve if there is free goodies (good thing)


About the sounds : A lot of times in games there are a few sounds, small samples and the sound engine offers features such as pitch control, volume, effects (echoes) and some others have even more features.

Most times you would have one sound for the bullet ricochet : a bulletHit.wav for example, and then you have things such as :

bulletSoundAffectorFormula = speed + direction+ angleOfImpact + distanceFromObserver = pitch, applySoundEffect(pitch), which would give unique sounds from many angles, with one single audio clip. The same applies to firing a bullet, the sound that is created is normally affected by the environment, such as echoes passages will put echo , underwater would mute the sound a bit, firing in bullettime will make the sound slow motion, its all part of formulas on single sounds.

There are of course many many ways but as far as my guesses are its normally done with sounds engine manipulations

Hope this helps :)

Nandrew
10-03-2009, 04:27 PM
Sometimes I create a group of basic sounds and combine them in different situations to gain slight variations on the core set. For example, let's say that I have crafted sounds 1 - 6, all of them related to basic warcries or simple marching sounds. I want one army to march with a particular set of noises, so maybe I pick sounds 1 through to 4 and mash them up to create a chaotic warpath noise overall (with pseudo-random timing of each basic sound so that it doesn't come across as straightforward looping).

Another army that goes on the march may utilise sounds 3 to 6, and a third type of army may use sounds 1, 2 and 6 only. They all use the same set of basic audio but each army will come across as unique. I've recycled the same sounds every time and successfully used them for three different actors.

Compound sounds can be applied to your case of ship explosions too. Get a set of five explosion noises ranging in intensity from 1 - 5. For smaller enemies, a simple Explosion 1 will suffice each time. For slightly larger enemies, make the explosion randomise between 2 and 3. Bigger than that, pick 2 explosions from 1-3. Going bigger? Get three random explosions from 1-4. BIGGER? Give it a mandatory level 5 explosion noise backed by 2 random noises from 1-4. Bigger than that and ... well ... apply more explosions, loop the noises, do what you want! Do the math and you'll see that all the possible permutations from just 5 sounds can offer you unique noises for an entire fleet of ships.

I got this idea from a Soundborb (http://soundborb.com/) app that I used to have, which used a variety of individual sound effects to create a composite noise which never strictly repeated itself. If you want to see compound noises in a game, I used it in the 48 Hour War GGJ project for the mobs, armies and one or two other random effects.

dislekcia
10-03-2009, 04:50 PM
a) the ability to talk a lot of crap about progress (this hurts your future, 1 incomplete project in public > 20 incomplete projects) but of course this can be avoided by a) finishing games and b) stating that its not going to be finished

Nah, prototyping is an explicit search through the phase space of fun around a particular game concept. It can never actually end, you're just exploring local peaks in that fun until you find the top of one of them ;)

So I don't think prototyping in public is a bad thing at all. Phil Steinmeyer released about 100 little prototypes for a casual mechanic a few years back, gave him quite a reputation!

FuzzYspo0N
10-03-2009, 05:02 PM
Totally agree on the prototypes ,


Im pretty sure that people have been working on things outside of competitions, and the whole point of this every-other-monthly excercise will hopefully be to help the community grow, and build up the ever expanding games list that comes from this community

Didnt sound like prototypes though, but i agree prototypes are great.

Gazza_N
10-03-2009, 05:55 PM
WIP tiemz, eh?

Okay.

This little game here:
http://i261.photobucket.com/albums/ii48/Gazza_N/Boom.gif

Is turning into this little game here:
http://i261.photobucket.com/albums/ii48/Gazza_N/OA2screen2.jpg


Prototype out as soon as I fix some niggles. Now will Fengol please stop badgering me? ;P

edg3
10-03-2009, 06:21 PM
Its looking great Gazza! Just a question, are you using sprites for those bullets like you did in... umm... that robot game? (names fail me)

Gazza_N
10-03-2009, 06:37 PM
Heh, thanks! :D I recall showing you the prototype for the 3D level generator at the last DevLAN, if I'm not mistaken?

