One Week Game
https://everyplay.com/videos/77017
Everyplay and tumblr don’t play nice together so i can’t embed the video. A link will do fine.
I forgot to share my video of me being awesome by using the titanic to defend myself against asteroids in Crabitron. It turns out you can use people to deflect them.
If you haven’t played it yet, Crabitron is an ipad game where you control a giant space crab and smash things and eat people and burp fireballs.

https://everyplay.com/videos/77017

Everyplay and tumblr don’t play nice together so i can’t embed the video. A link will do fine.

I forgot to share my video of me being awesome by using the titanic to defend myself against asteroids in Crabitron. It turns out you can use people to deflect them.

If you haven’t played it yet, Crabitron is an ipad game where you control a giant space crab and smash things and eat people and burp fireballs.

For Molyjam this year, hulkhandsome and myself did a drawing game where you’re given a rude drawing and you’re tasked with turning it into something nice.
The results are magnificent.
Dickadoodle
"Some people leave artwork, some people do rude things, other people then turn those rude things into nice things." - Peter Molyneux
You are presented with something rude. Do your best to alter the drawing to make something nice then submit it for all to see!
Images are stored in a public gallery where you can vote on its naughtiness or niceness.
http://www.molyjam.com/games/25
Play here: http://www.stickymill.com/dickadoodle/

For Molyjam this year, hulkhandsome and myself did a drawing game where you’re given a rude drawing and you’re tasked with turning it into something nice.

The results are magnificent.

Dickadoodle

"Some people leave artwork, some people do rude things, other people then turn those rude things into nice things." - Peter Molyneux

You are presented with something rude. Do your best to alter the drawing to make something nice then submit it for all to see!

Images are stored in a public gallery where you can vote on its naughtiness or niceness.

http://www.molyjam.com/games/25

Play here: http://www.stickymill.com/dickadoodle/

Yarrrgh

An arcade action platformer

Description

The pirate speaks, t’ ocean’s creatures have become t’ pirates and have taken over your ship.

They also looted yer booty ‘n cutlasses. 

Ye ‘n yer crew must wrap this up ‘n feed th’ sea life t’ th’ fishes.

Credits

Colin Capurso
Code and Graphic

Sam Wilksch
Sound Effects and Music

Game Play Instructions

Tie up ye foe.
Pick them up and throw them into the cage.
Collect booty.

Overview

My theme was: Captivity

My element was: Pirate

I just finished my game for the IndieSpeedRun. It’s called Yarrrgh. I wanted to make a multi-player game like the games I enjoy playing with friends; Bubble Bobble, Snow Bros, Pang.

The basic idea is simple, clear the screen to move onto the next level.

If all went to plan, the interaction with the other player and the mechanics should make this a fun game. As it is at the moment, it needs more levels.

Mono and SFML

This is the first time I developed a game using Mono, SFML and MonoDevelop. I had just recently finished porting my basic engine into SFML with very few dramas.

I found SFML to be really good. A few little things bug me. Like rotation taking in degrees instead of radians, Sound/Music volume being a range from 0-100 instead of 0-1 and not being able to modify Sprite dimensions without creating a new IntRect.

There are some huge benefits for using this over XNA (We’re talking making games in C#).

  • No installation
    Assuming the player has .NET installed, my games don’t need to be installed on their computers. That’s fantastic because I don’t want to install games and I don’t want to expect other people to.
  • Cross Platform
    Windows and Linux with little effort. Mac as well if you pay for it.

Things Learnt

Whiteboards are amazing for getting organised. Being organised increases productivity by a lot.

SFML 2.0 64-bit libraries are really slow (on Windows 7 64-bit). I switched to the 32-bit libraries for a huge speed boost.

Making games is easy and hard. The coding is easy, the design is hard. Both code design and game design. Graphics are also easy, but that’s because I have a lot of practice.

Other

The game isn’t ready for download yet.

