As I said, I was concerned about performance and this is basicly fix for that. Also few other things got fix as well. There is still plenty of bugs, in code and in assets, but they aren’t so important ones, so I decided to leave them.
* Now city background continues seamlessly to grass areas
* Fixed healing effect
* Changed to shadow textures, now required texture size from gpu is 4096x4096
* All static entities (excluding cave) uses now static geometry
* Fullscreen antialiasing works this time
* Now is possible to start a new game after death
* Added loading screen when game is launched
* Better memory handling
Download Dable 1.1
It has been long time, when I last time participate in month’s EGP. I have been working with my very own Component-based entity system, which is still very primitive, but working. Current theme ‘Cheap Clones‘ was perfect theme to test my CBE-system.
It took whole 7-days to develop this game, and it’s still very buggy and have pretty
bad performance (fixed with update). I made my own collision library with simple SAT-collision testing, but it turns out that it is so slow, that I could use that only with player, so enemies are running through walls.
Anyway, I think that this game fits perfectly to current theme, so there you have it.
Few screenshots as always:
I must give a credit to following people:
And for great music:
Original, buggy, version is also available.
Ensimmäinen julkaistu peli, mitä olen ikinä tehnyt, katosi vähän aikaa sitten, kun Suomipelit.com päivittyi, ja sittemmin kuoli. Kuitenkin FreegameArchive on hostannut tätä peliä jo vuodesta 2008. Onneksi satuin muutama päivä sitten googlettamaan tätä peliä ja löysin sen.
Latasin sen tietenkin itselle, ja tästä lähties hostaan sitä myös itse:
My first game disappeared when Suomipelit.com updated their site (and afterwards went down). Luckily I found it again on FreegameArchive.
Because game is in finnish, it might be hard to play it, but if you are really into it, here is few things to get you playing:
– Select first in the menu (Aloita peli == Start game).
– Press space few times to pass the story screen.
- Arrow keys to move
- Left Shift to jump
You can quit game anytime by pressing Esc.
Yet another EGP-game, but this time it has special reward. That’s why I was thinking something very arcade game and something very easy to play. The theme was neverending which gives me two choices. Make game, where user creates the content (like Tower of Goo) or content is generated on fly.
I would really like to create game, where user creates the content, because they are likely more fun, but I wasn’t able to get good ideas. Maybe better luck ‘next time’.
NEND is simple and addictive game where you need control ship in right track. Uses two buttons to control and blocks keeps coming faster and faster. It has title screen, which shows controls and way to get playing the game. It has music, but you can turn them off. No sound effects at all, because I think that it doesn’t need them.
Here is few screenshot from the game:
- Left & Right arrow(alternatively A, D) – Control the ship
- Press twice left or right to jump over space
- Enter – Restart
- M – Mute Music
- Esc – Quit
I strongly recommend playing with 8xFSAA and with VSync. (without VSync game bugs at begining, not bad, but still)
You can reconfigure video settings by removing ogre.cfg -file.
After a while, I finally decided to learn something about Ogre. I created simple game, which doesn’t do anything fancy but meanwhile was very interesting project for me. Also it is made in 5 days (including installing OgreSDK).
Artwork for the game is made with Blender and uses Ogre Mesh Exporter and Ogre Scene Exporter. In Ogre scene is then loaded with new DotScene loader. Player and cubes doesn’t belong to scene, because in code there is own classes to handle those meshes.
I got one big problem, because I couldn’t get anything text rendered to screen. Even when font and overlay was correctly defined. This is bug in Ogre (1.7-series), but it took one whole day to figure that out.
And word about requirements:
Because It’s made with Visual Studio 2010 it needs newest DirectX and Visual Studio c++ Runtime which you can download on following links:
Microsoft Visual C++ 2010 Redistributable Package (x86)
Newest DirectX you probably have, but I will provide link, just in case:
DirectX End-User Runtime Web Installer
And finally download for the game:
This is entry for Experimental Gameplay Project: Zero buttons and only mouse movement was allowed input from player. Also I made this game in 2 days, so you shouldn’t expect too much from it.
This game is simulator for movie teather and covers few aspects of it. I can’t tell actual idea, because it would spoil too much, but I can serve one screenshot:
It was just another sunday, when I woke up at 3am and got an idea for game that is important for me, and I wanted to share that for every developer and why not for every casual player. Basic idea of Involved is creating game, but rather that giving direction which kind of game it is, player tries to create community around the work-in-progress game. As many may guess, this is my first ‘prototype’-game, but I created this as a prototype, because I wanted somekind of timeline for this project. And I’m really proud of that I really made it in time.
Because I know that many of you don’t really read README-files, I just copy the content of that file here:
+===========================================================================+ | | | INVOLVED | | | +===========================================================================+ Involved is a game where goal is to gather as much as people as you can. Every time you 'advertise' your in-progress game you will loose a part from your own people. That's because it happens in real life. It may happen as natural disintersts for the project or people just starts to hate you, because you are shouting your project all over the internet. Also, I must remind you as a game developer that this is just one side of devel- oping games and creating community around it is just a one hard task to do. LICENCE & COPYRIGHT Because nature of SDL and it's community, many libraries are licenced with LGPL and that's why sources of this game is published at: http://juippi.kapsi.fi As many may guess. I didn't make this game from ground zero and there were a lot of libraries to use and I must to thank everyone who are make my life a bit easier: SDL SDL_image SDL_mixer SDL_ttf SDL_gfx Also I pick my sound samples from freesound.org: 12657 Whoosh Swish 02 by mich3d 67471 m67 fragmentation grenade explosion 2 no echo by qubodup And finally my favorite place for Creative Commons music: Jamendo.com Background music: Silence - L`autre endroit - Cellule All tags should be in place (even in sound effects).
Finally, there is download link: Involved-release-0.1-1.zip
And as I promised, here is sources of the game: Sources
Edit: I almost forgot to mention controls, even though they are pretty simple:
WASD: Movement in marked area
Mouse button: Plants advertise to another community