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Posts Tagged ‘2D’

Exxon on Vista (Perhaps other systems aswell)

Posted by drZool
Sunday, May 4th, 2008

It’s a trap

I’ve found out that level mode is troublesome on Vista system. Running my game in a browser solved that problem. However, performance goes down a lot in the browser. To get decent framerate shrink the browser window until it feels good. Here is the game

http://enedahl.com/ld11/final/exxon.swf
Same as the exe but online.

Exxon - The decontaminator

Posted by drZool
Sunday, April 20th, 2008

Exxon - The decontaminator

You are on a mission, decontaminate that oil! Instructions are in game. The name Exxon comes from a oils spill disaster in the USA.

Download in following flavours:

Flash 0.2MB - Requires Flash 9 installed
Windows Executable 1.5MB
Macintosh Executable 3.9MB

Running the game in a browser is possible, but cripples the framerate. I recommend running the executables or running the swf in flash player 9 not in a browser.

Exxon - The decontaminator

Edit:

There are two modes: Level mode and Free mode. Click: “Click to play” for level mode. And 600,1200 or 2400 for Free mode, where the numbers are how many oil spills there are. Note, if you by any chance run the game in the browser, the Level mode might not work and falls back to Free mode 600. If you see a lot of (N)’s around, you are in free mode. Go back (Esc) and click “Click to play” again for Level mode. (Xml loading issue)

Edit2: Those on Vista could not run the game in level mode. It turns out that running it in a browser worked. http://enedahl.com/ld11/final/exxon.swf
Same as the exe but online, will hurt perfomance though… keep the window small for better fps.

Island in the strea… breakfast, day 2

Posted by drZool
Saturday, April 19th, 2008

Juicy

Ahhh that coffee was great!

Islands are temporary up, No collision responses yet and uglyishly(I made up that word just now), randomly placed. I made all islands fit a circle, to simplify the collisions a lot, fits the theme as well. I’m gonna put the islands in a separate sector manager. Next is collisions and neatly placed islands.

Decontaminate that oil!

Posted by drZool
Saturday, April 19th, 2008

To be decontaminated

Closing the gap!

Decontaminated!

Ta da! The oil is gone! It’s magic!

Want to test download the exe (windows) or run the swf, although the swf is slower. Arrow keys to drive, space to deploy buoys.

That’s all for day one. I’m going to bed. (00:13)

Hotdog with buoy action!

Posted by drZool
Saturday, April 19th, 2008

Bouy frenzy

Crazy buoys flying all over the place. I got them under control now though. Next step is to close the buoy divider and get points for decontaminated oil spills.

Strange bread

Hotdogs! Yeah, I forgot to buy the bread. Toast it is. Works.

Oil spill

Posted by drZool
Saturday, April 19th, 2008

Oil spill

Great, I had a tough bug haunting me for some time. When it finally was fixed I got the game up to speed. I can have 2000 oil spills at good framerate in flash on my laptop 2ghz centrino. Thanks to some dynamic sectoring.

Next up is to wrap the oil spills by dividers that will be dragged by the boat. And then some islands.

Exxon - The decontaminator

Posted by drZool
Saturday, April 19th, 2008

Exxon - The decontaminator - Title Screen

A sketch of the title screen.

This will be a 2d topdown boat game in flash. Isolate oil spills with dividers. All graphics and sound are kept minimalistic and simple. If stuff goes quick and I have a playable semicomplete game today I will try make it multiplayer.

The name Exxon comes from a oils spill disaster in the USA.


HeliChain reborn!

Posted by drZool
Saturday, January 5th, 2008

No xna, only OpenGL

Finally I’ve ported it away from XNA to OpenGL, still got the (almost) same lousy controls, for your pleasure. Still needs .Net 2.0 to be installed though, but should be compatible with Mono, and thus playable on Linux. If someone like to try to compile it on Linux, contact me. Some things have been tweaked and added. But the game play is the same. Added ugly clouds for better sense of height movement. Updated the physics lib to the newest version.

Arrows: (over) steer

Z: Claw claw claw!

