August 24th-27th 2012 :: Theme: Evolution

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by Lacutis - 48 Hour Compo Entry

My entry is a visual evolution of gaming. So please play beyond what you initially see, it does get better and looks can be deceiving! Besides my programmer art being horrible, I was trying to capture the feel of late 70s, early 80s arcade games.

I decided in my entry to show the actual evolution of video games themselves, and this is what I ended up with.

My game was written with Construct 2. I loved working with it, it was my first time and I think its a great tool.

My source is on github, I included the link.

All comments are welcome!

NOTE: This is a WEBGL/HTML5 game. It is best played in the newest chrome and barring that the newest Firefox. Some of the effects will not show up in IE and it may run slowly if your browser hasn't been restarted in a while.

NOTE 2: The controls for the final round are: Arrow keys move you around, you auto aim towards the mouse cursor, HOLD the left mouse button to fire. Right mouse button will fire the breakout ball but you can only have one in play at a time. Running into it will pick it up again and you can then reshoot it.

Downloads and Links




delerium10101 says ...
Aug 27, 2012 @ 6:13am

Neat! Good selection of games. WASD controls on the last level would be appreciated though -- I'm on a laptop so the arrow keys are small and inconveniently placed.

Milo says ...
Aug 27, 2012 @ 5:21pm

Neat concept, and good selection of games, but the controls all felt a little slow or clunky to me (especially on breakout & pong)

gustavodort says ...
Aug 28, 2012 @ 3:58am

Man, I gotta be honest and say I didn't like it.

I mean, it's not like you made a game, you just showed that you can produce the mechanics of four existing games within 48 hours.

There's nothing different to the gameplay except for it's slower and clunkier. No power-ups, no different mechanics, nothing!

I'm sorry, but I can barely consider this a game :/

Lacutis says ...
Aug 28, 2012 @ 4:54am

Did you get to the end?

Lacutis says ...
Aug 28, 2012 @ 4:56am

To be more clear, the last part of the game is a completely new game using the mechanics from the first four games and introducing a couple new mechanics.

eyehawk says ...
Aug 28, 2012 @ 8:40am

Great game - it's lots of fun!

zakchaos says ...
Aug 28, 2012 @ 3:27pm

Well done man, I enjoyed it, though i think you were missin the little bunkers from space invaders, woulda been cool to see how construct2 handles the destroyable terrain. had alot of fun playin thru, and interested to check out your source.

Lacutis says ...
Aug 28, 2012 @ 7:42pm

I was missing the bunkers for space invaders, good eye :) I basically wasn't sure how to implement those, I considered implementing them in the same way I did the breakout blocks just smaller, but I ultimately just didn't have time to put it all together.

gnx says ...
Aug 28, 2012 @ 10:58pm

Solidly executed anthology of retro games. Breakout level is a bit too long :P

Nile says ...
Aug 30, 2012 @ 2:59am

While playing I really didn't understand what it had to do with evolution, but decided to read the description afterwards (oops) and now I see what it has to do with it. Loved playing the old-style games, but like delerium10101 said, wish the controls were WASD. At points it seemed like when I should die (had 0 lives) it would give me 3 more lives and just take away some points?

wibblymat says ...
Aug 30, 2012 @ 11:34pm

The last game was bit of a mess. I saw something about there only being one breakout ball or something? The instructions didn't make any sense so I clicked through to the next screen to see if I could figure it out and I couldn't.

It seemed like I *should* just be flying around killing things, but:
* Key controls were mushy.
* I seemed to move around the screen almost at random - not just resetting to the middle when you die, just moving around all over the place without touching the controls.
* The rate of fire was very low and movement is slow so it was very hard to shoot or avoid anything.
* Shooting happened on mouseup rather than mousedown which feels really unnatural if you click rather than hold - makes it hard to aim at the right time.
* I died over and over and over again on the last level and just kept getting respawned in the middle... until one time I got "Game Over". What was special about that one time?