For now I'm using point sprites, yeah, but those are lame generic projectiles you see there. I'll switch to polygonal models and more detailed sprites once I start inserting Real Graphics (tm). Also, the Assault Team dudes, like the one you see there at the bottom right, are pre-rendered sprites slapped onto an angled plane. The effect is better than I thought it would be, and saves me all the misery with animation that I had with Deathbringer.

Fengol
10-03-2009, 07:30 PM
Woohoo! Gazza_N delivers! *does a little dance*

I'm also working on a prototype based on the boardgame Arkham Horror. Download V0.3 (http://www.mediafire.com/download.php?hodryjmmjyr)
http://i139.photobucket.com/albums/q312/Fengol/screenshot00.jpg

Kensei
10-03-2009, 07:30 PM
Great idea, edg3

Short version of what I am doing:

Integrating this:
http://s189.photobucket.com/albums/z210/KenseiZA/Random/ss1.jpg

http://s189.photobucket.com/albums/z210/KenseiZA/Random/ss2.jpg

Into this:
http://s189.photobucket.com/albums/z210/KenseiZA/Random/ss3.jpg

Because this is just me messing around in XNA, this game is far from finished.
I have just got 'New Game' to work (stop rolling your eyes, Black Triangle, remember, BLACK TRIANGLE) and you can scroll through the menu with the arrow keys.

Next on the list is to create a separate sub-menu that allows the user to select 1 or 2 players.

After that is finished I will be getting back to the actual game and fix a whole lot of issues (like the enemies spawning half outside of the play area :p ) I have given up waiting for Cloud Ratha to make me sprites so I found some free ship sprites and created a crappy laser to fire instead of fireballs

Bonezmann
10-03-2009, 10:48 PM
I was busy with some 'rapid prototyping' before my psu fried itself and my mboard. I dont like letting them go to waste, so i make all my good working prototypes part of something bigger. Ill post links if my data is safe, else i need to start over. Did i mention i phail at backing up?

Azimuth
11-03-2009, 02:29 AM
Chippit and I are up to stuff. Yeah.

Evolution
11-03-2009, 10:24 AM
Codename: White -> A classic style rpg (3 weeks in development)

We busy designing the concept of the game so all we have to preview is..

..the loading screen, which leads to the..
http://img23.imageshack.us/img23/9637/screenshot1i.jpg
..intro screen, which takes us to the..
http://img21.imageshack.us/img21/5368/screenshot2gby.jpg
..start screen.
http://img18.imageshack.us/img18/9742/screenshot3oyh.jpg

Nandrew
11-03-2009, 11:25 AM
http://img7.imageshack.us/img7/2900/screen1bbc.jpg

This is a game that I started work on after a veeeeeery long night. At about 5am, I decided that I needed some colour in my life.

The game is Yet Another Gosh-Darn Prototype along the lines of the whole forces/gravity theme that I've been going along for ages. The whole idea is that instead of placing forces onto the board and watching them affect objects, you yourself control an actor who gets affected by gravitational fields and the like.

I like the platformer action-jumpy vibe that's currently going with the stages I've made (reminds one or two people of N, apparently), but I'm looking to take it in a more puzzle-oriented direction, with moveable gravity fields, switches, obstacles that are directly / indirectly / oppositely affected by gravity fields and the like.

Once I've generated a few more stages with (hopefully) mind-scratching puzzles attached instead of simple agility challenges, I'll post a thread and ask for opinions on the gameplay.

Evolution
11-03-2009, 11:42 AM
Nandrew - looks like you have a good concept in your hands, all you have to do is nuture it into a success.

Gazza_N
11-03-2009, 11:47 AM
Yeah. That's what we've said about *all* his prototypes. But does he ever listen? No. :<

I WANT MORE DR. WARP, DAMMIT! T_T

BlackShipsFillt
11-03-2009, 12:21 PM
I've been prototyping some gameplay ... It works on m mac, but i think it may be a bit buggy in windows (it jitters on my virtual machine)...

