Showing posts with label game announcement. Show all posts
Showing posts with label game announcement. Show all posts

Monday, October 31, 2016

Annotated Rock Paper Scissors Released!

Hey everyone! Long time no see! I'm here on this fine Halloween night to announce the release of my 11th #1GAM game! This time its a game I made a while ago, a simple implementation of Rock Paper Scissors! But that's not all...


The (non-transparent) title image!

I decided to rehash this older game (which I made about a year ago, but never released) and to release it in source code form. I also went through and heavily commented the code, so that any up-and-coming pygame developer should be able to learn at least a little something from it :) I didn't edit my code much, so some of it is still quite sloppy. Nevertheless, I feel that it is a pretty good representation of what I cobble together each month, and I hope it is useful to someone :)

Here's a MediaFire link to the source code (in zip format): http://www.mediafire.com/file/ppq8u4ia6ex6rsp/Annotated_Rock_Paper_Scissors.zip 

The game was made with Python 2.7 and pygame 1.9. Check it out if you have the time!

That's all for today folks. See you when I see you!

Friday, September 30, 2016

Tic-Tac-25 Released!

Hello hello! I've returned to the blog after a short hiatus to bring you my tenth (TENTH D:) #1GAM game, Tic-Tac-25! That's right, after untold delays caused by yours truly, I've finally got this game out! Check it out!


The slightly-blown-up logo!

This game is an Itch.io exclusive! Play it here: https://hellamagellan.itch.io/tic-tac-25

Tic-Tac-25 is an expanded version of the classic game Tic-Tac-Toe (or Noughts & Crosses) that features a 5X5 board, but still only takes 3-in-a-row to win! It allows for four players (the shapes X, O, Square, and Triangle), with all non-human players being controlled by a very simple AI. It works in both desktop and mobile browsers (though you may have issues with certain browsers/screen sizes).

This game was mostly meant as an experiment for me to learn how to make an HTML5 game using HaeFlixel. I learned a lot, but I still have some ways to go.

If anyone reading tries the game, let me know what you think in the comments here, or on itch.io. Particularly, if you have any problems displaying or running the game, I'd like to know the details, along with your device and browser info. This information will help me improve the quality of cross-platform web games I make in the future :)

Thanks for reading and playing! See you again!

Monday, August 1, 2016

Dev Blog #18: Announcing Chroma Road!

Hello, hello, hello, and welcome to the first dev blog here in over a month! I'm a day late today (yet again), but that's partly because I was waiting for the first day of August so I could announce my next #1GAM game! :D This month's game is called Chroma Road! Read about it below! :)


Current logo for Chroma Road! The pink will be transparent in the game.

Chroma Road is an endless runner/color puzzle game that features multiple lanes you can run in. You control a player character that has the power to change primary colors, which allows you to navigate through colored gates that block your path. The game will be very fast, and the puzzles get harder and harder as time goes on!

I'm making this game in Haxe, using HaxeFlixel. I am really enjoying using these tools so far, and I think that HaxeFlixel is going to become my go-to game development instrument.

I'll have more to discuss about Chroma Road in the coming weeks :) Until next time everyone! Peace out!

Sunday, June 12, 2016

Dev Blog #15: Announcing Star Fall!

Hi! I have returned once again to announce my current #1GAM game. This month's project is called Star Fall!


Check out the fancy logo!




Star Fall is a game about collecting falling stars from the night sky. You play as a bear with a net on a mission to catch the plummeting stars. You navigate around, left and right, trying to catch the stars as they fall. Smaller stars will give you points for catching them, but watch out for the big stars: you must catch them, or you will lose!


Gameplay-wise, Star Fall is inspired somewhat by older arcade/home console games like Joust or (to a lesser extent) Breakout. I'm making this game because I feel like my recent #1GAM games might be a bit too difficult, so I want this to be a more chilled out, somewhat relaxing game to play.

Also, I should mention, the artwork for this game is being done by a very special guest! My girlfriend, who goes by calmcalling online, will be making all the art and animations for Star Fall! She's waaaaaay better than me at art, so this game should be the best looking one I've put out ;) Check her out on deviantArt here.

That about does it, I suppose. I'll keep you filled in when something new comes up :) Until then, take it easy!  

Sunday, April 24, 2016

Dev Blog #10: Announcing Torso Ninja II!

HELLLLLLOOOOOO!

I'm back again folks, and this time I have some exciting news! For my next #1GAM game, I'll be revisiting one of my older games. That's right, I'm making a sequel to Torso Ninja! Hold on to your hats!


Torso Ninja II's logo, of which I am actually quite proud :)

Torso Ninja was my first #1GAM game, and it was (in my opinion) a pretty choppy affair. I made it in a hurry and the only goal I had was to publicly release it, so its a very small, only mildly amusing game. Nonetheless, it is far and away my most popular game, both among my friends and family, and with the internet at large (it actually has more plays on Game Jolt than all my other games combined).