  • I’m going to add a few more levels and fix some simple bugs like Score/Lives not being saved.
  • Change up a couple of graphics.
  • Implement Baddies animations

This jam has a been a lot of fun. Very tiring, I got about 2 hours sleep last night so this morning was bit rough. I don’t expect to win Indie Speed Run but I hope I can get some good constructive feedback.

Indie Speed Run Progress Update #2
Core mechanic works! Still way behind. I’m 33 hours in, 15 hours left.
I’m not confident I can finish it in time, but I will certainly try my best.
The players can now throw ropes at the baddies. This first tangles them up in rope, throw enough rope and they become trapped. From here you can pick them up and throw them into a cage.
The cage hasn’t been implemented yet but everything else has.
I ran into some trouble with my SFML library. I’m using the release candidate version 2.0. If I use the 64bit version it goes super slow, unplayable slow. That had me stumped for a good 24 hours. Switching to the 32bit version fixed everything.
What works.
I have the core graphics.
Tied up antagonist graphics.
Platforming is working as it should be.
My little pirates can throw ROPES.
Player 1 is controlled by keyboard.
Player 2 is controlled by joystick.
Core mechanic works, throwing nets, capturing foes, picking them up and throwing them.
Antagonist AI (Basically moving backwards and forwards).
What doesn’t work / needs doing
Standing on captured foe. This allows me to have a bit more strategy in the game so that you need to stand on them to get to hard to reach places.
I have some code that determines which tiles need to go where, but it’s not quite working right.
Background graphics.
Item graphics.
Music. We have the basic tune, need to add more instruments.
Sound Effects
Level design / generating algorithm
Coding in Animations. I have some animation.
Baddies need to get loose after a certain amount of time.
Baddies need to get angry after getting loose.
Add Scores
Add Power ups
Add Level complete scenario
A timer on the level, if you don’t finish by the time the timer is over, you die and have to start again.

Indie Speed Run Progress Update #2

Core mechanic works! Still way behind. I’m 33 hours in, 15 hours left.

I’m not confident I can finish it in time, but I will certainly try my best.

The players can now throw ropes at the baddies. This first tangles them up in rope, throw enough rope and they become trapped. From here you can pick them up and throw them into a cage.

The cage hasn’t been implemented yet but everything else has.

I ran into some trouble with my SFML library. I’m using the release candidate version 2.0. If I use the 64bit version it goes super slow, unplayable slow. That had me stumped for a good 24 hours. Switching to the 32bit version fixed everything.

What works.

  • I have the core graphics.
  • Tied up antagonist graphics.
  • Platforming is working as it should be.
  • My little pirates can throw ROPES.
  • Player 1 is controlled by keyboard.
  • Player 2 is controlled by joystick.
  • Core mechanic works, throwing nets, capturing foes, picking them up and throwing them.
  • Antagonist AI (Basically moving backwards and forwards).

What doesn’t work / needs doing

  • Standing on captured foe. This allows me to have a bit more strategy in the game so that you need to stand on them to get to hard to reach places.
  • I have some code that determines which tiles need to go where, but it’s not quite working right.
  • Background graphics.
  • Item graphics.
  • Music. We have the basic tune, need to add more instruments.
  • Sound Effects
  • Level design / generating algorithm
  • Coding in Animations. I have some animation.
  • Baddies need to get loose after a certain amount of time.
  • Baddies need to get angry after getting loose.
  • Add Scores
  • Add Power ups
  • Add Level complete scenario
  • A timer on the level, if you don’t finish by the time the timer is over, you die and have to start again.

Indie Speed Run Progress Update

This is the first update. I am currently 15 hours into a 48 hour jam.

I haven’t gotten much done. I’m hoping I can finish the core mechanics by the end of tomorrow morning.

What works.

  1. I have the core graphics.
  2. Platforming is working as it should be.
  3. My little pirates can throw nets.
  4. Player 1 is controlled by keyboard. Player 2 is controlled by joystick.