FEEDBACK!! :)

http://www.blackshipsfillthesky.com/cloudworld/gravityDemo_Windows.zip

BlackShipsFillt
11-03-2009, 12:22 PM
ooh ooh, sorry, press up down left right, and drag with the mouse to jump...

also press [alt]+F4 to quit

Evolution
11-03-2009, 12:38 PM
BlackShipsFillt - like the missile patern, you just need to fix the hick up in the framerate that occurs after releasing the right mouse button

FuzzYspo0N
11-03-2009, 12:43 PM
Woo, ok well ill post what im working on too.

Game : shadowracer
Concept : Futuristic Racer
Idea : Pure eye candy, simplistic gameplay
Engine : irrlicht
Platform : Windows (fully functional) / Mac(fully functional) / Linux(to be tested)
Code Base : ShadowEngine ( my own )
Due date : Before mid year
Progress :
Engine : 90 %
Game : 60 %
Environment : Futuristic style tracks, using a venom/carnage(comics) style of architecture (gooey black stuff, gloss black). White tracks with black architecture outdoor, indoors (tunnels) black tracks white walls.
Lighting : Real time shadowing and ambient occlusion (if needed), HDR, glare and glows...
Eye candy : Realtime reflection (dual parabloids), minimilistic environment design

Enough talk, here are some progress shots.

The concepts :
http://img403.imageshack.us/img403/4730/10nmakk9.jpg
http://img244.imageshack.us/img244/6083/track2jv5.jpg

in game :
http://img504.imageshack.us/img504/1333/screenfake1if9.jpg
http://img91.imageshack.us/img91/8181/sph3rz2.jpg
http://img299.imageshack.us/img299/9712/rim2ux5.th.jpg (http://img299.imageshack.us/my.php?image=rim2ux5.jpg)
http://img440.imageshack.us/img440/527/screentestmapzw2.th.jpg (http://img440.imageshack.us/my.php?image=screentestmapzw2.jpg)
http://img101.imageshack.us/img101/1222/image10cy6.th.jpg (http://img101.imageshack.us/my.php?image=image10cy6.jpg)
http://img264.imageshack.us/img264/8995/ref7at7.th.jpg (http://img264.imageshack.us/my.php?image=ref7at7.jpg)

Toolchain :
http://img78.imageshack.us/img78/8060/toolshotka7.th.jpg (http://img78.imageshack.us/my.php?image=toolshotka7.jpg)

Menu (temp) :
http://img211.imageshack.us/img211/2163/menu1wy7.th.jpg (http://img211.imageshack.us/my.php?image=menu1wy7.jpg)


The above shows only a handful of the reality of where i am actually, i cant show more at the moment because my team want to wait until the next major code set, before more images are shown. There is already a full playable game at the moment, and there have been a few playtests that i have let some people play.
If you want to test it out for me (cross platform shaders are a pain in the ass) please PM me, i would be keen to get some frame counts and some hardware tests :)

I can get some more information out soon, as well as more playtests.

Ps :
way cool stuff gazza,
Nandrew : another interesting nandrew special XD looks fun
Evolution : sounds interesting , any more information?
People i missed, it all looks awesome.

Nandrew
11-03-2009, 12:53 PM
BlackShips: Have a look at Frozzd (http://www.yoyogames.com/games/show/20523). It's a sweet Game Maker title that came to mind when I saw your proto in action. It may give you some ideas to go with.

Also have a gander at Strange Attractors (http://ominousdev.com/SA/Strange1_2.exe). A little less similar, but it experiments with gravitational force using only the spacebar to control the game. Rather clever.

Kensei
11-03-2009, 02:01 PM
I've been prototyping some gameplay ... It works on m mac, but i think it may be a bit buggy in windows (it jitters on my virtual machine)...

