About aergia (twitter: @AergiaGame)

Made my first Ludum Dare entry for LD26 in April 2013.

You can check out my other small projects at aergia.dk if you want.

Entries

 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 27
 
Ludum Dare 26

aergia's Trophies

aergia's Archive

Snowman Stacker on Google Play!

Posted by (twitter: @AergiaGame)
Friday, December 12th, 2014 4:05 am

I put my little game up on Google Play. It’s a post-compo version with improved physics and graphics. And a hi-score!

snowman

 Give it a try! :)

Late to the party, let’s do this

Posted by (twitter: @AergiaGame)
Sunday, December 7th, 2014 9:21 am

So I’ve only just begun. I really wanted to make a game about a snowman, so I will! And fit him in one screen of course.

ss1

Going to be some sort of physics, snowball rolling… thing. Whatever I can get done in the next five hours or so.

Unity + Twine – debriefing, guide and sourcecode

Posted by (twitter: @AergiaGame)
Friday, August 29th, 2014 1:10 pm

So I managed to make a little adventure-like game in Twine and tie it into a graphical part running in the Unity Web player. Since it took me some time I figured I might as well share how it works (it’s probably rather simple and obvious to a lot of you, but I had to do a bit of trial and error).

The game itself is a weird little thing, the story didn’t make much sense, but I hope it gives a nice atmospheric little experience. The mechanics, however, seem rather solid and I hope I can use it for later projects when I want to combine lots of text with some animation/graphical interaction.

Twine + Unity sitting in a tree...

Twine + Unity sitting in a tree…

 

You’re more than welcome to go give it a try

I tried following the instructions given here, but it didn’t work straight away, and as I have little experience with Javascript/Html and zero with Twine it took a bit of throwing stuff together until something would fit. I couldn’t find any other sources for this particular combination. Others have used Unity to parse Twine files, The Maker’s Eden is one example (which seems really promising). But that wasn’t what I wanted :)

(There’s another LD entry using Twine and Unity, but not quite like this: First Encounter)

 

How to
Basically the Unity Webplayer can send and receive messages to/from scripts on the page it’s embedded in:

Application.ExternalCall() to send from any Unity script and SendMessage() on the Unity object from Javascript. As for Twine, a javascript function in the html page can call the Twine ‘engine’s own functions. The trick is getting the two to find each other.

 

Adding the webplayer to the Twine generated webpage
I use Twine’s built in story formats to play the game. Twine has a number of different ways to present the stories described in html header files. So adding the changes needed to this file will make sure the game loads the Unity web object each time you rebuild the story in Twine. I simply copied the relevant lines from the html file Unity generates into this file. Everything in the < script > tags in the Unity file I copied in just after the < script > tags in the header file. I then added a table with two columns at the end of the file, adding all the lines from the Unity html file in one column, and all the existing lines for Twine in the other (This is definitely a part where someone more experienced with HTML could do a much better job of making it look good)

Now, loading it up should display the Twine story and the Unity game side by side, but it needs a little more for them to become friends.

 
Twine talking to Unity
Twine needs to ‘see’ Unity so at the very end of the <script> tag, right after the stuff that describes the size etc. of the webplayer, add the following function:


function GetUnity() {
  if (typeof unityObject != "undefined") {
    return unityObject.getUnity();
  }
  return null;
}

Then we need a macro we can call from our Twine passages to tell Unity something. Add a passage with the tag ‘script’ and the code:


macros.unity={
  handler: function(place, macroName, params) {
    GetUnity().SendMessage(params[0], params[1], params[2]);
  }
};

Then to send your Unity game a message just add a line like the following to any relevant passage:

<<unity GameObjectName methodName parameter>>

(just write “” if the method takes no parameters)

This could be enough for lots of projects! But there’s more.

