Posts Tagged ‘playable’

First day results are in!

Posted by
Saturday, December 12th, 2015 8:11 pm

here is my game so far: (Unity’s WebGL export works well now. I was really surprised!!)

The procedural generation took the most time, again. There will be more to the game in the end (hopefully):

  • 4 different modes with seperate highscores,
  • Pause-Window,
  • improved and interated models, textures and animations,
  • sound

I streamed the whole day at my twitch: (there should be an on demand video live now, if you care to re-watch this 😉 ). I will create a complete time-lapse after day 2.

Now it is time for a little nap to start with a fresh brain with day 2!! Goodnight, y’all!

Snowman Sumo Playable Build!

Posted by (twitter: @AtkinsSJ)
Sunday, December 7th, 2014 4:51 am

It’s the moment you’ve all been waiting for! Well, statistically none of you even know about this game, but that’s besides the point. 😉

Snowman Sumo is, well, a sumo game about snowmen. Roll around to grow in size, then use your increased heft to knock the other snowman off the island. Play against a friend, from the comfort of your browser window.

Click the screenshot to play!

Click the screenshot to play!

There’s still some polish to add – notably there’s no audio yet. I’d also like to add a mechanic where collisions knock snow off both of you, but I’ll see if I get to that.

Lorries in SPAAAAACE! First playable version

Posted by (twitter: @AtkinsSJ)
Sunday, August 24th, 2014 12:43 pm

Lorries in SPAAAAACE! is an interplanetary haulage management game. Buy space-lorries, and send them off to buy and sell goods between various planets. There’s no real goal yet, but I’ll be putting one in tomorrow, all being well.


The game’s not done yet – I’ve decided to go for the 72hour jam rather than the compo, but the game’s done enough for people to play it (Unity web player). Enjoy, and let me know what you think! :)

End of Saturday

Posted by (twitter: @AtkinsSJ)
Saturday, August 24th, 2013 3:06 pm

Today didn’t go wonderfully. I really struggled for an idea that wasn’t dull or impossible, then I faffed about with Blender for ages before giving up. Eventually fiddled around a little more, and I can present to you: A rolling ball that can collect cubes! Play in web browser

Earth Defender is DONE!

Posted by (twitter: @XxDarkmaidenzxX)
Sunday, April 28th, 2013 10:42 am

Finally after about 30 hours of programming and a lot of coffees (and potato ^.^ ), Earth Defender is done!
Check it out!

For more news and download  Click here!


First playable version!

Posted by
Saturday, April 27th, 2013 11:44 pm

I finally have a semi-stable playable version.

You can download it:

Wanna see the source?

The collision detection is horrendous and i’m not sure how i am going to fix it but besides that all i have left is:

  • More SoundFX
  • Music
  • More Levels
  • JEB_001’s diary entries that will appear in between levels
  • EndGame
  • A few bugs


Posted by (twitter: @AtkinsSJ)
Saturday, November 24th, 2012 7:25 am

Heinous Yak Destruction is going fairly well. I’m quite pleased with my little yak character. Turns out that small size + only 3 colours per sprite = really easy art. 😀

If you feel like being a giant yak, wandering a randomly generated (but currently rather dull) city, you can play here. I update the version on the site every so often.

Currently you can’t destroy anything, so you can start the game stuck in a building. Press ‘r’ until you get a city that lets you move.


Still to do:

  • More buildings
  • Heinous Destruction!
  • People running in terror
  • The military coming and trying to stop your aforementioned heinous destruction.
  • Sound
  • Music

So basically, all the things that make it a game rather than a remote-controlled-giant-yak simulator.

Dinner and progress.

Posted by
Sunday, August 26th, 2012 6:20 am

Just got back from dinner.

I’m not sure it’s really in the LD spirit to do photos of restaurant dinners, but this was with my grandparents so hopefully that’s enough of an excuse 😀 Pictured above is a bamboo clam (AKA razor clam) steamed with garlic soy sauce and glass noodles. There was more food, but I didn’t have the time to shoot the other stuff.

That, and I have a near-final prototype!—re-generation (requires Flash, tested and working on the most recent stable version of Google Chrome)

It’s probably a good sign that I got distracted into playing a whole round when I should have been finishing this post.

I just need to put in the audio and do some minor tweaks to the visuals, and I should be done. The audio files are already done (thanks to the iOS port of sfxr, I did them on the way to dinner) and ready for use.

I might add difficulty levels if I have time.

Late lunch!