FEEDBACK!! :)
http://www.blackshipsfillthesky.com/cloudworld/gravityDemo_Windows.zip

Wheeeee! I am FREEEEEEEEEEE!
Ok, moment of random silliness over. I like this prototype, is awesome just mucking about in prototypes. I love the concept and I hope you can build on it.


Codename: White -> A classic style rpg (3 weeks in development)
<teasing screenshots>


Looks good, Evolution. The artwork looks sexy :) Best of luck in your development, I cannot wait to see what you guys can create.
Is this the one that is being done in XNA?


Chippit and I are up to stuff. Yeah.

Am-azing :p


I was busy with some 'rapid prototyping' before my psu fried itself and my mboard. I dont like letting them go to waste, so i make all my good working prototypes part of something bigger. Ill post links if my data is safe, else i need to start over. Did i mention i phail at backing up?

:( That sucks. Reminds me I need to backup my latest works to my external harddrive.


Woo, ok well ill post what im working on too.

<Extreme eye-candy>

If you want to test it out for me (cross platform shaders are a pain in the ass) please PM me, i would be keen to get some frame counts and some hardware tests :)


I might be able to give you some time to do some tests ;) Afterall, I am not doing 'much' at the moment...


WIP tiemz, eh?

<Overseer Assault 2 teasers>


So when is the prototype coming out, Gazza_N?



I'm also working on a prototype based on the boardgame Arkham Horror. Download V0.3 (http://www.mediafire.com/download.php?hodryjmmjyr)

Also looks promising, Fengol :)

Ramperkash
11-03-2009, 07:58 PM
Blackships, that looks awesome, I like moving around slingshotting around the black holes etc. but have you tried making the arrow keys instead move you around relative to the direction you're facing? (e.g. left and right being turning, instead of moving east and west) I just think it will give it a more natural feel. Though I could be wrong.

I also experienced the fps lag when firing the rockets though.

Evolution
11-03-2009, 08:04 PM
Kensei - Is this the one that is being done in XNA?

No, the other programmers that is working on the xna project kind of got sick of not understanding what was going on, they want to work on a easier project. The project is still running but I think the project lead should work on something simpler as a side project so they can get more experience.

The screens that I posted on the previous page is something different that I'm working on with an artist. He does most of the artwork and game design. I do the programming and sound, I also help with some of the artwork and game design. This project was made with game maker and maybe will be ported to C++ if it makes a success, but will be as a sequal.

BlackShipsFillt
12-03-2009, 12:18 AM
Looks awesome Fuzzy Spoon! I can test it on a mac if it pleases you, though my mac is quite high end so I'm not sure how much use it'll be.

Nandrew : can't wait to play it! I was thinking of making my little gravity prototype I've done a little slower and more puzzle based and less of a agility challenge (although right now mine has no point, I've still got to decide on gameplay objectives)... I'm going to check out that yoyogames title, right now there's allot of directions I can take this, I'll have to make up my mind about what I want it to be.

Evolution : those images look very interesting, loving the gritty style. Makes me think of cold war era Russia. desolate.

I think I'm going to take the missiles out altogether, right now they're programmed very lazily (hence the lag) but I think the game isn't going to be violent, mostly jumping on enemies heads (that's the next step)

Ramperkash : thanks! actually I do also have it with the keys moving it relative to the gravity, the camera also faces the direction of the gravity, but it was quite disorientating soo I took it out... I'll upload another version with it back sometime soon for comparison...

BlackShipsFillt
12-03-2009, 12:23 PM
Okay... I've built it with relative angle movement... there's a few bugs, but this should give an idea

http://www.blackshipsfillthesky.com/images/gravitysho1.jpg
http://www.blackshipsfillthesky.com/images/gravitysho2.jpg

http://www.blackshipsfillthesky.com/cloudworld/gravityDemoRelative_Windows.zip

dislekcia
13-03-2009, 01:54 PM
bladesway: "Hey guys, made this game in flash while i was trying to learn AS2. have a look and let me know what u think, any ideas and any bugs you find. interface, sound functions and graphics are all still demo, they must still be completed. for the moment I am trying to make the game play awesome ;)"

Game Link (http://www.bladesway.com/Ninja.html)

Aval4nche
13-03-2009, 03:32 PM
Great stuff guys. I can't wait to see the finished items.

