Posts Tagged ‘linux’

A reminder to Unity Users

Posted by (twitter: @caranha)
Monday, December 12th, 2016 9:38 am

Remember that Unity will create Mac and Linux binaries of your game straight from the export menu! Expand your audience with the click of a button! No effort required!

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GameMaker development on Linux?

Posted by (twitter: @csanyk)
Tuesday, November 8th, 2016 11:45 am

I’m taking a poll to see who wants Linux port for the GameMaker Studio 2 IDE. YoYoGames are not currently planning on releasing one (although they had announced a few years ago that they would be). They’re not against supporting GameMaker on Linux, but only if they see interest and demand for it. Voting in the poll will help.  The poll will close later today, so there’s not much time left if you want to participate in it.

The Poll

Forum discussion

Mead Boy: Game Feel and Level Design

Posted by (twitter: @blubberquark)
Tuesday, September 6th, 2016 8:08 am

logo

play Mead Boy or read on:

This is not a post-mortem of the development process, but an explanation of the game design and what makes it tick.

Game Design

Mead Boy is a small platformer where your goal is to drink all the mead. The more mead you drink, the more laggy your controls get. Alcohol wears off slowly and linearly, just like real life. Also like in real life, a single drink impacts your reflexes enough to make many tasks perceivably more difficult. A tenth of a second of lag is already noticeable. In order to make players not just wait out the effects of the alcohol, and progress slowly, there is hunger clock and a time-based scoring system. Food pickups set back the hunger clock, and Gold pickups increase the score. One per mille of BAC creates a lag of one second and takes ten seconds to wear off. This should incentivise players to look for food while stillslightly drunk. Levels are small and take under a minute to complete. Levels should pose little challenge “sober”.

Each level represents a real city from the Viking age. There is an overworld map that shows you where the city is, and how a river connects it to the sea. There is some looting and pillaging, but no combat or violence against people shown.

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Game Feel

Speed and Momentum

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Mead boy is a game about going right, going fast, picking up speed, and jumping far. (At least when you’re sober. When you are drunk, you pick up speed and go too fast. Your first instinct if the character is not responding right away is to hit the buttons harder.) There are only three buttons needed to control Mead Boy: Left, Right, Jump.

Mead Boy responds to button presses instantly, but he keeps accelerating until he reaches a top speed of 5.5 pixels per frame. When you stop pressing the button, he decelerates exponentially. At speeds below 1 px/frame he stops completely (like stiction compared friction). This way there is no “long tail” of slow sliding after landing a jump, which feels weird and floaty and may make you fall off a cliff when you don’t expect it. The following diagram shows a plot of speed and button presses, where you can see a long attack and a quick release phase:

diag1

Jumping

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Jumps are always the same height, and there is no way to increase or reduce the jump height. Like Mario or Sonic, Mead boy goes right fast. Mead Boy is not Luigi or Mega Man. The Camera only scrolls on the left-right axis, in order to de-emphasise going up or down.

No Turning on a Dime

Mead Boy can come to a standstill relatively fast, but turning around is harder: When he is still moving into the opposite direction, the slow acceleration takes longer than simply stopping first and then accelerating into the other direction. This makes the momentum feel “weightier”, but it is also kind of frustrating. Mead Boy is running really fast; you can’t just turn around. Well, now you know and can exploit the behaviour for speed running!

diag2

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Level Design

play Mead Boy before you get spoiled!

Haithabu

haithabu level

Haithabu Level – Click to see at full resolution

This is a kind of tutorial and sandbox level. There are only three units of alcohol and enough food. You have to jump out of some pits, but there is no way to drown or to get stuck. You spawn on the left and have to go right. You can also go back left. You have to use both running and jumping controls, so I know you can use them when you advance to the next level.

How the level fits with the theme: This level is inspired by the Viking city of Haithabu. The destruction of Haithabu marked the end of the Viking age. Haithabu is your home base and a safe place. That’s why there is no longship. You arrived on foot. Haithabu is your home.

Lindisfarne

lindisfarne level

Lindisfarne – Click to see at full resolution

The second level is much bigger. There is only water on the left and land on the right. After the first mead pickup, there are two food items that should reset your hunger clock. The only “dangerous” jump comes right after: You can fall and drown, and you might still be slightly drunk at this point. You have to make a leap of faith. After the next jump, you are free to take all the gold and set the buildings on fire. Jumping to get the gold or over the small bump after the cathedral may be tricky due to alcohol, but you can safely retry: No real challenge.