Posted by
Sunday, April 22nd, 2012 5:29 am

Finally, something to eat!

Okay, so the list of chemical compounds that player can obtain is pretty long (even alkanes up to butane)! Currently I’m working on sounds, but there’s a lot more to do, so not much time for eating and stuff!

You can test current version here. Any feedback appreciated! It’s still more a demo than a game, but I can see the end. I think.

OMG! One day left!

Posted by
Saturday, April 21st, 2012 6:35 pm

Yes, I deserved that dessert. It was delicious.

I’m very tired right now, but at least I finished the main mechanic for my game. Player will build chemical components using a set of elements. I spend ridiculous amount of time just working on physics of the system (still not satisfied), so it doesn’t look that good (yeah, I should have prepared a little better – mainly in terms of AS3 language), but it’s mostly working.

The game will be unintentionally educational, as you can see.

I’m going to bed now – after some sleep, I’m going to work on graphics and levels / score system.

Just like I promised, you can play the current version of the code (although there’s not much gameplay yet). A good start would be to try getting two hydrogen atoms into this grey circle around your ship (two hydrogens and nothing else) and pressing ‘C’.

Finally with the game mechanics!

Posted by (twitter: @jonbro)
Saturday, April 30th, 2011 9:56 am

So, this isn’t particularly fun, and it is horribly buggy, but you can play the game now. I should have tried to get to this point quicker, but I guess that is the fun / challenge of making games, that it is unclear on how to execute on mechanics. There is a bug where you brick dropper can get stuck off the tower, so you just gotta refresh in that case.


Press Z to drop bricks.

Protect the HQ.

Go Play! (flash)

So, now that I have that, I can start working on everything else, and ideas are starting to really flow. Here are some things that I want to do:

  • Tune the aggressiveness of the missiles. Right now most of them don’t even come close to hitting you HQ. There is also no difficulty ramp.
  • Have the brick dropper need to refresh before you can drop another brick.
  • Make more types of bricks that can be dropped, including offensive ones that will attack the missiles.
  • Have a brick dropper on either side of your hq so that you can protect the sides. The brick dropper would either get the next brick in the completed queue, or it would wait until a brick finished constructing.
  • More enemies (the UFO, and possibly ground troops)

Now, the question is, do I keep hammering away at this, or do I go watch Thor3d…

Playable Something!

Posted by
Saturday, December 18th, 2010 2:58 pm

I have this much finished. See if you can find the fan pack to jump higher!

AVOIDAL – Difficulty Curve!

Posted by
Sunday, August 22nd, 2010 11:21 am

Fifth version of AVOIDAL

You can play the fifth build of AVOIDAL here.

If anyone has a minute or two I’d love any comments on the difficulty ramp over the levels.

New features this build includes:

  • All game parameters are tuned and tweaked every 5 mines collected to keep increasing the difficulty
  • All mines, seekers, and spikes have their own warp in transitions for cool visual effect and to let the player know safely where they are going to appear and activate
  • Introduced a CHAIN counter for big points. As long as you don’t take damage or let any mines expire and explode on their own you increase your chain counter for every mine you destroy with an enemy

Time to get cracking on sound effects and music at this point and then keep playing and tuning the hell out of it to make sure it is as fun as possible.

Mechanics pretty much in place now

Posted by (twitter: @S0phieH)
Sunday, August 22nd, 2010 8:53 am

Just need to work on the actual levels, graphics, sound and music (or at least try).

screenBso, changes in enemy behavious since last time:

  • enemies can like you/each other (they will follow)
  • enemies can dislike you/each other (they will follow, and punch to death)
  • dislike trumps like, and how much an enemy likes or dislikes stuff is determined by how many insults/compiments you use :)

other stuff added since before:

  • spikes!
  • buttons
  • doors (effected by buttons)
  • explosives (detonated by buttons)
  • dummy ‘characters’

playable version embedded if you view this post in full 😀


Leave me Alone: Prototype 1

Posted by (twitter: @davidrlorentz)
Sunday, August 22nd, 2010 2:46 am

Prototype number 1, playable in your browser. With music and a couple of teaser levels.

In this game, you entice block things to destroy each other, without destroying you. Use the arrow keys to move, and press Space to restart a level (which is sometimes necessary).

Enjoy, and please share your impressions!


Simple AI, Animations, Ass

Posted by (twitter: @S0phieH)
Saturday, August 21st, 2010 6:58 am

ld18scren2runnaguysso how about a playable build this post? view the post in full to see it 😀


[cache: storing page]