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Bouncing Rockets

Posted by
Thursday, August 25th, 2016 11:07 am

 

Want to bounce things around this LudumDare?

Javascript HTML5 cross platform game engine with gamepad support

https://github.com/QuantumProductions/bullet_bouncer

HTML5 + Gamepad (SAMPLE CODE)

Posted by
Sunday, August 21st, 2016 8:48 pm

You want to make something that runs cross platform. You’re making a 2D game and want a simple but robust engine. You want gamepad support.

Well, here you are! A sample 2D Javascript (ES6) game engine that supports gamepad.

Screen Shot 2016-08-21 at 21.47.42

Objects can install multiple components. Messages sent to an object are heard only by the components who register to listen for them. This is done recursively so you can write modular code. For example, the WallBouncer class found in weapons.js will bounce an object off a wall based on the coordinate passed in for the wall

(In any of the 4 cardinal direction). Both the Ship and Rocket class make use of WallBouncer. Organize your code better to prevent headache!
Plug in an Xbox or PS4 controller, use the left & right shoulder buttons to turn your ship (the blue circle) and the A/X button to shoot. You and your projectiles bounce off the walls.

https://github.com/QuantumProductions/bullet_bouncer

Earn a Dollar — Success from last year

Posted by
Monday, September 28th, 2015 12:53 pm

I published Quantum Pilot last year for the October Jam.. and eventually, it earned a dollar!

I visited Indiecade & ECGCONF this year, getting feedback and refining the game.

If you want to make games where the enemy copies the player,

https://github.com/quantumpotato/quantumimprint

github.com/quantumproductions/quantumpilot

And enjoy the (free) sequel! https://itunes.apple.com/us/app/quantum-pilot-2/id1033033184?mt=8

You are your own worst enemy

Posted by
Sunday, August 23rd, 2015 8:15 pm

Been jamming on a sequel to Quantum Pilot this Ludum Dare. The first version was launched last October in the Ludum Dare for shipping a game.

In this game, you fight copies of yourself — you are the monster!

Hope this inspires you.

Procedural Generation by cloning player moves

Posted by
Sunday, November 23rd, 2014 10:27 pm

X-post from my submission to the recent Procjam.

I released an iPhone game for the October Ludum Dare https://itunes.apple.com/app/id935956154 , where you fight copies of yourself.

I extracted this logic into a Javascript library that lets you record actions of a node then play it back. Try out the web canvas painting demo where each time you click a paintbrush replays what you did.

You can use this to copy player moves into clones like I did for Quantum Pilot or anything else you can think of involving recording actions and replaying them later.

http://quantumpotato.itch.io/quantum-imprint

https://github.com/quantumpotato/QuantumImprint

RPS Euro Style — I have something!

Posted by
Saturday, April 26th, 2014 4:41 pm

tigjam_photo_1

A few hours in Javascript and I have the core mechanics for a game. Players take turns picking a depth they want want to submerge in the structure (I’m thinking an organization with more “themed” names like management, tactics, automation etc for a specific themed org).

The deeper you go the more points you get. You can “undermine” someone 2 levels above you — taking their points and denying them anything.

But if you pick the deepest, the opponent can pick the top level and influence the organization from the top; scoring a point for themselves.

You could play this with dice, too.

I’ll add instructional text and a score counter next.

 

 

Ludum Dare?

Posted by
Friday, April 25th, 2014 1:52 pm

I got introduced to Tigsource years ago searching for indie games when I worked as a game designer for an MMO tech company ( bigworldtech.com ).

I’ve published just a couple games but have been iterating on a few projects, some code and some design over very rare spare time and 2 TIGJAMs.

I love the Indie game scene. Even though most of the games aren’t great (come on, admit it!) — I really don’t care. This is how we innovate – by experimenting.

I won’t have a lot of time this weekend but.. I’ll throw a few hours at it and see what I can pull together.

I’ll use this as my codebase for basing HTML5 drawing and mouse tracking. Shoutout to whoever you were at Tigjam that showed me the polar rotation mechanic — slowly modifying the mouse angle moved by a fraction of degree every time step. I remember surprising you by moving the mouse in circles instead of linearly to hit the target co-ordinates. That kind of “aha” moment is something I love when designing, observing, or playing games.

GL HF Ludumites!

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