Popeatron


popeatronWow. I spent the whole day, 12 hours or so working on this. It just never got done. Can’t polish a turd I guess. The game has some type of gameplay, but lacks both winning and loosing conditions.

You can however toy around with the parameters for the flocking. The pope and the cardinals can be moved around with your mouse.

Now I’m gonna go lie down or possibly play some Ico. Maybe both.

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  1. i have a use for that game-thingy email me if you are interested…

  2. Hey… I like the concept… great for passing mindless time. (I really appreciate that sort of thing, especially when I’m procrastinating or just don’t want to think too hard… ) However, what is the point of the game… Did you ever come up one? Thanks, discokid

  3. strange game… it seems halos dont always mean good souls though got 1000good vs 974bad souls

  4. RETARDED GAME

Game 4, get on with it!


Flocking simulation, yet againMan. I just keep working and working on this game and it never gets done, it’s more than twice the amount of code compared to my last game (this has 300+ lines of code). I’m gonna go get something to drink now and do a final push to get this damn game done.

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Game 4, better framerates for the people


Flocking simulation, againI managed to get a slight framerate boost from the game, mostly by disabling the calculation of rules when they’re not needed. The game is coming along nicely, as usual it won’t really be the game I invisioned at first, but I think it might be fun. Next up is adding bodyguards, or cardinals, that guard the pope (the pink dot). The game will be done by tonight, and i’m really looking forward to getting to do the graphics.

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Game 4


Flocking simulationA new week and a new game. The start of game 4 wich should’ve been last friday was a bit delayed for personal reasons, but after working a few hours this weekend i’m back on track. The new words are pope and traffic jam. My plan was to make a “god game” where you help the pope in his neat car navigate through a mass of people, cars or something.
I did some reading up on flocking behaviour because I figured that’d be a nice emergent system much like the springs/IK stuff I’ve used in previous games. Pretty soon I found Boids. A very neat way of simulating flock/school behaviour, i also found some pseudocode wich greatly helped in implementing the technique in flash.

However there is a problem, it’s too slow for what I originally inteded to use it for. I barely get 25fps with pink box graphics and 20 boids flying around. I wanted alot more.
I did manage to push the fps a bit by using various optimizing techniques, but it’s still not fast enough. I think I might be able to get it a bit faster, but my original idea of a car traveling through tons of people won’t be doable anyways.

I might do a spin on angry muslims chasing the pope, a bit of politics in your games makes for interesting results.

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Isotope


isotopeAll done. A few hours late, but I really think it was worth it. This let’s you generate “radiation patterns” by changing the speed of rotation and lenght of the segments, click the question mark in the lower left corner for help.
It can draw all kinds of stuff, like:
A rocket: -1:50:3:50:-1:50
An owl: -3:50:-1:50:2:50
A heart: 1:40:-1:40:3:40:-1:80

Post your own patterns in the comments!

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  1. monkey 0.5:50:-2.5:50:-1.5:50:0.5:50:-1.5:50

  2. scream 0.5:50:1.5:50:-1.5:50:2.5:50

  3. Teddy bear -0.5:50:1.5:50:-1:50:-1:50:-1.5:50:-1.5:50

  4. Alien dog 1:80:-1:50:-1:50:1:50:1:50:1:50:-1:50:-1:50:1:50:1:50:1:50:1:50:1:50:1:50:-1:50:1:50:1:50:1:50:1:50:1:50:-1:50:1:50:1:50:1:50:1:50:1:50:1:50:1:50:1:50:1:50:1:50:1:50:1:50:1:50

  5. -3:80:1.1:40:-3:40

Game 3, a slight delay


Game 3, in developmentWhew. It’s late and i’ve spent way too long fiddling with this game. The words I chose this time were radiation therapy and trespass. A bit of a wierd combination, and I had some trouble coming up with a good idea for it. Eventually I decided to go for a surgery-style game, where you build and control a robotic arm to “tresspass” into a tumour and radiate it.
However, earlier today I realized it wasn’t going to be fun, atleast not in the timeframe I had. So a i started a major revamp of the idea, reusing the robot arm, but this time for mimicing radiation patterns. I’ll finish of the game tomorrow morning (although it’s really too late).
The screenshot is of the surgery version.

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Hovercrafty


hovercrafty
Here we go. This is my second game, I named it hovercrafty. The story goes like this:
You were out picking up pills in the nearby swamp, as usual. Then suddenly the steering on you hovercraft breaks, you’re forced to use the onboard grappling hook to latch onto the aptly placed anchors. Collect as many pills as you can in two minutes.

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  1. Haha! Great game! 1742 on my first try. Good work with the springs, feels smooth and fun.

  2. Since you’ve changed domains, this game doesn’t work anymore.

  3. 1874

  4. 973

  5. 521 its hard but funny =p

Game 2


Game 2, under developmentA new day and a new game. Yesterday I started working on a new game, the words I chose this time around were swamp and secret. The idea I had from that was to drive one of those swamp boats around and be generally secret. But that seemed like too much of a racing game and not very interesting.
So I decided the steering of the boat would be broken, and the player needs to use a rope to latch on to nearby poles and trees to steer the boat.
This game, just like the last one will use techniques from this tutorial, as implemented most excellently here.

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  1. Great work! Just perfect for a bit of lunchbreak gaming. ( A bit too addictive perhaps, got myself the evil eye from the bossman for, err… extending my lunch a bit…)

Moonlumber


moonlumberHere we go, the game’s done. Well. It’s sort of done anyway. I think i found some sort of gameplay here, It’d be nice to add in some tree management, watering them and keeping away bugs to grow better lumber. You control the ship with the arrow key, pick up trees with your crane and toss them with space. You get more points for tossing a tree into the vortex as opposed to just pulling it there, the longer the tree is tossed the more points you get. If you collide with the moon all your points are lost.


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Vote for this game on Experimental Game Design Project

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  1. How does one exactly “toss” a tree?

  2. 2050=) @(^.^)@

  3. 1840 woo

  4. 950…

  5. 1790 now!

Game 1, continued


Game 1 a little bit further in development.The first game is coming along nicely, though I had to take most of the day off for a pleasant visit to the dentists, I feel I’ve made up for lost time (it’s 2am now) by now. I changed the inverse kinematics thing i found for another one, this time with gravity implemented, the inertia still doesn’t affect the ship, but atleast the gravity works properly.
Tomorrow i’ll do the actual gameplay, and will hopefully have a somewhat finished game by the end of the day.

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