Posts Tagged ‘silly’

Don’t push too hard or you’ll shart!

Posted by (twitter: @greeny_games)
Saturday, April 18th, 2015 11:28 am

Afternoon from the UK! A solid 6 hours into development, spent a couple on watching F1, and I have a solid idea, a bunch of art and some core mechanics.

You play as an as yet unnamed chefs assistant, given the task of cleaning a disgusting kitchen before it opens. Unfortunately your only weapon is your equally disgusting flatulence. Manage your pressure and stink meters to create a range of different toots, each with different effects and visuals, but don’t push too hard for too long. Wouldn’t want to shart your pants now would you?

Here’s a tease. 😀 Having fun with this one. It’s so stupid.

shart

A Catastrophic Date

Tuesday, January 14th, 2014 4:10 pm

Hey, just wanted to make a post talking about the game I made (azuritereaction) with a friend (sweetielise); it’s called A Catastrophic Date. (Hey, we only had a few hours to come up with a name!)

 

 

 

 

 

 

 

 

 

 

 

It’s a cute little visual-novel-esque game (no nudity/sex/romance in it though) that we thought up, and it was the first time I’d completed a game project since… probably 16 or so years ago, when I was making games with Klik & Play and Multimedia Fusion 1 back when I was about 12 years old or so.

The game itself is really short, there’s about 10 or so possible endings with 7 of them being unique, including a secret ending, too :)

Sweetielise did the art in probably 8 hours, and the coding took me about the same amount of time, but we got continually distracted by Awesome Games Done Quick during most of Saturday, haha.

That said… I will probably NEVER program a visual novel game like this in Multimedia Fusion 2 again. Easily one of the most frustrating programming experiences I’ve ever had, for sure. Still had a lot of fun making it though, and I hope a lot of you have fun playing it!

Additionally, feel free to check out our main work on YouTube, Twitch, and a webcomic that I write with the links below! Looking forward to the Jam sessions coming up, we’ll likely do another game for that (and any future MiniLD’s too) :)

YouTube
AzuriteYT
Sweetielise

Twitch
AzuriteReaction
Sweetielise

Era of Errors (webcomic)
First Page of the webcomic

Minimalist Development

Posted by
Friday, April 26th, 2013 10:13 pm

Is this minimalist enough?

unityb2

Mr Head and the Cow Drowning

Posted by
Sunday, February 24th, 2008 10:18 am

Mr Head and the Cow Drowning is now complete. Or as complete as it will get this weekend. I have many ideas on improvements, but they must, alas, wait. But I’m getting ahead of myself.

As said earlier, the game is about drowning cows to prevent them from dying. Granted, they die anyway, but in a much more nice way, and outside the screen, mostly. Anyway, to drown cows, you must use key 1-5 to select which slot is currently bouncy, which will make any cows falling there to bounce out into the water. If you fail to catch a cow, you lose a life, but if you catch two in a row, you gain a life. You can have ten lives, and if they run out, the game is over.

final.png

During the game, Mr Head will observe and give you points and make announcements. He’s the mastermind behind everything, but exactly how is not certain. Do use his combo scheme to get many, many points. I’ve gotten 22 million as best so far. There’s no highscore in this version, but maybe I can add one later.

So, except for what has been told here, and what can be seen, there’s also a fancy intro, and mighty fine sound effects.

You probably want to download Mr Head and the Cow Drowning. Binary and source are included, the binary is for Windows, but with the right libraries and some changes to the makefile, you’ll be alright on other platforms too. Hopefully.

Also, make sure you don’t miss the Banana Ship text adventure non-entry, also made during this warmup.

Banana Ship

Posted by
Saturday, February 23rd, 2008 5:10 am

While trying to think of a decent game to make for the Weird/Unexpected/Surprise theme (a theme I had voted for, but never expected to win, so I never thought about any real game ideas before start), I sat down at wrote Banana Ship.

It’s not meant to be a real entry, but yet follows the theme quite well. If anything, it lacks in that it’s not much of a game, you just have to figure out what to do, and it’s not much of that either. It’s more like a short story, really, but you might enjoy it for a minute or so before it ends.

You materialize out of nowhere, and have no idea who you 
are, or what you are expected to do.    

You are wearing a pink sheet cut into a really ugly robe.  

All around you are filled with nothingness, except for a 
small, yellow banana, floating in the air right in front 
of you.  

>

Phil’s Ultimate Game Builder Kit!

Posted by (twitter: @philhassey)
Sunday, December 2nd, 2007 3:56 pm

Really, my LD9 entry was my crowning acheivment. I originally had some grand schemes to dominate the competition with a distributed networked web based magic thing. Those schemes amounted this:

ld9-philhassey.png

All things considered, I placed fairly well.

The Hat Swarm Attack on Dance Islands

Posted by
Sunday, December 2nd, 2007 6:20 am

The Hat Swarm Attack on Dance Islands is a game made within 14h for the LD8 Swarms compo. However, it was never really entered into the compo, because I felt it wasn’t quite enough, but also couldn’t figure out how to make something more of it. In the end, I abandoned it, and instead used it as a base for Ultra Fleet, which I did enter. This might not have been the best of decisions, but no matter.

You navigated your hat swarm around islands to destroy dancers that tried to defend the islands, while at the same time trying to avoid the deadly dances that was danced at you.

hatattackshot.jpg

The Hat Swarm Attack on Dance Islands prime features was an intro, an island generator (that I later used as a base for rather prettier islands), the famous Hoids algorithm that simulates hats in groups flocking behaviour (later adopted for the fleets in Ultra Fleet), stick figures, and a lot of dancing. Strangely, it was also my very first LD game (together with Ultra Fleet) that didn’t use tiles.

There’s no dedicated distribution for The Hat Swarm Attack on Dance Islands, but you can get it as the bonus in the Ultra Fleet compo version. It’s for Windows, but if you’re a bit clever, you can probably compile it for Linux. It requires OpenGL with 512×512 sized textures support.

The Hairy Chestival

Posted by (twitter: @philhassey)
Monday, November 26th, 2007 9:12 am

The Hairy Chestival is really symbol of what the Ludum Dare competition is all about. Chest hair. This game was challenging because I wanted it to be a game .. as it turned out, it was really only a simulation of shaving chest hair with a lawn mower. I think the thing that gave this game its edge was the introduction, which I shot the images for only several hours before the end of the competition.

chestival.png

shot3.png

Interesting factoids: the man in the intro sequence is a friend of mine named Dan. The chest that you shave in the game is mine.

[cache: storing page]