Posts Tagged ‘stars’

Coming on nicely I think

Posted by
Sunday, August 26th, 2012 4:18 am

It’s starting to look and feel like a game :) I might even be done on time.

A minigame

 

Islands: Through the Sweep of Stars

Posted by
Sunday, April 25th, 2010 12:01 pm

and… Done!

The game’s entry isĀ here.

Islands!

Posted by
Saturday, April 24th, 2010 10:21 am

So, I’m entering, but I’m not using Java as I had expected. I do not have too much time this weekend, so I decided to go for a simple web game and focus on making some content instead. We’ll see how that goes – didn’t make too much today, and I’ve got to leave for the evening.

Anyway, here’s a sneak peak of the title screen graphics. The game’s tentatively called “Islands: Through the Sweep of Stars”, which is a perhaps a bit more pretentious than I’d like. Any suggestions?

spacecraftBlackBG

See you all again tomorrow! :)

Halfway there?

Posted by
Saturday, December 15th, 2007 7:18 pm

Ok, some improvements:

  • The lasers explode on collision
  • Added enemies with basic AI
  • Stars! Lots of them.

Python was a little to slow for a few thousand stars, so I had to resort to Pyrex. Pyrex really needs better error reporting, but after looking at the generated c-file and tweaking some it worked. Now I can have 50 000 stars without problem :) Under 10 000 is enough though.

Next I think I have to do something about that artwork… but that’s for tomorrow.

Screen3

LD4 preparation: Blobotron

Posted by
Tuesday, December 4th, 2007 10:15 am

For the LD4 in 2004, we did a series of preparation compos. They were much shorter as a real LD, and as theme had the remake of an agreed upon classic game. One of them was Robotron (the others were Sapce Invaders, Frogger and Spy Hunter). In the Robotron one you had 4.8 hours for the game. My entry turned out to be a much better game than the one I actually wrote with 10 times as much time for the real LD. Oh well.

Blobotron

The game is rather simple. One directional input (cursor keys) controls the movement of the pink blob, another one (ASDW) controls the gun. Just like in the original.

Blobotron

There’s 30 partially random levels, and quite a lot of different enemies with unique behaviors.

Blobotron

Some of them, like the crab and the spider, were added in a post-compo version. Those are really hard (but fun, this is one of the few of my games I play through occasionally), as is the final boss. The crabs circle you, and the spider tries to aim ahead when shooting – back then I was still good at calculus, apparently :) The final boss doesn’t shoot you directly, but takes a lot of hits and spawns random enemies.

7th Swarming of the Machines

Posted by
Monday, December 3rd, 2007 8:12 am

Ah, great compo this was. Tons of sweet games. Unfortunately that also meant fierce competition, and I only managed to snag a best position of 3rd in Fun (which is unusual for me, as I normally do better in the technical categories).

Base idea for the game was to have the level be “swarming”, for an unexpected approach. I figured there could be loose platforms drifting around in space and you’d try to jump around between them, doing… stuff. The gameplay part of it was sketchy at best.

I suppose the better part of the first day was spent getting the platform movement and interaction working, and then I think much of the second day I just sat and tweaked it, fixing bugs. The gameplay elements and final graphics/audio were added in the last two or three hours.

Windows download: 128 kB zip (exe, data, source)

Linux port: 16 kB tar/gz (needs above file for data)

Arcade build a’la Lerc.

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