What doesn’t work / needs doing

  1. I haven’t started on the core mechanic of the game which is throwing nets and standing on captured foes.
  2. I have some code that determines which tiles need to go where, but it’s not quite working right.
  3. Background graphics.
  4. Item graphics.
  5. Tied up antagonist graphics.
  6. Music
  7. Sound Effects
  8. Level design / generating algorithm
  9. Antagonist AI
  10. Coding in Animations

There is a lot that still needs doing. I’m hoping to get the bulk of it done tomorrow and then that leaves a few hours on Sunday to do some polish.

New Years Resolutions

A list of game dev goals for 2013

1. Stop using XNA as my default engine for C#

XNA is great if you’re a beginner. For the end user, there is a requirement that they have installed the XNA Framework Redistributable before they can play your game. There is also a requirement that they have to install the game.

Installable dependencies and/or games are lame.

Instead of XNA I’m going to be using SFML 2.0 (Simple and Fast Multimedia Library). It’s free, it’s normally for C++, but it’s also available for C, .NET which is fantastic, because I’ll be recreating the same engine in C++ as well. I will also see how it goes being used in Mono.

The basic game loop is done. It will be updated till it’s at a state I’m happy with.

Features

Features are pretty basic, but at a minimum it will have the following;

  • Game Loop
  • Scene Manager
  • Asset Manager
  • Event System
  • Save / Load objects

It might take a week or so to finish and it will be made available here https://github.com/colincapurso/GameEngineSFML



2. OneGameAMonth.com

Make 12 games throughout the year of 2013. This is actually a pretty easy to achieve goal. So I’m going to be a little more ambitious and expand that to; Make 12 games throughout the year of 2013 that are of release quality.

What is release quality?

Well this is going to be different for most people, but the following is my criteria;

  • Polished Graphics
  • Audio
  • Title Screen
  • Tutorial / Instructions
  • No major bugs
  • At least 1 hour of game play. This one is hard to quantify, but it’s just a guide.



3. Learn Mono, C++, Python

Mono is easy, it is C#.

C++ is a little daunting, but making a fairly identical game engine in C++ and C# should help me understand the concepts pretty well.

Python is a little challenging because I don’t find it much fun. I have fingers crossed that’s just an acquired taste.



4. Get better at JS, PHP, LUA

Javascript I know pretty well. It’s quirky and crazy and there seems to always be more to learn about it.

PHP I’m good with but It’s one of those languages that I always need reference the documentation.

LUA I don’t know as well as I should.



5. 3D and Unity

It’s time I tackled some 3D modelling and then put it to use by learning to use Unity.

This is more of a TO DO list.

Everything on the list seems fun except 3D and Unity. I feel like they’re going to be boring and tedious and frustration. I’ll give it a go anyway, I might like it.

20 Games I worked on in 2012
This is a recap of most of the games I contributed this year. To be honest, I’ve lost track of everything I’ve contributed to. How many could there possibly be? A lot.
It’s been a pretty big year for me and game dev. It’s actually my first year + a couple of months in 2011. I’ve worked on a ton of solo and a lot of team projects. Some successful, some less so. All a learning experience that have made me better.
Thanks to everyone that I’ve worked with. I’m grateful to work with so many different people on so many different projects and hope to continue doing so through 2013.
I won’t give links to the all the games. Many games never got to a “Finished” state. It’s just the nature of game jam games. Below are links to some of the more complex games.
Panda7 https://play.google.com/store/apps/details?id=com.handsomegoats.panda7
Celia https://github.com/FinnStokes/celia/archive/master.zip (Requires Love2D)
The Spandex Parable http://www.whatwouldmolydeux.com/display.php?GameID=22
Real Eyes http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7205 (Not finished)

Celia
Created for Ludum Dare 23Code: Lua / Love2DGenre: Puzzle Platformer My Contribution: Art. Minor Code.Highlights: Game was shown to hundreds of people in the Indie Games Room at AVCon 
Description: The game is set in an Alice in wonderland-esque world. To navigate your way through the world you will need to consume magical foods. Cake will make you grow and Tea will make you shrink.