 
Unity talking to Twine
Add this little function at the end of the <script> tag after the GetUnity one:


function TwineDisplay(a) {
  state.display(a);
};

You can call it anything but remember the name because you simply call this from your Unity scripts with Application.ExternalCall. Eg:

Application.ExternalCall("TwineDisplay", "PassageName");

And that’s all there is to it really. Figuring out the state.display(a) call took me a while, and if you want more functionality (passing parameters to twine e.g.) you’ll need a little more than this, and I’m not sure if or how it’s possible.

I’ve added the sourcecode for my game at the submission page here.

Questions or comments, other games doing something similar, let me know! :)

Twine and Unity experiment update 2

Posted by (twitter: @AergiaGame)
Sunday, August 24th, 2014 3:33 pm

Well it’s getting past my bedtime, I was hoping I’d have a little something to submit to the compo, but I’ll rather polish what I have tomorrow evening and submit it to the Jam instead. You can check out my progress here

Twine and Unity friends with possible benefits.

Twine and Unity, friends with possible benefits.

It’s a simple little thing connecting Twine and Unity, think of it as a twine game with interactive illustrations… or something. Once you open the second door, there’s no more in this edition. Hopefully I can wrap this one up and add a chapter or two more tomorrow. Now that all the code is in place it’s just a matter of how much story I can think up in one evening :)

Twine and Unity sitting in a tree…

Posted by (twitter: @AergiaGame)
Sunday, August 24th, 2014 11:29 am

I spent all saturday at a housewarming, so I fear there wont be much more than a proof of concept for my submission this time around. Still I managed to get Unity webplayer and Twine to play together. Connecting their worlds! (or something…)  I hope I can throw together a little story to make the theme make more sense :)

Twine + Unity sitting in a tree...

BFFs

Give it a try! But there is only the one train car so far. Not a game yet!

Getting ready for my fourth compo!

Posted by (twitter: @AergiaGame)
Thursday, August 21st, 2014 2:12 pm

Not quite sure which theme I’m hoping for or what sort of game it’ll be, but I’ve been watching a lot of Twilight Zone lately… that might work. I was thinking I’d try to do a Twine game this time, I’ve never done any interactive fiction.

If I can get it up and running I plan to throw the Unity web player at it some how and see if I can get them to stick together. That should do it for the “Connected Worlds” theme at least 😛

Using:

  • Twine
  • Unity
  • Blender
  • Gimp

Fathoms finished! Goodnight!

Posted by (twitter: @AergiaGame)
Sunday, April 27th, 2014 4:37 pm

At the risk of drowning in the flood (ha!) of posts near the deadline… Fathoms is done. Go tag those fish.

Submission page

 

 

Fathoms – Almost done!

Posted by (twitter: @AergiaGame)
Sunday, April 27th, 2014 3:05 pm

So I managed to turn my little pond into a game after all! Give it a try, I’ll see if I can’t put together an intro and some sounds in the next hour before I go to sleep.

The object of the game is to shoot all the fish with electronic tags, and not disturb them by hitting them with the boat.

Pew pew pond

  • Use WASD to stear
  • Space to break.
  • Mouse to shoot flares, you can’t see a thing without them
  • Mouse + Ctrl to shoot tags
  • Press escape to restart

Both flares and tags have a cooldown, when the labels are red they’re recharging.

Try it here!

Update 3 – Something almost like a game

Posted by (twitter: @AergiaGame)
Sunday, April 27th, 2014 9:17 am

I drew the boat in a rush so I’m not satisfied with it, but it’ll have to do! I hope I can figure out an interesting game mechanic in the next hour or so, otherwise it’ll just be a game about looking at fish 😛

 

more fishes

 

I think I’ll put a timer on the flare, so the player can shoot a flare every X seconds, and then a cooldown before he can throw something to tag the fish. I originally planned to have some dangerous fish that would react to movement, or something, but I don’t have time for that. I hope to post something playable in an hour or two.

