Getting stuff finished
Posted on 2010-06-14 12:04

Work on BtBH continues steadily. In fact, it’s coming together very nicely! Level 12 will be soon finished, and I’ve also created the tutorial and a credit page. I’ve also fleshed out the main menu, to make it more understandable. The demo shall be out 18th of june, which happens to be my birthday. I’ll have plenty of time to finish things up before that!

Tags: Games, FIG


Beyond the Black Hole and back
Posted on 2010-05-25 22:18

After a long long pause, I started working again on BtBH yesterday, and finished level 11 today. I’m happy with it, happier than I thought I would be when I started to work on it. (I fear that the secret star location is a bit too cruel here, though.)

Anyway, apologies for the pause – I started working on many small projects, but it looks like none of them shall become anything. We’ll see. For now I’ll stick to BtBH.

Super-Special-Awesome-Picture:
(Broken image)

Tags: Games, FIG


Paradise Fort – finished(?)
Posted on 2010-05-15 00:22

So, I got tired of the whole thing and decided to just pop it out. Here you go, description a lá taken from TIGsource:

“I enjoyed the latest Ludum Dare so much that I decided to create a post-compo version of my entry, Paradise Fort. However, during working on it I started to realize how confusing and silly the game was, eventually sucking the motivation out of me. I still wanted to release what I had got, so here it is – far from being finished, but definitely more meaty than the original.

One of the particular things wrong here are the controls, I didn’t bother changing them from the original ones. You can change the mappings, however, through the “settings.txt”.

The game tries to help you with the controls through a silly info text, but be warned that the controls are slightly weird. Also be warned that the enemies start appearing only after you’ve built 2 cannons!”

Yes, just like that. The game isn’t all bad, but somehow I started seeing more and more things wrong and was overwhelmed. My apologies.

Get The Game From This Well Hidden Link

Screenshots can be easily seen in the past posts!

Tags: Games, Ludum Dare, Procedural generation, Small games


Darn those Octopi!
Posted on 2010-05-04 18:04

Ok, I’m close to finish with this, both mentally and physically (computer software is physical because I say so). Just have to balance stuffs and put up a tutorial, and I’m go!

Tags: Games, Procedural generation


Results of the Dare… again.
Posted on 2010-04-27 22:25

Hum, took suspiciously long to write about LD here.

Anyway, Ludum Dare #17 was last week as I mentioned, and I’m really happy with how my entry came out. It’s called Paradise Fort, and it is some sort of weird mix of Minecraft and Tower Defense. Ludum Dares always manage to motivate me mysteriously, so I was able to get almost everything I wanted in. I’m going to expand on the game now that the compo is over, to create a more finished game (much like what happened with Excavatorrr).

Here’s a timelapse of the creation process. The Ludum Dare rules encourage recording the course of the creation, so I thought it’d be a cool thing to look at later on.

The rest of this entry shall be reserved for screenshots, so here’s the download link:
Ludum Dare version
The new version I update with new stuff!

Screeeenshoooots:

You can build your own island fortress!


These are some of the new enemies I plan to add.

And here’s an utterly rad tower made by Six at the Ludum Dare community:
(broken image)
Nice job, man!

Tags: Games, Ludum Dare, Procedural generation


[Added 2024/07/28]Another Paradise Fort pic
Posted on 2010-04-27 13:21

Found this pic in the Wordpress archives. Not sure why it wasn't posted.


27th April, 2010 - Devastation.png

Tags: Games, Small games, Ludum Dare


Ludum Dare #17 – Islands
Posted on 2010-04-24 12:28

It’s once again time for the wonderful competition that is Ludum Dare! 48 hours of wonderful game creation with the theme “Island”. There were a couple nice themes around this time, like “Annihilation” and “Ecosystem”, but I’m quite glad about this one, too. At least it inspired me a lot! The spirit of the LD is to post steadily about your game to the official blog, so I wont update this blog until the compo has finished. Then I shall reveal whatever crap I might’ve come up with by then. Exciting!

Tags: Ludum Dare


Klik of the month Klub #34
Posted on 2010-04-18 12:28

Glorious Trainwrecks held once again their monthly 2-hour game-makery compo. This time I even managed to make something (the time it is held is rather bad for my timezone, from 2 AM to 4 AM. Usually I stay only the first half an hour), and I’m quite happy with it, to be honest. Yeah, the concept is old and you can’t really polish anything in 2 hours, but I’ve always wanted to make my own unforgiving platformer! So here, I present you Jump Marilyn!



Use shift to jump and arrows to move. The game has waypoints to ease your path, but yeah, this is meant to be rather unfair. It can be beaten in a way, though!

Download it from the KotmK website.

Tags: Games, Glorious Trainwrecks


Beyond the Black Hole
Posted on 2010-04-08 21:45

Time for a post that doesn’t relate to the previous one in any way! Do I see a pattern here?

Anyway, this time it’s about bigggger stuff. I’ve been working on a certain game for about half a year now, and I decided that once I’d hit certain milestone I’d reveal it. I did that to prevent myself from blabbing about the game before knowing for certain if I’m even capable of finishing it. Now it looks like I can.

So, this game is Beyond the Black Hole, a puzzle game that is sequel to FIG in more than one, but not every aspect. Practically the game gives you control over the green fella, thus allowing puzzles about doing also other stuff than just clicking. This also means a bit more complicated controls, but hey, I’ll put a tutorial in ‘n all. The reason I removed the lemmings-like movement was because in FIG it was used too much as an arbitrary time limit, resulting in hurrying in many levels. When that was combined with the fact that some of the hotspots were a bit tiny, a couple levels ended up rather hellish. I’ve also updated the graphical look a bit, and I’m becoming really fond of that “MSpaint-ish” look. The game will feature 35 (or possibly 36) levels placed on 7 planets like last time.

The milestone I set to myself was finishing level 10. So then, today, I did finish this level, and that’s why this post is here. Derp. Anyway, I got the ever-so-amazing Johan Hargne to compose the soundtrack, because I knew from experience that he’s rather good at making that kind of light-yet-interesting music that a game like this needs.

Some screenshots:





OHH! And that gif thing below! It’s still going, but I wont work on it until I become demotivated to work on BtBH!

Tags: FIG, Games


Derp, some gifs and a summary of what is going on.
Posted on 2010-03-25 21:50

So, I’ve been working on a game for about 5 months now. I’m quite close to the point where I think I’ll publish the game, but suddenly I got a totally different idea and started making that instead. The big game wont be abandoned, but it may take some time before I get tired of this other thing and can continue.

Anyway, I posted some animated gifs of this new silliness to the TIgsource forums. Like the great blogger I am, I didn’t even think of posting them here earlier. But anyway, that might make those two of you that look at this post excited, so let’s do it!




Horribly bad quality and slow? Do check.
I’ll probably drop this eventually when I become tired of it, but for now it has come up nicely and it has been fun to work on it. I’ll make a post with more info when it’s clearer if this shall be something.

Tags: Games, Plans

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