Posts Tagged ‘4kb’

Atrakt 4096 alpha

Posted by (twitter: @FoumartGames)
Saturday, April 27th, 2013 10:46 am

I’ve been quiet so far because I allready had the bad experience in the passed 24th LD to state something at the beginning and then fail…(this may happen again who knows:D) ..anyway this time i think I’ll manage to create something playable in the compo timeframe. That’s because I stepped on a hard ground extending my Attract 4kb engine. It’s true that the 4kb restriction kept my enthusiasm on developping that engine (its hardly acceptable as game) and that’s my main connection to the theme Minimalism – I’m forcing myself to keep the game in the same simple manner, while adding new features and functionalities.. What’s been done so far: a title page and some ui, created a base for the enemy and some specific abilities for the units, like EMP shockwave :p.. I’ll update my progress here.

screenshot_20130427_ld

Tekicars4k finished!

Posted by
Sunday, December 7th, 2008 4:03 pm

[Update, Dec. 8 2008]

I forgot to provide the source code until just before the deadline, and my Internet connection wouldn’t work the last two hours before deadline. Anyway, here is the source:

Sourcecode (not very pretty, mind you. It’s rushed 4kb code.)

I’m done!

My game is called Tekicars4k. My plan is to enter it both into LD13 and the Java4k contest. In other words, it is a 33 hour 4kb game with the theme “roads”. Thanks to the size limitation, there is a grand total of 6 levels available. It is available as webstart and as a CompoGameLoader ZIP file, which has .bat, .exe and .sh (so should work on any OS).

Webstart (note: this version may be updated after the contest)
Zip file

Some instructions:
The goal is to place blocks in advance so that each Tekicar reaches an exit of the same color, without colliding with any other Tekicar. Walls will turn Tekicars clockwise, roads will speed them up, and arrows will re-direct them along the arrow.

As soon as you click “Go!”, the test begins – if you pass, you reach the next level.

Note that the ZIP file is way larger than 4kb, mostly thanks to the .exe wrapper. The game JAR itself is only 4kb.

A screenshot:

Progress, demo

Posted by
Saturday, December 6th, 2008 6:12 pm

I have a demo. You die somewhat haphazardly when objects collide, and it doesn’t tell you when you win (but you have when all the blue thingies have reached the opposite side). I do have win detection, it just doesn’t show anything. What else… Ah, you place roads by clicking the gray tile in the toolbox and then clicking in the world. Roads make objects go twice as fast. Restart the game by clicking [R].

Demo

I’m afraid I won’t be able to add a lot of maps though… I’m aiming to do this in under 4kb (so I can submit the game to the Java4k competition as well), and I’m almost out of space.

Screenie, in case you can’t try the demo:

I am… in!

Posted by
Saturday, December 6th, 2008 2:42 pm

Happy birthday negativegeforce!

I don’t really have the time to make games right now, but I’m in. I spent one full day studying though, so might run out of time too soon.

I’m going to attempt a themed 4kb java game within ~33 hours… many of which I’ll be sleeping. This should be interesting!

So far, I’ve got almost nothing:

[cache: storing page]