Doom Tower
PyweekCode: PythonGenre: Strategy / ManagementMy Contribution: Art. Minor Code.Highlights: Spin of card game was developed.
Description: You run the day-to-day operations of Doom Tower. Hire Scientists and Igors to work with clients and build Doomsday devices. Build rooms to expand your operations and meet customer needs. Become a leader in the field of Mad Science! 

Doom Tower Interns
Experimental GameplayCode: XNA / C#Genre: Strategy / Management / PuzzleMy Contribution: Art. Code.Highlights: My first solo game with a story. 
Description: Intern Josh must avert disaster by travelling back in time, time after time. Manage clients and build magnificent machines of destruction.
The main part of this game is taking orders from clients then sending them to production to be built. The production is a match 3 mini game. 

Leaf
Mini LD November / Charity Game JamCode: C#/XNAGenre: ExperimentalMy Contribution: Art. Code.Highlights: Understanding what Fourier Transform is used for and still not being able to code it from scratch.
Description: Literally blow into your microphone to control your leaf and guide it through hazards. 

Panda7
October ChallengeCode: JAVA for AndroidGenre: PuzzleMy Contribution: Art. Code.Highlights: My first mobile game. It’s available for FREE on Google Play store and Amazon App Store
Description: A Drop7 clone with higher difficulty, tweaked mechanics and cute graphics. 

TinyWorldGods
Ludum Dare 23Code: C# / XNAGenre: ExperimentalMy Contribution: Art. Code.Highlights: Awesome sound track.
Description: Sling shot planets at your opponent with the added challenge of the gravity of an out of control black hole.

FuckThisJam RTS
Fuck This JamCode: C# / XNAGenre: RTSMy Contribution: Art. Code. 
Description: Guide Sugar Ray Potato, Jean-Luc Potato and Florence Nighting-Potato to victory against the Evil Carrot Wizard. 

Orpheus
PyweekCode: PythonGenre: StrategyMy Contribution: Art. Minor Code. 
Description: You are the captain of the Orpheus, an interstellar colonisation ship that has crash landed in an unknown star system. You have travelled across thousands of light years at near light speed, so although little time has passed for you, everyone you have ever known will be long dead. There is no turning back, you must push on and extend the reach of the human race. Orpheus is a turn based strategy game focused around resource management. Build up colonies across the planets of the (procedurally generated) system to gather enough resources to rebuild the Orpheus. Build mines to gather metal, fuel extractors to collect fuel and hydroponics modules to grow food. Construct a manufactory so you can build units such as the drone, which speed up building production, transports, which let you move drones and resources around, and settlers which allow you to colonise new planets.

Real Eyes
Ludum Dare 25Code: C# / XNAGenre: Puzzle PlatformerMy Contribution: Art. Code.Highlights: First time implementing video. Check it out at http://www.youtube.com/watch?v=t-mBkKyxoME. My 2nd most complete game (Panda7 is first)
Description: Jen takes her revenge on all cute things in this adorable puzzle platformer. Pick up, place and throw crates to get to those hard to reach places.

I Hate Romans
MolyJam aka What Would MolydeuxCode: Canvas / JavascriptGenre: ExperimentalMy Contribution: Art. Code.Highlights: Adding a level of emotion to a game. 
Description: Misunderstood Cyclops is sad. 

Darwinicide
Ludum Dare 24Code: GameMakerGenre: SchmupMy Contribution: Art.Highlights: The game won best game at Jam. 
Description: An emotional interactive experience.

Faceless
Imagine Cup 2012Code: C# / XNAGenre: Isometric SteathMy Contribution: Code.Highlights: The game won 1st place in the Microsoft Imagine Cup within Australia. Also the only game on the list where I didn’t contribute to art.
Description: A video game centred around the journey of a boy from a war torn country as he helps others to help him reach a brighter future in a new country. 

Virus Mr Smith
Ludum Dare 24Code: C# / XNAGenre: Puzzle Platformer / ExperimentalMy Contribution: Minor Art. 
 Description: Spawn copies of yourself to get to those hard to places.