Second update + bedtime

Posted by (twitter: @AergiaGame)
Saturday, April 26th, 2014 5:59 pm

How inappropriate to call this planet Earth when it is quite clearly Ocean.
-Arthur C. Clarke

 

Bed time! But I’ve gotten some more life into my little pond of a game. It was a bit of a struggle to get Unity 2D and iTween to play nice together… but I seem to have gotten the hang of it and have little koi like fish swimming along paths. Tomorrow I’ll add the player… and hopefully by then I’ve figured out exactly what the point will be.

Fishies!

 

The game almost has a better look with the gif distortions and color limitations…

First update

Posted by (twitter: @AergiaGame)
Saturday, April 26th, 2014 1:28 pm

So I only begun working earlier today. I’m in a bit of a hurry I suppose since I’m not even sure what the goal of my game is yet. BUT I do know it’ll be about spotting creatures under the sea by dropping flares and looking for their silhouettes. Here’s a gif of what my game looks like now, no game parts, just animated layers.

anim1This will be the boss I guess, other thing will be small fish, jelly fish and possibly sharks or giant crabs. I really wanted to do a scifi theme, something about a probe on Europa or something… but I’m a little lazy and in a rush, so just quickly sketching silhouttes over pictures. If I go over time on sunday – and have to enter the Jam anyway – I may spend monday on making proper more interesting creatures :)

 

I hope to have something small and playable tonight (it’s 10.30 pm here) and polish it tomorrow. I think I’ll focus on a simple mechanic and a gloomy, lonely mood.

Done! And with time to spare… what’s the rush?

Posted by (twitter: @AergiaGame)
Monday, August 26th, 2013 4:38 pm

The Lamb needs your help! There’s a wicked culprit hiding among his children, killing them off one by one. Can you figure out who it is before it’s too late?

Quick! Test it and tell me if there are any bugs 😛

doness3

doness1

Need a title!

Posted by (twitter: @AergiaGame)
Sunday, August 25th, 2013 2:53 pm

Although there are still some hours left I really doubt I’ll make it in time for a Compo entry. It’ll be a jam instead… again. On the plus side it’s almost a real game now. Point out the culprit before it murders everyone!

I really can’t think of a good name so feel free to suggest something! :-) I’ll head to bed in an hour or so and hopefully finish the last couple of things after work tomorrow.

 

Have a look:

ss4 ss2 ss3

Bedtime at last

Posted by (twitter: @AergiaGame)
Saturday, August 24th, 2013 5:30 pm

Alright. Some super quick pseudodrawing* and I better head to bed. Here’s a new version of The Lamb and his sidekick/possible killer the… cherub like antelope guy…

lamb and cherub small

* I can’t draw to save my life, so these are made by sticking together bits of drawings/photos scrounged on the web, printing out a faint outline, drawing on top of them and scanning them back in 😛

Done coding for tonight

Posted by (twitter: @AergiaGame)
Saturday, August 24th, 2013 3:44 pm

It took a lot longer to settle on an idea than I expected. Not much resembling a game yet, but the foundation feels rather solid. I’m feeling groggy so I better stop coding for now.

The game will be a sort of whodunit, find the murderer sort of thing. Every ten seconds the lights go out and the murderer kills another in the congregation. The murderer can only kill some of them (in this prototype only those with less arms than himself…). So by watching who dies every round the player has to guess who the murderer is before everyone is dead. Accusing someone of being the murderer reveals their true leaning and executes them no matter if they’re innocent or not.

I want to work out some sort of way to make it really tough on the player to choose wrong, so basically each round you have to decide if you have the nerve to choose or let the killer take another and thereby give you another clue.

I have no idea if this is too easy or hard… much less if it’s fun. We’ll see!

Here’s a meaningless screenshot. I’ll attempt to draw some new characters before I sleep :)

ss1

Second time around.

Posted by (twitter: @AergiaGame)
Saturday, August 24th, 2013 5:48 am

Giving it another try!

This is my second attempt at Ludum Dare and I’m already starting a bit late. I only have a rough idea of what I’ll make so I guess I’ll more or less wing it as I go along :) Last time I had to enter in the jam because of time, hopefully I’ll make it into the compo this time.

Planning something with a darker theme:

sheep2

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