X: TURRRRRRBO

Space: Reset heli position

R: Reset level

N: Next level

Download now! 441KB Now with dependencies included!

HeliChain final

Posted by drZool
Sunday, December 16th, 2007

A helicopter physics game, made with XNA 2.0 beta.

You will need a pile of shit to get this to work, here it is:

  1. .Net 2.0 SP1 (we are currently uncertain if it ships with Vista)
    • Note you can also use the original .Net 2.0 but you will also have to install the C++2005 SP1 Redist (G4WL will also install this, so this is only needed if you are not also installing that redist)
  2. DirectX9.0c
  3. XNA runtime 2.0

I’ve had ppl not being able to run the game anyways, Im looking into the problem. Pls tell me if it works for you.

Anyways I hurried with the levels, Yay it was fun to make them :) I hope to release a map pack soon. Unfortunaly the editor is built within director, so I will have to work on it a bit to enable the community to build their own maps, unless you got director. All sound was made with DrPetters godlike sound effect app, sfxr. Kudos to him!

Game goals: make the red box be within the red rectangle for 3 seconds to go to next level.

Controls: (Xbox360 controller should work, not tested, buttons? test them!)
Arrows <- -> Steer

ArrowUp/Down throttle

Z - Open/Close the CLAW!

X- Turbo (For making panic manouvres)

R - Reset level (Yeah this key you will know by heart)

N - n00b?

Here is bin 440KB

Heli final

And here is source + editor + bin + other useless stuff 3MB

Evening Journey - LD10 non-entry

Posted by jolle
Sunday, December 16th, 2007

Right. Didn’t get any game done this time, but I give you a fabulous non-entry called Evening Journey.

shot5-nonentryfinal.jpg

Download Evening Journey. It’s for Windows and comes with source.

How to ‘play’
Get ship (red beacon) to the jump gate (strip of green/yellow dots). You can add a thrust with right mouse button. There’s a time line at the bottom where you can select what state to do an action in (only action is the thrust). There’s infinite random levels.

What would have existed
A challenge.
Pickups.
More kinds of actions.
Actions limited by pickups.
Increasing difficulty on levels.
Levels connected so you can go back to previous level and get different pickups.

Stay tuned for post mortem tomorrow.

Heli editor!

Posted by drZool
Sunday, December 16th, 2007

Yay! I have a working editor! Im using director and layout out sprites and rect at positions and various sizes.

Heli editor in director

And here is an ingame view of the map, after a little playing

Heli ingame almost gameplay

I had some framerate issues, was only stuff intersecting at load (Phew)

Heli bowling

Posted by drZool
Saturday, December 15th, 2007

Farseer physics lib woun’t play nice with my polygon collision meshes. I think I will have to redo them as primitives instead. Thus changing the chain-claw thing I had in mind, and perhaps make heli bowling? Man, I made my dev pipeline so awesome! Created paths in photoshop to define the collision mesh. Read the ai file with the object, all was swell.

Heli bowling

Those pins just fall by them selvs, thats an easy win. Anyhow, Im off to bed, tomorrow I will be away a few hours on dinner. Yeah, I’ll bring my laptop!

Heli grappling a tripod

Posted by drZool
Saturday, December 15th, 2007

Camera and sidescrolling implemented (not wrapping yet though)

Oh and I made a tripod, a bit small. Fixed the controls a bit by cheating. turning left n right adds forces in those directions not only changes the upforce. Up n down still needs tweeking.

Heli grappling a tripod

The physics seems a bit unstable, (stuff act strange) I’m not sure my idea with chaingrapplings will work, perhaps I should revise the idea a bit.

HeliClaw!

Posted by drZool
Saturday, December 15th, 2007

I finally got a working claw on my heli! Yay!

HeliClaw!

The controls are really hard though. Its like… controlling a 1ton heli with a keyboard from remote that has a 1-2 sec response time. I guess I’ll have to fake it a bit.

Physics are up

Posted by drZool
Saturday, December 15th, 2007

Finally I have the Farseer physics lib working and showing the geometry of the collision objects.