Rock Guy
Global Game JamCode: Canvas / JavascriptGenre: Experimental / Turn Based ActionMy Contribution: Art. Code.Highlights: Coded with nothing but an iPad. 
Description: My first attempt at making a game. Armed with very basic Javascript/programming knowledge and nothing but an iPad.

Bipolar
Ludum Dare 23Code: Game MakerGenre: Top Down ActionMy Contribution: Art.
Description: A man is trapped in his own little world. Can he overcome his fears and hallucinations? 

Pidgeon Quest
MolyJam aka What Would MolydeuxCode: GameMakerGenre:  StrategyMy Contribution: Art.
Description: You are a Pigeon who must go around the city trying to persuade business men not to jump off buildings by retrieving items from their home.

The Spandex Parable
MolyJam aka What Would MolydeuxCode: FlashGenre: PlatformerMy Contribution: Art.Highlights: Mention on Rockpapershotgun.com . Graphics were received by audience as good when my brief was to make it look bad.
Description: At the end of this game is the most lewd, gratuitous sex scene you’ll ever see in a video game. The developers spent most of their time making it as salacious and graphic as possible. None of this Bioware stuff— where you don’t get to see anything, and you have awkward animation clipping— no. This will be the real deal. Oh, I can’t wait!

Period Piece
MolyJam aka What Would MolydeuxCode: Lua / Love2DGenre: Experimental / WordMy Contribution: Art.Highlights: Guest appearance by David Bowie. 
Description: Wilbert Wykeham-Fuller, the punctuated protagonist and periodic pugilist with a propensity for providing powerful punches to the perfunctory pushovers populating this player propelled package, promises punishment for people who do not participate.
Wilbert wants to terminate clauses, but not every clause requires his attention. Help him tell the difference between the spots that are hot and those are not by clicking in the correct places.

Robot Death Machine
Ludum Dare 25Code: GameMakerGenre: Robot Construction / ActionMy Contribution: Art.Highlights: All game art was produced in 10-20 minutes. 
Description: Combine different robot parts to build the ultimate death machine.



Intergalactic Whale
Imagine Cup 2013Code: C# / XNAGenre: Adventure / ActionMy Contribution: Art. Code.Highlights: My most ambitious game to date. It’s a huge game and will take about 6 months be near a finished state. 
Description: Fly through space in your space faring whale. Battle with ships, encounter zombie filled planets, volcano planets, robot army planets, help the destitute or just go exploring.

20 Games I worked on in 2012

This is a recap of most of the games I contributed this year. To be honest, I’ve lost track of everything I’ve contributed to. How many could there possibly be? A lot.

It’s been a pretty big year for me and game dev. It’s actually my first year + a couple of months in 2011. I’ve worked on a ton of solo and a lot of team projects. Some successful, some less so. All a learning experience that have made me better.

Thanks to everyone that I’ve worked with. I’m grateful to work with so many different people on so many different projects and hope to continue doing so through 2013.

I won’t give links to the all the games. Many games never got to a “Finished” state. It’s just the nature of game jam games. Below are links to some of the more complex games.

  1. Panda7 https://play.google.com/store/apps/details?id=com.handsomegoats.panda7
  2. Celia https://github.com/FinnStokes/celia/archive/master.zip (Requires Love2D)
  3. The Spandex Parable http://www.whatwouldmolydeux.com/display.php?GameID=22
  4. Real Eyes http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7205 (Not finished)

image

Celia

Created for Ludum Dare 23
Code: Lua / Love2D
Genre: Puzzle Platformer 
My Contribution: Art. Minor Code.
Highlights: Game was shown to hundreds of people in the Indie Games Room at AVCon 

Description: The game is set in an Alice in wonderland-esque world. To navigate your way through the world you will need to consume magical foods. Cake will make you grow and Tea will make you shrink.

image

Doom Tower

Pyweek
Code: Python
Genre: Strategy / Management
My Contribution: Art. Minor Code.
Highlights: Spin of card game was developed.

