Play it here!

So there I did it. A game about sadness of mundane everyday life. It will make you sad, or at the very least it will piss you off. It’s just like like. Here are some things that make it seem like real life:

  • You work, buy stuff, eat stuff and go to sleep. Then you start again.
  • In the end you die. There’s no happy ending.
  • In the beginning it’s confusing, in the end it’s just dull.
  • It has an uplifting mood, while the content is depressing
  • Everyone around you start dying at some point.
  • When you fulfill your life’s greatest dream, you realise it’s useless.

And there’s a cool story too, and voice acting! Anyways, here’s the story:
You are Jake and you are obsessed with a superhero called Bootman. Bootman is a guy that boots people that use foul language to death. In the beginning you control Bootman and boot people to death. then you wake up and realise (hopefully) it was all but a dream. And since you woke up, it’s time to work! So you go to work and work (it’s just ‘press X to work’ and a bit of running around). After work you need to go to shop to buy some food (it’s just ‘press X to buy food’ and a bit of running around). After that, you go home to eat (it’s just ‘press X to eat’). After that you go to sleep and occasionally you will see people dying in their appartaments. If you go to sleep with stamina at zero, you will die as well. The game goes on until everyone dies. Then something happens. THE END.

17
Apr
2012

Indie Buskers



Visit the website!

So yeah, indies get poor sometimes. Once upon a time on the IRC we were talking about how poor we are and had this one idea! To make a performance of making games and sell them in the process! And yes, we did it, and we managed to get quite a spare change for that!


It was totally disorganised and random but somehow we managed to pull this off decently. At the beginning we didn’t have anything to show so we just told everyone that it’s a secret and that we will reveal stuff one by one! This happened to be quite a successful stunt! We got some press and managed to get some twitter followers too even before we showed our faced to the public! The buskers revelation was really crazy we got tons of people with questions and stuff and I had to work on the website all the time. At first the countdown timers were set up to build up suspense, but then I started setting up countdowns just to buy some time to discuss and come up with answers!

When it finally started, we were livestreaming everything, updating the website, tweeting like there’s no tomorrow and still we somehow managed to find some time to make the games! It was really crazy and we had lots of fun in the process! And it’s a thing that noone will have fun playing a game you had no fun making!

We were gathering ideas from people, then each of us picked five and we had people voting on the ideas as to what should we make. My idea was ‘Roguelike set in an office building. It’s your first day at work and you have to climb to the top to become the CEO. You have to overcome the work related terrors of each floor to get promoted to the next floor. Instead of monsters you face bitchy co-workers, evil managers and so on.’ and since I reeeeaaally suck at making roguelikes, I made an action-roguelike and called it Super Office Stress!


48h progress of Super Office Stress

We did pretty well and everyone got around $1k (we were splitting the cash straight in 5). thanks to that we managed to survive a bit longer and keep on making games! Thanks everyone!

Here are some stats too:



And now we’re planning a next one with more people!



Get it here! It’s free!


I always wanted to make a demoscene-style thing! And there I go! I took my Ludum Dare 19 entry Frolicking Furballs Safari Resort added some features and packed it into 9999 bytes! and yes, I actually added more features to it!

But the game in the end lacks one thing – text! there is absolutely no text in this game! And I had to figure how to show the player how to play the game without words, and came up with an idea. In the beginning you only walk around and watch furballs jump around and frolick. But if you try and press the mouse button, you would accidentally kill few of them. Also, a crosshair and furball meter appears when you do that! And when that happens, furballs get pissed, become black with red eyes and start chasing you until you drop dead! When they attack you first, a HP bar and dizziness bar appear on screen! And then you kill them too, and then more get pissed and so on until you get rid of all 4096 of them. There are few meter on screen.

  • Furball Meter – How many furballs are still alive and how many of them are pissed
  • Dizzy Meter – How dizzy you are. you get dizzy when you are bit by a pissed furball for a while.
  • Hit Points Meter – how much health you have left. it slowly regenerates, but only if you are not dizzy!



Here’s the tech I used to create the game:

  • Coded entirely in C
  • Compiled using Visual C++
  • Linked and compressed using Crinkler
  • Music made using Buzzic

Weee! Finally my time has come! To host a MiniLD you would have to wait until 2014 if you signed up now, and that kind of sucks. I managed to snatch a spot early, but I still had to wait a year for it. Still, it was worth it!

My idea for a this event was to get people to make as much games as possible in 48 hours! No rules! No restrictions! Who makes the most games, wins! Everyone’s progress was tracked using Google Spreadsheet. And here’s the official announcement post!