Here's a little platformer I'm working on. The game will have a heavy emphasis on exploration in a huge world and I want to create a pleasing visual style.

Screenies:

http://i249.photobucket.com/albums/gg226/Aval4nche/GiblitmeetsTroll.jpg

http://i249.photobucket.com/albums/gg226/Aval4nche/gibconcept.jpg

Kensei
13-03-2009, 05:04 PM
Wow, that looks awesome Aval4nche, what are you creating it in and when can we get a prototype?

@bladesway (via his medium dislekcia): I will look at the game soonish - keep up with Actionscript, I saw 2 jobs today that were looking for AS people

Aval4nche
13-03-2009, 06:30 PM
I'm using Game Maker (Don't know anything else :P) The problem is my cap is running pretty low so I can't upload anything till the end of the month, but I should have the proto ready by then.

Chainsaw
13-03-2009, 08:37 PM
Reminds my of knytt stories.

bladesway
13-03-2009, 11:43 PM
woohoo! I'm alive!

nice concepts guys. Fuzzy spoon, ur game looks pritty interesting.

Aval4nche - I am keen to hear about your exploreable word. is it just a side platformer wath alot of places to go or is it sort of an open world with instanced areas?

Ramperkash
14-03-2009, 01:09 AM
@Blackships:
That isn't actually what I meant with relative movement, but I suppose I wasn't exact enough, sorry. That does look good though, except (I see the gravity is always to the bottom of the screen now) the gravity changes kind of suddenly a lot of times, which causes the screen to rotate very fast.
I meant that the ball always points in a certain direction, and forward and backward will make it try to move in that direction (or opposite) while left and right rotates it, but it might not be that intuitive to move around like that...

I still love the idea, can't wait to see how it develops.

@bladesway:
I like the idea of that game, but try to time the movements of the enemy ninjas so they move in sequence as much as possible, I can think it'll become annoying to have to wait through 6 patrol sequences to get the ideal (possibly only) way to get past them. Looks good though.

I can explain what I mean with the timing clearer if needed though.

Aval4nche
14-03-2009, 08:14 AM
@Chainsaw Dude:
Yeah, I loved knytt. The visual style was beautiful. The main character was actually inspired by World of Goo's goo balls.

@bladesway:
I want a huge platformer world, with the character being able to go anywhere he wants. But I also want to focus on a good narrative and through out the story the world may change and new areas may be unlocked.

Evolution
14-03-2009, 09:04 AM
Here's my second game that I created. It was my entry for the yoyo games competition03 so it was under rated, at least I recieved good comments. The game uses slow motion and some physics for boss fights. I knew nothing about coding when I started on this game so it is not that well done.

http://www.yoyogames.com/games/show/49894

bladesway
14-03-2009, 09:20 AM
Ramperkash - thanks for the input man, I get what you mean with the timing, I am just affraid it might make the game 2 easy. but are there specific lvl's in which you found the timing to hard. I mean that is why I am posting. lol. I can play the entire game in 30min with out using a shurikan and with a near perfect score. haha. Cuz I set up the paths to begin with I know them to well. ;) Anything else you guys dont like about the game?

Evolution
14-03-2009, 07:44 PM
Here's a screenshot of the engine that we made using xna. This is an old version of the engine, the newer version has a toolset and extra features. The engine is also on hold till we get the programmers interrested in the project again.

http://img293.imageshack.us/img293/8282/demotest.jpg
We used deferred shading for the scene.