How it fits the historical theme: The Viking raid of the Lindisfarne monastery marked the beginning of the Viking age. There are stone buildings and churches that kind of look like an English monastery of the era.

London

london level

London – Click to see at full resolution

This was the first level I had designed. There is more alcohol, the same amount of food, and you have to jump over a gap to get food. The last bit on the right requires you to jump onto a small platform after two units of alcohol. Definitely harder than Lindisfarne, but not much.

Historical Inspiration: The building on the right is a mash-up between the tower bridge and the tower of London. London was raided by Vikings multiple times. The tower bridge was not there during the Viking age, please forgive my anachronism.

Paris

paris level

Paris – Click to see full resolution

Paris is a step up in challenge. There are two deadly jumps in the beginning, lots of going up and down and the buildings you torch are relatively small. You have to go back and forth to collect all the food or gold.

The Lore: Paris was attacked by Vikings a couple of times under Charlemagne. Once they paid ransom, once they didn’t. Guess how that turned out. Also red wine and the Eiffel tower (super anachronism) to make sure you get that it’s Paris.

Hamburg

hamburg level

Hamburg – Click to see full resolution

Hamburg is the last and hardest level. It has the most alcohol, lots of water to drown in, and gaps where you have to jump right and up or down. I expect you to lose this on the first try. Nonetheless you can make many jumps drunk. Losing is fun!

History: Hamburg is a port city and a member of the Hanse. It has trading post houses right in the harbor. Also a dike. Also vikings.

play Mead Boy and comment please

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Robot Escape: Linux and Mac builds now available!

Posted by (twitter: @rjhelms)
Thursday, April 21st, 2016 9:15 am

I’m pleased to announce that the Mac and Linux builds of Robot Escape are now available.

I admit these are only somewhat cursorily tested, so please reach out to me if there’s any problems with them.

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Play Robot Escape Here

Neon Level Switcher first footage

Posted by
Saturday, April 16th, 2016 4:37 pm

After some hours I’ve been able to complete a very first prototype with the basic gameplay working and end condition. You have to survive by being in a safe (black) place because every few seconds the background map will come to foreground, be sure to move to a good (black) position.

I think this time I will work less hours, now it’s 23:36 here and after playing a little bit I’ll go to bed. I prefer to wake up early and continue adding the HUD, sounds and other effects.

Presenting DIV Games Studio for LD #35

Posted by (twitter: @TheMikeDX)
Wednesday, March 16th, 2016 4:31 pm

Back in 2000, DIV Games Studio was released in the UK as a complete all in one package for creating games (including a graphical editor) and delighted many users who went on to have successful programming careers, including MDickie who currently has literally MILLIONS of downloads on the android app stores.

DIV was put to rest in 2005 due to being DOS only, but after 10 years sleep, it is now back and ready to compete with the modern world.

A group of us at DIV ARENA are planning to enter LD #35 using DIV Games studio, and exporting our entries to all the modern systems we can (including windows, linux, android, javascript/html, open pandora, gcw and others).

you may even be surprised with what we achieve!

Looking forward to it. See you there :)

 

 

Mac and OSX builds are now up!

Posted by (twitter: @alpha_rats)
Tuesday, December 22nd, 2015 3:22 pm

It took a bit of time, but Linux and OSX builds of Eda are now available on itch.io!

Thanks for all the feedback from those who already tried it out, I’ll definitely continue to work on it and apply the great advice received.

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Xtreme Crop Duster Simulator ’82 – Mac and Linux builds now available

Posted by (twitter: @rjhelms)
Thursday, December 17th, 2015 9:30 am

I’m pleased to announce that the Mac and Linux builds of my compo entry, Xtreme Crop Duster Simulator ’82, are now available. While I’ve had no complaints about only having a Windows build available to date, I’ve always been a supporter of developers who release their games cross-platform and thought I should put my money where my mouth is.

Now you can experience the C64 retro nostalgia on three different operating systems!

Now you can experience the C64 retro nostalgia on three different operating systems!

