Posts Tagged ‘paint’

Think the theme sucks? Think outside the box.

Posted by
Saturday, August 22nd, 2015 2:00 am

You, too, could be a stock photography model!

 

PHARBA!

Posted by
Tuesday, April 21st, 2015 9:35 am

We’ve completed our first ever game jam!

We’ve made a game, where your only weapon is a paint bucket. We’ve called it “PHARBA”, which means “paint” in Ukrainian :)
It’s a local versus multiplayer game, that supports 2-4 players. Every player controls an invisible man, who carries a bucket.

Your goal is to paint the world and your opponents before they do the same to you :) Let’s the splatness begin!

Make art & colors! Play & rate it!

(more…)

Our first Ludum Dare Jam

Posted by (twitter: @sithdown)
Saturday, August 24th, 2013 9:15 pm

Good news, everyone!

It turns out @Numa1988 and I (@Sithdown) have partnered in our very first LD48 Jam. He is gracing us with these marvelous, espressive characters, while I struggle to bring them to lif-err, DEATH.

try(If you wanna smile/laugh click the image to view the GIF in its full size)

Death, you say? Oh of course, let us explain. After some brainfarting we settled with one of Numa’s best ideas: You face an inminent death, so you have to act quickly to avoid that nefarious end: Interact with the objects and characters in scene to save your life. Just clicks and drags, as I wanted the game to be playable on any tablet and we don’t have time to use complex control schemes. Drag things, tap things. Yowzah! You win. Except when you lose.

We had some difficulties on our late start (secondary computer won’t start) but we kinda sorted those down (thanks Compaq ARMADA M300, you saved our day!). As for the technical part, I decided to use canvasengine (which I didn’t use before, and yeah, I know how much learning to use the framework with so little time was a bad idea BUT who cares, we are here for the fun). It’s an easy to use framework, really -really- easy, but I found its documentation unsatisfying. Time was a precious thing for us so I just resorted to ugly fixes, hardcoded behaviours, and lots of crazy things I’m not embarrassed enough to admit.

Where were we, the fun I recall? Oh, we had plenty. Some Coke and BBQ pizzas went down our throats; we listened to 8-bit music and some Megadrive classics OSTs, and oh for all the gods did you see those drawings? Hilarious. I’ve been staring at them almost as much as fiddling with the oh-so-messy-code. It’s been an hour since Numa went home and I’m supposedly cleaning the code a bit so we can continue tomorrow, but well, here I am slacking off and calling it a day. This is how the *game* looks and plays as of now:

woah

(I keep laughing like an idiot when the poor guy goes badass, thanks for your art Numa)

We will add more characters and objects tomorrow, with some simple mechanics. Also, sounds/music. We thought of bfxr and some voiceover, but have NO IDEA on what to do with the music. Maybe no music is the best music we can achieve 😛

There were some undeveloped, ditched ideas, as a run from Marathon to Athens in 10(ten!) seconds preformed by a superhuman at several times the speed of sound. (That’s why there are a lot of ruins in there). There were more crazy ones involving japanese grammar puzzles, but… oh, I suppose we can’t do everything -for now-.

Ah yes, *we* are @Numa1988 and @Sithdown, two Spanish guys seeking for adventure. If you see us on twitter say hi!

 

So that’s all for now, I’ve been looking through the compo and there are quite many interesting projects! I’ll sure give them a go when finished :)

Finished – Cryptidia

Posted by (twitter: @davidrlorentz)
Sunday, February 8th, 2009 5:23 pm

And so my first LD entry comes to a close!

Play it at http://davidrlorentz.com/files/cryptidia.html. Also posted at Kongregate

I would describe this game as a cross between mad libs and the Spore creature creator. Emphasis on the mad libs. Everything is randomized, including the number of arms and legs and the position and rotation of everything. I didn’t get a chance to network it (I was going to hook up a database to pull in random parts from other players online), because the outside world intervened. So you’re just gonna to have to keep drawing all those arms and legs yourself.

If by some miracle you manage to create something attractive or at least entertaining with this ridiculous tool, please post screenshots! I doubt it will happen.

This game was coded from scratch in ActionScript 3, with art created in Flash and music performed with Anvil Studio. Full source code is available here. A windows executable is available here.

Enjoy!

 

 

Calling it a weekend

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, October 5th, 2008 4:02 pm

It’s not completely finished, but PaintWorld is as finished as it’s going to be within the deadline, which will happen in about 30 seconds.

http://files.chocoboheaven.com/uploads/Guests/files/PaintWorld.zip

Warning: the files are directly in this zip and not in a subfolder. If you want them in a subfolder, like Bleck does (stares at Bleck), the new zip is at http://files.chocoboheaven.com/uploads/Guests/files/87528_PaintWorld.zip

Go on, play it! I want to make the deadline, and so will edit in explanations. If anything doesn’t work, please tell me. I will begin working on the postcompo version now.

Well, there’s level selection/preview, view moving, a functional world, a you win screen, a you lose screen even though you can’t lose just yet, and that kind of stuff. Arrow keys to move, escape to exit.

Everything but the gameplay

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, October 4th, 2008 6:00 pm

I’ve randomly titled my entry PaintWorld! So far everything but the gameplay works.

The level selection screen, my first-ever real GUI!

Gameplay at the moment – nothing really.

The winnerdom screen is to remain a secret!

And you may or may not be playing as a robot/kitty/both.

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