I hope this is constructive rather than mean, your game is certainly better than mine and these are all the kind of things that are hard to get right in a game jam.

Lacutis says ...
Aug 31, 2012 @ 4:09am

It sounds like issues related to the speed of the game rendering. It's a HTML5/WebGL game and I did see some problems on one of my old laptops which had a really underpowered video card.
So if your computer is really underpowered or you were running it in a browser that doesnt have hardware rendering then the controls will be really laggy due to the rendering trying to catch up.
The rate of fire was probably slow due to to you clicking the mouse instead of holding it down, the fire definitely isn't tied to mouse up, it's tied to the mouse being held down.
The time you got the game over was due to you losing your last life. Once you lost all three of your lives (or maybe 4 based on what Nile said) then the game was over.

I want to thank you for the constructive feedback, I hope the above didn't sound like excuses. I hope you download the newest Firefox or Chrome and try it again in case it was just a case of your browser not having hardware rendering. I would really like to know!

I'll also give a brief rundown of the controls above in my description.

JaJ says ...
Sep 1, 2012 @ 2:05pm

This worked, and the idea behind it is nice, but I think it would have been more interesting if you showed the evolution of an original game concept instead of using elements from these old games to create a new one that didn't really fit together that well (because the old games are so different from each other). As it is now it hangs a bit in between those things, the evolution of video games and the evolution of your game (the fifth one.) Perhaps it would have been better if you had picked one over the other.

Mago says ...
Sep 6, 2012 @ 7:34am

Cool game. I was thinking about making something similar when I was planning my entry. I like moving through levels effect. Final round is insane.

DaveDobson says ...
Sep 7, 2012 @ 4:51am

A very cool idea to show the evolution of video games. They all looked good (like their ancestors) and played pretty well, although sometimes the scale seemed too large (e.g. in the shooting ones, I felt very distant from my targets). The final level was too hard for me - I couldn't fire nearly as often as I needed to, and the moving with mouse aiming is always a hard mechanic for me. Nice job, though, and very creative.

johnfn says ...
Sep 14, 2012 @ 10:01pm

To me it seems like the last level was the real meat of this game since the rest of the games were rather familiar. My biggest problem was that you were shooting towards the mouse, but the mouse was invisible, so I generally had no idea where I was shooting. Also, those little ships were faster than me!! Ships should never be faster than me. :D

Some variation on the levels would also help - something to make them unique from the oldschool games you based them off of. Also, yeh, that Breakout level was kinda long and more tedious. An "X points until level up" label could help.

I think I scored a bit over 1000 before I died for the last time.

BTW, to implement a space invaders bunker, consider making a giant 2D array, where each value is either 1 for 'pixel' or 0 for 'no pixel' (or 'destroyed pixel') for each pixel in the bunker. Then if a shot hits the bunker, you can check the array to see if it flew through the bunker or hit it, and if it hit it, clear out a blast radius of pixels in the array and re-render the bunker from the new pixel array.

davidwparker says ...
Sep 15, 2012 @ 12:22am

Did I just play Pong??? :P
I haven't tried Construct 2 (or heard of it).

airdeck says ...
Sep 16, 2012 @ 2:44am

Interesting idea, but the controls seems a little two slow, especially on the breakout level

kratorspore says ...
Sep 16, 2012 @ 3:14am

You managed a lot of games here! However the controls could have been a little less sluggish as they left the games feel less exciting then they could have been.

mitkus says ...
Sep 16, 2012 @ 6:40pm

Great take on "evolution" theme! Controls were not very responsive and graphics were blurry sometimes, but those classic games are still really good.

mipi says ...
Sep 16, 2012 @ 7:08pm

I actually thought something like this too, so it's fun to see that someone made a game like this, so great use of the theme. The movement and firing speed was slow and got a bit frustrated with that. Maybe it was authentic feel then, but I think that backfired and it would have been better without that authentic feel. :P

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