Description: You run the day-to-day operations of Doom Tower. Hire Scientists and Igors to work with clients and build Doomsday devices. Build rooms to expand your operations and meet customer needs. Become a leader in the field of Mad Science! 

image

Doom Tower Interns

Experimental Gameplay
Code: XNA / C#
Genre: Strategy / Management / Puzzle
My Contribution: Art. Code.
Highlights: My first solo game with a story. 

Description: Intern Josh must avert disaster by travelling back in time, time after time. Manage clients and build magnificent machines of destruction.

The main part of this game is taking orders from clients then sending them to production to be built. The production is a match 3 mini game. 

image

Leaf

Mini LD November / Charity Game Jam
Code: C#/XNA
Genre: Experimental
My Contribution: Art. Code.
Highlights: Understanding what Fourier Transform is used for and still not being able to code it from scratch.

Description: Literally blow into your microphone to control your leaf and guide it through hazards. 

image

Panda7

October Challenge
Code: JAVA for Android
Genre: Puzzle
My Contribution: Art. Code.
Highlights: My first mobile game. It’s available for FREE on Google Play store and Amazon App Store

Description: A Drop7 clone with higher difficulty, tweaked mechanics and cute graphics. 

image

TinyWorldGods

Ludum Dare 23
Code: C# / XNA
Genre: Experimental
My Contribution: Art. Code.
Highlights: Awesome sound track.

Description: Sling shot planets at your opponent with the added challenge of the gravity of an out of control black hole.

image

FuckThisJam RTS

Fuck This Jam
Code: C# / XNA
Genre: RTS
My Contribution: Art. Code. 

Description: Guide Sugar Ray Potato, Jean-Luc Potato and Florence Nighting-Potato to victory against the Evil Carrot Wizard. 

image

Orpheus

Pyweek
Code: Python
Genre: Strategy
My Contribution: Art. Minor Code. 

Description: You are the captain of the Orpheus, an interstellar colonisation ship that has crash landed in an unknown star system. You have travelled across thousands of light years at near light speed, so although little time has passed for you, everyone you have ever known will be long dead. There is no turning back, you must push on and extend the reach of the human race. Orpheus is a turn based strategy game focused around resource management. Build up colonies across the planets of the (procedurally generated) system to gather enough resources to rebuild the Orpheus. Build mines to gather metal, fuel extractors to collect fuel and hydroponics modules to grow food. Construct a manufactory so you can build units such as the drone, which speed up building production, transports, which let you move drones and resources around, and settlers which allow you to colonise new planets.

image

Real Eyes

Ludum Dare 25
Code: C# / XNA
Genre: Puzzle Platformer
My Contribution: Art. Code.
Highlights: First time implementing video. Check it out at http://www.youtube.com/watch?v=t-mBkKyxoME. My 2nd most complete game (Panda7 is first)

Description: Jen takes her revenge on all cute things in this adorable puzzle platformer. Pick up, place and throw crates to get to those hard to reach places.

image

I Hate Romans

MolyJam aka What Would Molydeux
Code: Canvas / Javascript
Genre: Experimental
My Contribution: Art. Code.
Highlights: Adding a level of emotion to a game. 

Description: Misunderstood Cyclops is sad. 

image

Darwinicide

Ludum Dare 24
Code: GameMaker
Genre: Schmup
My Contribution: Art.
Highlights: The game won best game at Jam. 

Description: An emotional interactive experience.

image

Faceless

Imagine Cup 2012
Code: C# / XNA
Genre: Isometric Steath
My Contribution: Code.
Highlights: The game won 1st place in the Microsoft Imagine Cup within Australia. Also the only game on the list where I didn’t contribute to art.

Description: A video game centred around the journey of a boy from a war torn country as he helps others to help him reach a brighter future in a new country. 

image

Virus Mr Smith

Ludum Dare 24
Code: C# / XNA
Genre: Puzzle Platformer / Experimental
My Contribution: Minor Art. 