I should give the caveat that these are not nearly as well tested as my Windows build – I’ve had a few people playtest the Mac version and none of them have reported issues, but I haven’t seen it in person. The Linux build runs fine on my Linux install (Xubuntu 14.04 LTS) but hasn’t been tested elsewhere.

I had way too much of a hassle getting the Linux build to work – there appear to be a handful of strange bugs in the latest version of the standalone Linux Unity player, which made the game unplayable and left me grasping blindly for the fix. I quickly was able to glean that the problem wasn’t in my code, but found little by way of resources (either from Unity3D themselves or from the community) to help me sort it out. I really should investigate further and report a bug (or a few), but since every build involves booting Windows, loading Unity, running a build, and rebooting to Linux to run it, it’s a pretty laborious process.

Thanks for all your feedback! (Update + Linux & OS X builds)

Posted by (twitter: @bytegrove)
Wednesday, September 2nd, 2015 6:01 am

Thank you so much everyone who played and commented on my game with helpful feedback!
The feedback was more or less unanimous, which made it a little easier to have a look at the flaws.

In the new build I’ve focused on making jumping easier by adding a small grace period where you’re able to jump after having walked off an edge. I’ve also made it possible to jump a little earlier before hitting the ground. You can jump higher overall as well, and the triple jump also allows you to move faster  forwards than when you’re running.

njump1

More boost in the triple jump!

I made some small changes in order to address the slipperiness as well. It’s now possible to take smaller steps when starting movement from a standstill. It’s still easier to move slowly with an analog stick, but this somewhat emulates it for keyboard as well, without making the character feel to slow or unresponsive (I hope).

I’m also trying out an automatic camera solution that will slowly move to behind the character when the player is not manually rotating the camera. It won’t do this whilst the player is jumping, standing still or walking facing the camera. It’s experimental, but more akin to what is commonly seen in platformers, so tell me what you think of it! :)

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Single jumps more useful.

I also wanted to tell you that I’ve added a Linux– and a Mac OS X build that is available for download now as well! \(o3o)/ wööö!

Up & Away

And finally a shoutout to LarryChupacabra, thanks for playing the game and making the video! 😀

New OS ports for MEGATON

Posted by
Saturday, April 25th, 2015 8:57 am

MEGATON has now been updated with Linux 64-bit and Mac OS X ports.

-To run the Linux port, you need to install libsfml with your packet manager.

-To run the Mac OS port, right click (or hold down CTRL and left click) on the app and choose Open and confirm that you want to run a third-party application.

 

Get to tha game: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=9784

 

Enjoy!

 

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brain gun post-mortem

Posted by
Monday, April 20th, 2015 5:32 pm

i think it is about time to write the post-mortem for my game “braingun” . so first things first :

idea :

i woke up at 6:00 am which was around 3 hours after the jam started here in Egypt . i was very glad this theme was chosen because there were  a lot of interesting ideas that can be done with it . and in about an hour i managed to think of about 5-6 ideas . the last one was about giving the main character an unconventional weapon .. his brain only  .. so he can’t carry weapons or hurt others .. although he can persuade them to follow him using his brain .

i felt like that could lead to some interesting mechanics beside i have always wanted to made that sort of real-time strategy games .. so i choose it .

what went right :

1- the tools :

i have had some hard-were problems with my laptop for a while .. so my laptop can suddenly shutdown for no reason and i had no time to fix it before the jam because i was busy with college .. so i didn’t think it will be smart to use windows because windows takes more time to restart and it breaks down more frequently than Linux .. but all my gamedev life was on windows . and i was thinking of using Flixel or Unity for this jam . but since i couldn’t help it i decided i am going Haxeflixel on Linux with sublime-text  .. and it was “Awesome” . it felt much more fun to compile and debug using terminal and i didn’t waste anytime to get used to the tools . also i used gimp for graphics and Bfxr for sound effects and they did the job perfectly . which encourages me to enter more Jams using Linux 😀 .

2- the graphics : in all my jams i used to use some colored boxes for sprites at first and then draw the necessary art later . but this time i decided to switch and start with graphics at first . and i believe i made the right choice . since i used to do a lot of complex actions that requires more complex animation to be made . but since my mind usually is so focused on the engine .. i always produce some low quality art  that ruins the game experience . another thing is because i used such a basic art style it gave more chance to focus my effort on the game play .

what went wrong :

1- the idea :

although i am still happy with the idea .. i still believe it was a little too ambitious . i wanted to add a lot of stuff that could have made the game way more fun . but i couldn’t to time limitation .