Bonezmann
20-03-2009, 09:54 PM
I've been playing around in GM7 with a platform sample and a free set of sprites. I hope the link works.

http://cid-a51acf09ad714b68.skydrive.live.com/self.aspx/.Public/poopy.exe

edit: the link works :p

editedit: press F1 in-game for the info. :)

Kensei
21-03-2009, 04:18 PM
Poopy?

Um, ok, nice sprites, not sure I approve of the, er, nature of the game :p

Thing to keep aware of is if I hold down Right it halts the animation... perhaps put a conditional statement in or something.
I have been fiddling around too long in XNA, my brain is working on Game and Object states (like standing, walking, ducking etc :\)

Edit: Forgot to say, Evolution that render looks awesome :)

Bonezmann
21-03-2009, 10:06 PM
Poopy?

Um, ok, nice sprites, not sure I approve of the, er, nature of the game :p

Thing to keep aware of is if I hold down Right it halts the animation... perhaps put a conditional statement in or something.
I have been fiddling around too long in XNA, my brain is working on Game and Object states (like standing, walking, ducking etc :\)

Edit: Forgot to say, Evolution that render looks awesome :)

Yeah, I just played around a bit with variables. It was a spur of the moment thing so it's not a 'continuing' project. Thought I'd share it :D

Kensei
22-03-2009, 02:09 AM
Thought I'd share it :D

Your avatar is just the perfect response to this:
http://forums.tidemedia.co.za/nag/image.php?u=718&dateline=1237391183

<insert Muttley laughter>

Bonezmann
22-03-2009, 12:40 PM
Your avatar is just the perfect response to this:
http://forums.tidemedia.co.za/nag/image.php?u=718&dateline=1237391183

<insert Muttley laughter>

Gotta love that pooch :D

Kensei
22-03-2009, 02:28 PM
Just had a thought :)
Keep the prototype and enter it into the next Indie Games competition - Call it 'Hold the Poop!' and say it is a serious art/game addressing the main bodily function of the human... or something ^_^

Bonezmann
30-03-2009, 07:29 PM
Just had a thought :)
Keep the prototype and enter it into the next Indie Games competition - Call it 'Hold the Poop!' and say it is a serious art/game addressing the main bodily function of the human... or something ^_^

hehe, maybe I will :p

anyways, new proto:

Why did the chicken cross the road?

This is just a basic prototype, but I will add some more stuff as this is the only thing I can muster up atm. I have absolutely no motivation or inspiration, and believe me I've searched far and wide, to make games. So I'm just playing around atm. *also see poopy*

The idea is that you have to stop the chickens from crossing the road, if they do cross the road something funny happens and you lose. I'm thinking of making some sort of contraption they can work to throw you with eggs, blurring your vision and making it harder to shoot the other chickens(think Pooyan on the nes). It is however just an ideaand you may use it if you wish. here is the link for the prototype:

http://cid-a51acf09ad714b68.skydrive.live.com/self.aspx/.Public/chicken.exe

As always, any comments suggestions or questions are welcome. :)

Evolution
30-03-2009, 08:59 PM
You need to make the chickens move in a random pattern instead of just in a straight line. Some chickens should also move quicker and some should have more health.

Bonezmann
30-03-2009, 09:06 PM
You need to make the chickens move in a random pattern instead of just in a straight line. Some chickens should also move quicker and some should have more health.

Will do that, it IS a bit predictable. Although just a prototype... I should really stop sharing EVERYTHING I make so soon...

dislekcia
30-03-2009, 11:15 PM
Will do that, it IS a bit predictable. Although just a prototype... I should really stop sharing EVERYTHING I make so soon...

What's wrong with sharing? Good way to get ideas, IMHO.

The Dash
31-03-2009, 01:00 PM
I've been slacking a bit with the game dev, but im on holiday at the moment so hoping to get something completed out

In the meantime, heres a little puzzle prototype im working on -

Traffic Hero
Get the cars from the gate to the red marking

Red arrows cannot be moved
Walls destroy cars
Cars can destroy each other

Normal arrows - Click to move counter clockwise and right-click for clockwise
Click on the gate to start the cars

http://www.filedropper.com/traffichero

Bonezmann
31-03-2009, 01:20 PM
What's wrong with sharing? Good way to get ideas, IMHO.