I feel like I've come a long way as a game developer since last December (when I released the original Torso Ninja), and I want to prove that by reviving this game and making it as awesome as I can. So here's the plan! :)

The gimmick of Torso Ninja is that its a bullet-hell shooter where you can't shoot back; you can only dodge. I feel like this is a pretty solid concept, as, having played a few danmaku/curtain fire/bullet-hell type games myself, it seems like the vast majority of the gameplay centers around dodging anyway, with firing back as only a sub-component. The main focus of development on Torso Ninja II, therefor, will be on making dodging both fun and challenging. I have a few ideas, but you'll have to wait a bit to hear about them :)

Lastly, before I go, I think it bears mentioning exactly how I'm gonna make this game. I originally planned to make Torso Ninja II in Construct Classic, but I kept running into snags with getting a test version of a bullet pattern up and running. I was attempting to use Construct's built-in Python scripting support, but the main problem was not having any way to index specific instances of any of the game objects, which made dozens of bullets firing in all different directions at once pretty much impossible. Unfortunately, I ended up simply giving up on Construct and deciding to make the game in Python with Pygame (the same as the original Torso Ninja). It might slow development somewhat, but with Pygame I'll have all the direct control I need to make this game a reality :)

Adios, until next time!

Sunday, April 10, 2016

SKRMSH released!

Surprise! I'm here to announce the early completion of my April 2016 #1GAM game, SKRMSH! This game (which, by the way, is pronounced "skirmish") is a simple card game for two players that I cooked up yesterday afternoon, and implemented in a BASIC script today over the course of about 3 or so hours. It is playable with a standard deck of 52 playing cards. Read on to find out the rules!

In SKRMSH, two players are each dealt a hand of 6 cards. Both players choose one of these cards to "bet" and a second one to "play," and lay these face down.


Standard 6-card starting hand.

The player (spoilers: me) has placed a "bet" card and has his
hand on the "play" card.

Both players flip their "play" cards at the same time, and the winner of the round is the player that has the higher value "play" card (Aces are low, face cards are scored as follows: Jack=11, Queen=12, King=13). The players then flip their "bet" cards, and the winner gains points equal to both "bet" cards put together. In the event of a tie, nobody gains any points. 

The players then set aside both of their "bet" and "play" cards and continue to play with their now-smaller hands. The "skirmish" ends when both players run out of cards in their hands (that is, after three rounds), and the cards are then shuffled back into the deck and another skirmish begins. There is no hard limit to the number of skirmishes that constitute a game, but at the end of the game, both players tabulate their scores, and the winner is the one with the higher total score.

Whew! Quite a wall of text, but SKRMSH is actually a very simple game. I didn't actually set out to make a new card game for this #1GAM game, though. I had actually intended to simply make a BASIC type-in game!

I'm 23, so I was born long after the microcomputer boom of the 70's and 80's. I have, however, always maintained an historical interest in this period, especially in the types of games available on these machines. I began thumbing through 101 BASIC Computer Games (an early edition of BASIC Computer Games) by David Ahl last month, and I was inspired to try and make my own simple BASIC game. I conceived that I would write the code, take a screenshot of it, and upload that here on my blog, thus preserving the "type-in" (that is, you, the end-user, have to enter the source code yourself, by hand) nature of these games.

I was originally going to implement the simple card game War, but I soon decided that doing so would be too easy. It also would be repetitive, because this game had already been created numerous times in the BASIC language. I then set to work fiddling with a deck of cards in my house, and came up with SKRMSH while trying to add more tactical depth to War. 

I finished my BASIC script for this game earlier this evening, and here is the promised source code screenshot!


Part 1

Part 2



There it is, in all its immune-to-copy-paste, probably-horribly-done-because-I'm-a-novice-at-BASIC glory! :) In all seriousness, I made this game as more of a personal hobby-project for myself, so I understand if nobody wants to go to the trouble of typing this in. Hopefully you can learn to play the game physically from my instructions above, even if you don't run the BASIC script. I played it with my family, and it seems to be pretty fun :)

If you DO decide to try to input the script above, I recommend you run it with the Vintage BASIC Interpreter, as it is what I used. I unfortunately do not have access to a real home computer that implements BASIC natively, but if you do and you get this program running on it, I would absolutely love to hear from you! Stuff like that delights me, cause I'm a nerd ;P

That's all for this week! I'll get this uploaded to the #1GAM site tomorrow, but right now, its already past my bedtime. Goodnight, everyone, and have a pleasant day tomorrow!

Sunday, March 27, 2016

Keyro: Arena Lockdown Released!

Helllooooo, everyone! Today I'm pleased to announce the release of my March #1GAM game, Keyro: Arena Lockdown!

 
The title screen, featuring a redesigned logo.

This is my fourth game in four months, and I'm pretty pleased with how it turned out. You can play it on GameJolt right here.