2- the AI :

games of this genre usually feature a lot of complex AI transitions and states and an Finite state machine is usually defined at first to control how the entity should act on the game . but for this game .. the problem was i had no idea what the final AI should be like . i had a basic concept which was that the player should be able to control his followers but i had no idea how ?!! . so i would just add a state or an action after the other and then go back to add transitions using if statements between them .  which cause me a lot of headache because the code structure was getting more complex every time i add anything . and it made it much harder to catch and fix bugs .

 

Conclusion :

so maybe the end game was less than what i aimed for , but i am still proud of myself that i finished it and that i worked > 30 hour in only 48 hours 😀 .

and with that my friends i declare this as my 4th finished LDJam game and my 8th finished Jam 😀 .

see you in other jams 😀 😀 .

 

October Challenge: Fancy to adopt?

Posted by (twitter: @OtroraGames)
Saturday, November 1st, 2014 11:25 am

Nevado_Otrora

October ended and I’m glad to tell you that it went well :)

I made this little game as a side project, so wasn’t expecting much. Seeing that people are liking it is really cool.

Nevado is a simple auto-runner with 4 different worlds, 18 levels each, where you play as a dog; well, a particularly cute dog. His powers are a stunning bark and a collectable bone that give him the ability to fly. It is pretty crazy. If you haven’t try it yet, give yourself the chance and let me know what you think. The game is for PC, Mac and Linux and you have the options to purchase another version that include the source code, so Construct2 users may find it helpfull.

For 0.99 I think is a fair deal :)

if you fancy to adopt this nice fellow, go here:

http://otrora.itch.io/nevado

October Challenge: NEVADO

Posted by (twitter: @OtroraGames)
Thursday, October 30th, 2014 6:34 am

Finally it’s here! A game that I developed as a side project. I had always wanted to make a runner and I thought this was the opportunity to try. If you’re expecting a high innovation in casual games, this is not for you. But if what you want is a fun little game you can play with the kids, then give yourself a chance to try Nevado (Snowy) because. my friend, this is as cute as it can get.

Features

  • 4 worlds, 18 levels each
  • Fast-paced action
  • Original enemies in every world
  • Lovely hand-made graphics
  • Free updates
  • Runaways pigs
  • Complete source code and assets so you can make your own runner*

Link: http://otrora.itch.io/nevado

Nevado_1

About me

@OtroraGames | Website | Facebook

Linux builds of Dino Bolt!

Posted by (twitter: @georgeb3dr)
Wednesday, August 27th, 2014 1:46 am

I’ve read in the past how bad Linux players have it due to no Unity in a browser for Linux, so I followed the instructions in a post and made you guys a Linux build (untested, sorry). It should be 32/64 bit together, per the instructions, and in .tar format.

Enjoy and please rate/comment :)

PLAY LINUX DINO BOLT

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I’m getting ready for the Ludum Dare 30!

Posted by
Friday, August 15th, 2014 7:42 am

This will be my 2nd Ludum Dare (the last being LD 28).

This time, I’ll be using similar tools but I’m not sure if the game will be 2d or 3d until the theme is announced. The tools I will use:

  • Platforms: Mac, Windows, and (maybe) Linux
  • Language: C++
  • Libraries: SFML, OpenL, (& if 3d, glm)
  • Editor: Sublime Text 3 (with a lot of plugins)
  • Graphics: Photoshop
  • Sound: Garageband, SFXR
  • Writing Instruments: Pen, Pencil, and Paper

Future Summer

Posted by
Monday, July 21st, 2014 12:03 am

I made a game over the weekend for Mini Ludum Dare 53rd. The theme was – The Future Is Now.

The name of my game is ‘Future Summer’.  It is a combo of first person platformer, 3rd person mouse click to move, and cinematic scenes of the camera moving.

The game was made with my usual process – digital painting, 3d modeling, texture painting, and finally game design with Unity3d.

Go play it at GameJolt – Future Summer, and get more details/process at BroBeurKids – Future Summer

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