Posts Tagged ‘portal’

Respawn Crash fixed in Solar Gun

Tuesday, April 21st, 2015 1:41 pm

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Move the location of the player when you touch the darkness to the respawn points was crashing the game with the first versión. We fixed the problem, and we hope you enjoy a great experience.

We are working in more maps, and mechanics a round the Solar Gun to the steam versión.

You can find our game here, thanks!

Finally here’s SolarGun

Monday, April 20th, 2015 8:23 pm

I had no intention of participating in this #LudumDare. But when I woke up on Saturday with this idea. I said I have to do it!

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The story is:

You have just arrived to Weird Gun Store. Despite the haste, in truth there´s no weapon left to choose. Really.

Disappointed and shocked, you ask the shopkeeper how is that possible if you are V.I.P. there.
He tells you as an excuse that many customers appeared and took them because of “Ludum Dare #32 challenge” taking place this weekend.
He was dazzled with hundred of visits of programmers, game designers, martians and half-gods.

However, luck is on your side, because this awesome shopkeeper lends you an unusual weapon to face this Ludum Dare and your daily mindblows.
You have the chance to test an experimental weapon. Solar Gun, they call.

With such a cool name you can´t say no to this unique opportunity. Actually, you needed it before you even know this marvel/– existed.
To use it you need a license (duh! what were you thinking of?). Then you should go to the special lab facilities at Solar Factory.
Once there, a new and completely different adventure with your shiny-brand-new-super-cool weapon will begin and test your skills.
And you will wonder… is it worth it, downloading this 136MB?
I will answer to your silly question, mortal… Could you keep living your normal life without doing this… and not knowing Solar Gun?

Lets Go! And enjoy the game! Ty!

Progress at start of Day 2

Posted by
Sunday, August 24th, 2014 4:38 am
So, I finished day one, got some sleep (okay, maybe a lot of sleep), and now I’m ready for Day 2.
I’m really basically done already, now it’s just time for polish (can’t have missiles just popping from one place to another and call it ‘teleporting’), more effects, and so on. Also need to build a UI for the win/lose screen, the intro and title screen.

When Red Blocks Attack

Posted by (twitter: @Zazanxors)
Saturday, August 23rd, 2014 10:38 pm
...in all-dirt caves.

…in all-dirt caves.

Lots of progress today. In short:

  1. Player is done, and is no longer a blue block
  2. Enemies now spawn regularly from an evil purple portal
  3. There is now a background
  4. Falling off the level is now impossible
  5. 90% of the SFX is completed and integrated

Not terribly much left to do yet. I also don’t even care if I do great – I’d just be happy successfully submitting something decent to the compo!

…nI m’I

Posted by (twitter: @7573656c657373)
Thursday, August 21st, 2014 8:09 pm

Processing or Twine like last time, nothing fancy.

Day and Night and Another World are objectively the best themes.

I have no plan, so if I’m going to explode at least I’m going to do it with some dignity. Let’s do this thing!

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