Physics are up

Now I’ll have lunch and then play with some physics

Heli chain

Posted by drZool
Saturday, December 15th, 2007

Perhaps not much of a reaction though. Here is my first sketch, I haven’t decided if I’ll do this yet.Heli sketch

Im thinking of using a physics lib on this one.

Flowers n Bees

Posted by viblo
Sunday, December 9th, 2007

Flowers n Bees was made for the 8th Ludum Dare 48 hour programming competition. This was my first attempt to create a game in 48h, so it was quite a challenge to come up with something playable at all. The goal of the game is to gather honey for the winter. However, you cannot collect honey on your own. Instead you have a swarm of bees at your command that can do the gathering for you. Flowers n Bees was programmed in Python using PyGame, PyOpenGL and PGU.

Flowers n Bees Gameplay

Moon terraform pong

Posted by jolle
Monday, December 3rd, 2007

Moon terraform pong was a rather half-hearted entry for the LD 8.5 warm-up compo, with the themes Moon and Anti-text. It was an experimental entry, as it was my first using the D programming language. I don’t think I spent much more than an afternoon on it.

In the game you terraform the moon by playing pong using it. Get past the opponent paddle and you gain a bit of terraforming, if it gets past your paddle it loses a bit of terraforming. Also, when blocking successfully, speed is increased and size reduced, increasing the difficulty. Granted, it starts so terribly easy it’s only be the end of the game it plays at a decent difficulty, but hey, the moon really is rather big.

shotfinal.jpg

The game doesn’t feature any text, but an image at the ‘title’ screen really explains it well enough. Click to start, move mouse to move paddle. Easy.

You can download Moon terraform pong. It’s for Windows and requires OpenGL.

Candles

Posted by Wiering
Sunday, December 2nd, 2007

This was my entry for the LD #6 contest, “Light and Darkness”. In this small platform game, your goal is to avoid the rain drops and light up all the candles in each level.

Unfortunately, I didn’t finish the game in time, so you can’t actually complete a level (I spent too much time drawing the graphics).

candles.jpg

The game was programmed in Delphi (using the DelphiX library) and I used Tile Studio for the graphics. You can find more screen shots and download the game (and source code) here.

Ultra Fleet

Posted by jolle
Sunday, December 2nd, 2007

Ultra Fleet was my entry to the LD8 Swarms compo. For a bit of background information on it, please read about The Hat Swarm Attack on Dance Islands.

Set in space, you controlled a fleet of virus ships that could convert enemy ships. Fleets of enemy ships kept on attacking, and you needed to keep your fleet alive so you could go on fighting, gaining points while doing so.

work11-rc1.jpg

The game was, if anything, more pretty than fun, but it really was playable once you got into it. Although you probably got bored within an hour or so. Don’t know how it placed, but it received OK scoring, and also got praise such as ‘The game I’m supposed to be reviewing is more like a screensaver’, ‘I liked Hat Swarm better, though’, ‘Without a doubt, Hat Swarm is WAY better’, ‘I honestly would have given the hat swarm a higher score though.’ But seriously, some people (including me!) actually seemed to like it.

You can get the Ultra Fleet compo version. It requires OpenGL and is for Windows, but I’ve been able to compile it for Linux, although I have no idea where that port went, but it should be pretty easy if you want to try yourself.

The Hat Swarm Attack on Dance Islands

Posted by jolle
Sunday, December 2nd, 2007

The Hat Swarm Attack on Dance Islands is a game made within 14h for the LD8 Swarms compo. However, it was never really entered into the compo, because I felt it wasn’t quite enough, but also couldn’t figure out how to make something more of it. In the end, I abandoned it, and instead used it as a base for Ultra Fleet, which I did enter. This might not have been the best of decisions, but no matter.

You navigated your hat swarm around islands to destroy dancers that tried to defend the islands, while at the same time trying to avoid the deadly dances that was danced at you.

hatattackshot.jpg

The Hat Swarm Attack on Dance Islands prime features was an intro, an island generator (that I later used as a base for rather prettier islands), the famous Hoids algorithm that simulates hats in groups flocking behaviour (later adopted for the fleets in Ultra Fleet), stick figures, and a lot of dancing. Strangely, it was also my very first LD game (together with Ultra Fleet) that didn’t use tiles.