This is the first browser-based game I have ever made, and I admit that I'm not much of a web developer. I've tested the game pretty extensively across several browsers though, and it seems to work okay.

A small note: I mentioned this on the Keyro's GameJolt page, but I'll put it here as well, just in case. This game's sound will not work in Internet Explorer because of the way that browser deals (or, rather, doesn't deal) with the HTML5 Audio object. The game runs fine in IE, but is unfortunately silent. The game's sound will work just fine in other major browsers, however, including Chrome and Firefox.

But, anyway, I would love to hear from any players, as always! :) Leave me comments here or on GameJolt (I check both pretty frequently). Feedback is my lifeblood!

See you next time, everybody!

Sunday, March 20, 2016

Dev Blog #9: Screenshots

Hey there! Time for another quick update on the progress of my March #1GAM game, Keyro! I'll be keeping this blog a bit short, since I mainly have very little to say as far as an update goes :P However, I do have one thing that might interest those who are anticipating this game: screenshots!

Keyro is starting to look pretty good. As I mentioned in my previous dev blogs, it is a vertically-scrolling game. I have the walls, background, and the all-important keys artwork-complete. Check 'em out!


This is the main screen that you'll be looking at during gameplay. The
HUD is not yet implemented.

Look, a key!

Ooh, another!

So far so good with Keyro. It is a much smaller game than my last two entries, but it should be done quite soon! I have the whole of next week off, so I intend to complete it in a burst of productivity during that time! :)

See ya!

(P.S. This is the first blog post I've made from my newly-built gaming PC :) Its been about six months in the making, but its done now! I have yet to get my GPU [A 4GB Nvidia GTX 960. I'm going for the EVGA one], but the computer runs!)

Saturday, March 12, 2016

Dev Blog #8: Announcing Keyro!

Hey, hi, how ya doin'? Hopefully you folks have been having a pretty good week! I've been busy with, among (many) other things, the artwork and code for my next #1GAM game. I've got pictures this time! And, what's more, this project now has a name! I'm pleased to introduce: Keyro - Arena Lockdown!


I hope you like terribly forced puns in your video game titles.


In this game, as I mentioned before, you must run through a vertical maze of spiked walls that scroll against you, and try to escape the deathtrap. Keys feature prominently in the game (hence the title), as sometimes your progress will be impeded by a locked door and you must have a key to open it.

Much of the artwork is in a very primitive state, so I'm gonna hold off on showing screen shots for the time being. I will, however, showcase a pair of very simple sprites that make up much of what you actually see in game:


This is your intrepid hero, who looks somewhat like a viking.


And this is an evil integrated circuit... Naw, its just a spike wall :P


I have had quite a time making this game so far, and progress has been very slow. This is entirely due to the fact that I'm learning and re-learning javscript at the same time as making the game. I've yet to succeed in one of these endeavors wherein I attempt to learn a language by making a game in it, but this time will break that losing streak! :)

That's about all I have for the moment. See you later on!

Sunday, February 7, 2016

Dev Blog #5: Announcing Plitka!

Hi everyone! This has been a pretty busy week for me, but I did manage to find time to squeeze in a bit of game dev, and I'm pleased to announce the fruit of my efforts and my third #1GAM game, Plitka!


Current logo of Plitka!




Plitka (плитка, roughly Russian for 'tile') is planned as a straightforward puzzle game in the vein of Tetris. Individual tiles (called plitkas) fall from the sky, in groups or alone. You, the player, will control them by moving them up, down, left, and right as they fall, trying to match up four or more when they "settle" at the bottom and become immovable. If four or more are matched, they are cleared and disappear. As time goes on, the rate of plitka spawns and the speed of falling increases. You score points for clears, and the game ends whenever the game board overfills at the top.


I'm making this game in Python, using the Pygame API. Some basic progress has been made already, and, hopefully, next week will be less busy and I can make some serious progress. The main design goals I have for Plitka are to be A.) smaller and easier to make than my previous game, Cargo, and B.) smoother to control than either of my previous games.

That about does it for this week folks! As always, any comments are welcome. See you later!

Sunday, December 27, 2015

Torso Ninja

I've just successfully uploaded my first game, Torso Ninja, to Game Jolt! Here's the link to the game page: http://gamejolt.com/games/torso-ninja/116369

The face of heroism.

Torso Ninja is a vertical curtain "shooter," only you can't shoot back! Guide the heroic shinobi through waves of shuriken hurled by his evil enemies, and try to stay alive as long as possible!

I had a lot of fun making this game over the past three weeks or so. All code, art, music, and sounds were created by yours truly, and the game uses two free fonts that I found on Font Squirrel: Edo by Vic Fieger and Yataghan by Daniel Midgley. Even if its not a super impressive game, it represents a major milestone for me, in that its the first thing I've ever published publicly.

If anyone reading this tries the game, I would love to hear your comments! :)