Nothing wrong with sharing, it's just that I feel I'm sharing every single little thing I make. No matter the crappy-ness.

FuzzYspo0N
31-03-2009, 02:12 PM
i think that should encourage you to uncrappify as you move forward ;)

Bonezmann
02-04-2009, 06:36 PM
K, new idea. It's called color match, at least for now.

You need to push the blocks to their corresponding floors and jump on them.

As a last word, I'd like to thank the guy who made the gravity engine. I forgot his name...

Here's the game:

http://cid-a51acf09ad714b68.skydrive.live.com/self.aspx/.Public/color%20match.exe

any comments, questions or suggestions welcome :)

Ramperkash
07-04-2009, 01:33 PM
So, this is me, sharing my first and only complete project so far. I was waiting till I could actually make new threads to do so, but I then realized I could share it here :)

I made this game only to get myself into game development at last, and decided to remake an existing old game, so as not to bog myself down with details. It's a remake of Jump 'n Bump, but the gameplay is pretty faster, and theres no silly music in the background (mainly because I couldn't find a decent, fitting song) because this way you can play whatever you want to.

Here it is; Pogo:
http://www.mediafire.com/download.php?jzknjwlywzn

Everything is in the readme, but note: there is no ai, you'll (preferably) need to get 3 other people to play with you, or at least just one other... Or you could sit around jumping on braindead bunnies all day :D.

Edit: Sorry, I forgot to add... I made a map editor, and since my remake consists of squares, (though it might look a little less *pretty* than the original) you don't need to write a collisionmap, and a visual map separately.

Let me know what you think... of my very first game.

Ramperkash

PS. I made this in the middle of last year, and left it in the damp dark that is my harddrive since then, and the code is available on request :)

Nandrew
07-04-2009, 02:40 PM
JUMP 'N BUMP REMAKE! I didn't realise that the game was that popular! Sweeeeeet.

Ramperkash
07-04-2009, 08:34 PM
Don't be too disappointed, it IS the first game I ever made, so... it's kinda buggy, I'll try to do it more justice and fix them though... when I get round to it.

Edit: And... the graphics isn't that great... There is a map editor though (forgot to mention that) without the hassle that the Jump 'n Bump editor had.

Ramperkash
11-04-2009, 04:38 PM
I've recently started work on a very basic RTS, planning to have it end up something like RA1. The reason I'm doing this is mainly to get the basics of RTS down before I start confusing myself with details, or graphics.

At the moment all it is is a 4way brawl with 3 cpu teams, (relatively stupid ai, since it's pointless to work on ai at this point) with each team having 200 units. (Also a 1 screen map only).

Theres no readme with it, since things are changing so fast at this point, but all that needs be said is:

To start (or reset) a game press CTRL+ALT+SHIFT (left), and to quit press ESC.
You can select units by clicking them individually, or select multiple units using either SHIFT button, and box selecting is implemented, even though no box is drawn as you drag it around.
Theres no "attack move" implemented, but right-clicking enemy units will order your units to attack those specific units, or having units stationary will cause them to attack (and chase) any units that come near.
And... moving units is done by right-clicking.

Link:
http://www.mediafire.com/?n3yzxidu5mw

Enjoy :D

EDIT: Since this is only playable to test what I've already implemented, don't expect too much, and there are a lot of "messy" things.

PS Code available on request.

Kensei
11-04-2009, 10:26 PM
So like, um, in case you have not noticed the other thread, I have sidelined Wizards? in favour of creating my remake of The Horde... I will likely call it something very different due to copyright infringement

Take a look Here (http://forums.tidemedia.co.za/nag/showthread.php?t=10420)