 Description: Spawn copies of yourself to get to those hard to places.

image

Rock Guy

Global Game Jam
Code: Canvas / Javascript
Genre: Experimental / Turn Based Action
My Contribution: Art. Code.
Highlights: Coded with nothing but an iPad. 

Description: My first attempt at making a game. Armed with very basic Javascript/programming knowledge and nothing but an iPad.

image

Bipolar

Ludum Dare 23
Code: Game Maker
Genre: Top Down Action
My Contribution: Art.

Description: A man is trapped in his own little world. Can he overcome his fears and hallucinations?
 

image

Pidgeon Quest

MolyJam aka What Would Molydeux
Code: GameMaker
Genre:  Strategy
My Contribution: Art.

Description: You are a Pigeon who must go around the city trying to persuade business men not to jump off buildings by retrieving items from their home.

image

The Spandex Parable

MolyJam aka What Would Molydeux
Code: Flash
Genre: Platformer
My Contribution: Art.
Highlights: Mention on Rockpapershotgun.com . Graphics were received by audience as good when my brief was to make it look bad.

Description: At the end of this game is the most lewd, gratuitous sex scene you’ll ever see in a video game. The developers spent most of their time making it as salacious and graphic as possible. None of this Bioware stuff— where you don’t get to see anything, and you have awkward animation clipping— no. This will be the real deal. Oh, I can’t wait!

image

Period Piece

MolyJam aka What Would Molydeux
Code: Lua / Love2D
Genre: Experimental / Word
My Contribution: Art.
Highlights: Guest appearance by David Bowie. 

Description: Wilbert Wykeham-Fuller, the punctuated protagonist and periodic pugilist with a propensity for providing powerful punches to the perfunctory pushovers populating this player propelled package, promises punishment for people who do not participate.

Wilbert wants to terminate clauses, but not every clause requires his attention. Help him tell the difference between the spots that are hot and those are not by clicking in the correct places.

image

Robot Death Machine

Ludum Dare 25
Code: GameMaker
Genre: Robot Construction / Action
My Contribution: Art.
Highlights: All game art was produced in 10-20 minutes. 

Description: Combine different robot parts to build the ultimate death machine.

image

image

image

Intergalactic Whale

Imagine Cup 2013
Code: C# / XNA
Genre: Adventure / Action
My Contribution: Art. Code.
Highlights: My most ambitious game to date. It’s a huge game and will take about 6 months be near a finished state. 

Description: Fly through space in your space faring whale. Battle with ships, encounter zombie filled planets, volcano planets, robot army planets, help the destitute or just go exploring.

That cat is not as innocent as it seems…

That cat is not as innocent as it seems…

Intro video for my Ludum Dare game, Real Eyes, is finished.

The game needed a bit of context, why does the protagonist want to kill cute things? This video will explain it all.

The timing is a bit out, but I’m short on time. My deadline to finish the whole thing is a couple of days and I still have the following left to do;

  • Design Levels
  • Add boss battles
  • Fix Bugs

Ludum Dare 25

This was my entry for the game jam this weekend.

Real Eyes.

It’s meant to be/will be a puzzle platformer. There is nothing novel or experimental in this game. It’s meant to be a finished game.

It’s not there yet.

I think it will be in a week or so. I’ll need help from friends for the game and level design. I’m pretty terrible at those.

Some key things about the game;

  1. It’s first a secret Santa gift. The protagonist is the giftee.
  2. I have to complete this to a reasonable level because of the above.
  3. The art took about 2-3 hours in total to do.
  4. The game got rebuilt from scratch on the 2nd day of the jam. The code got a little out of control, these things happen you try implementing new ideas.
  5. It’s heavily dependent an Event system. Pretty much everything goes through it. It was a very different way to my norm but it worked out well.

You can test out the beginnings of it by downloading it here

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7205

Unfortunately there are no levels in that version, so you can really only play around with the level editor.