There’s no dedicated distribution for The Hat Swarm Attack on Dance Islands, but you can get it as the bonus in the Ultra Fleet compo version. It’s for Windows, but if you’re a bit clever, you can probably compile it for Linux. It requires OpenGL with 512×512 sized textures support.

The People

Posted by jolle
Saturday, December 1st, 2007

The People was written for the Growth theme, and in many ways it resembles my first two LD games—there’s the tiled world, and you can build things on it. Only in this case it looks more fancy due to some clever tile rendering. Like my two first LD games, it’s a puzzle game.

There’s seven levels of varying difficulty, with goals such as ‘reach a population of X’ or ‘get Y huts’, a sandbox mode, and a tutorial mode. While you build stuff, a simulation is going on where new people appear and so on. A good description of what you actually do is, as someone put it, playing a planetary engineer.

shot7final.jpg

My ‘post mortem’ for the game was pretty much the following:

So how did the game turn out? Good, and bad. My first idea was a kind of God game where you created land and such and people appeared. And there was supposed to be a kind of currency, that I called belief. So I coded the tile system and the simulation first, then I started to try to get it into a game. Well, it didn’t work, or at least it didn’t work without very much job, so I dropped it (the game idea, not the simulation and that). So I figured out another game: You have a limited supply of different kinds of land, and you have objectives to complete. Then there’s supposed to be interesting levels that are fun and challenging. I fixed up a tutorial mode, and a sandbox mode. These are pretty cool. Then there was the levels. I managed to come up with a few OK ones, but then it went downhill. So I ended with 7 levels, of which some are OK. Most are pretty easy, you just have to wait a while. I’m not very happy about them. But on the whole, the game’s pretty OK.

If you’re to believe the unofficial results from my own vote counter, The People did indeed turn out OK, and placed first in ‘fun’ and second in ‘innovation’ and ‘production’.

You can get the Windows compo version, or the Linux port version. They require OpenGL with multitexture support.

Random Dungeon Exploration

Posted by jolle
Thursday, November 29th, 2007

Random Dungeon Exploration is the result of trying to push the Random theme as far as possible. It got random levels, random enemies, random quests (well, a little bit random!), random items, random player names, and random events. I guess it could have been even more random, but time was a limiting factor.

As for the actual gameplay, it’s fairly simple step based dungeon crawling. And a ‘town’ screen where you can shop and select dungeons. It felt pretty solid, but there were a lot of balancing issues that you’d notice once you reached some higher levels.

shot9.png

The game was well received, placing second in the ‘Fun’ and ‘Production’ categories, and also getting the ‘Best In Show’ UBER prize.

You can get the slightly improved post compo version, or the compo version. Both are for Windows and OpenGL.

The Destruction of the Viruses

Posted by jolle
Wednesday, November 28th, 2007

The Destruction of the Viruses was a fairly ambitious (but not very innovative) game written for the Infection theme. The player had to clean out the insides of a computer by killing all the viruses that resided there. The viruses could clone themselves, so it wasn’t always that easy.

It played like a top-down shooter, with FPS controls, and used OpenGL to draw a level that could be rotated around the player.

tdotvshot1.png

There were many good intentions, and much love for the number 5 (there being 5 levels, 5 enemy types, and 5 weapon types), yet the game failed badly. The biggest mistake was a bug which made some parts of the game framerate dependent, leaving it extremely hard if you had a low framerate (it played as intended at about 180 FPS). It’s hard to say how it would have fared without the bug, but as it were, it placed about 23th.

You can get the compo version, or its source, if you want to, but I really must urge you not to! Better to get the ‘made working dist’ released a few days after the deadline. Both of them are for Windows and OpenGL.

I have an even better version around somewhere, that I haven’t packaged and released yet. I’ll do that soon, and then I’ll include it here.


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