In the end, I have no idea how many games were made, but the guy who won have made
13847074026888646220587917440919372900519888679058199992672996147315988686247121
03424906199094505479369908800001112089192300932340569476051101672685973912198752
69789386592939182588028957840311682769766809240579436811302864450548777777447363
45923595181547969912354421455360901941467345246300120995902188946022433983553075
98965268099278738286480868730198573564414761479018535004317309059413753096473264
40617328577964473733946758743286356016851680764199672583170241708382023717009150
61520263807014388611561482854304256732309788851354951880563201998862740455972327
04517399426580223070797293647787843593051044927320429132475097422490724480128087
22106958511857270607642809328308308241153909134534418860758946665264997395432707
58055259565769229433287526359730504731868187502251539737967742005871111913022633
23933039400125790158743792365691094779858022406477065018121351230593924406803468
12235733808127240481381212482875566296687042733507591302301709570280840577160592
68026153831767228139058576239989374432561592198121617574549979674238157055359567
97920588477024309193463119855738275474913259210753128441503736208331940754380501
76053367431053969550770863052099795858140753729292882212575932499021291732788086
0905 games.

Well, uhm… I didn’t actually played any of them so I can’t say anything, but I won’t be counting them for sure! Anyways, if you want to check out all of the games you should see all of the submissions!

I made 10 games too! Well, it’s one game actually, but there are 10 olympic games inside! I was trying to get a physics engine to work and after failing miserably, I decided to code the ragdoll stuff myself. So it’s buggy as hell, but I like it that way!


Play it here!


Fortunately for me – there was a Global Game Jam site nearby, so this year I managed to take part. It was a great opportunity to meet some game developers from nearby. Unfortunately tho, I didn’t meet any indies! It appeared to me that there actually are no indie game developers anywhere near me, which is kind of sad.

Anyways, I made a good move – I brought my workstation instead of just a laptop! This brought me up to speed in no time! And I was able to create this cool game called Super Pig.

During the Global Game Jam that lasted 48 hours, I created a fully playable game that had a beginning, an end and 10 levels. I was really satisfied, and to my surprise, sponsors of my GGJ site prepared awards for games developed there! Super Pig got 2nd prize and I won a BlackBerry Playbook, weeee!

Anyways, the site was locked during the night, so I had to go back home and work on a laptop for the first night. and my laptop was 7″ EEE PC with 600MHz CPU. I had a rubber keyboard to go with that and it was super painful to get anything working on this setup. But I managed to have a working prototype by morning and I could spend the remaining time on creating content.


After the GGJ I decided to work on this game a bit more. I created more levels, added more enemies, amde user interface tweaks and in the end I was there with the hardest game I ever made. I started advertising Super Pig as ‘The hardest game of 2012 (so far!)’ and I still think it’s the hardest game this year up to date!


Some people were asking me how I managed to create the blood effect, and it’s fairly simple. in AS3 there’s a BitmapData.copyPixels() function, that can take alpha from a separate image. So I was just drawing blood splats over a level-sized bitmap, and then used level’s bitmap alpha channel to disable drawing the blood on non-solid pixels! It is really slow on mobile machines, but it’s perfectly fine for a PC.

I also had some fancy statistics system that reported death information back to me. thanks to that, I was able to create deathmaps for each level and make them even harder! You can check them out on super-ugly official website!

Oh, there is one cool sidestory to the website. Firstly, I registered superpig dot net, but it appeared that the website was being blocked by anti-virus software as malware (!). I did some research and it turned out to have been a domain with uhm… pr0n…. and uhm…. kinda… homopr0n…. Let’s not talk about it anymore :P

In the end I managed to get Armor Games sponsorship for Super Pig, which is really cool and something I always wished for!

The reception of the finished product wasn’t as good as I expected. I mean, I did realise that people would get enraged and quit in rage leaving low marks and nasty comments, but what actually happened was beyond me. I saw people screaming and shouting at their screens and pulling their hair out and I realised that this game really makes you RAGE!


Play it here!

There’s not much to write about it, since it only lasted so little. nanoLD was preparation for the upcoming miniLD, hosted by me! And since it was nano, it lasted 48 minutes. still, tons of cool games were made for it! Check them out in this official announcement post!

I failed. I failed miserably and spent 30 minutes on something I had to throw away. But I didn’t give up! I never do! So I actually made games in the remaining 18 minutes using FlashPunk. It’s called Lazy Confetti Lazor and it sucks. Play it here!

This is actually a good opportunity for challenge! Can you make a game in less than 18 minutes? I bet you could! Try it! the only way to develop your gamedev skills is to actually exploit them to the max!

19
Jan
2012

Stop SOPA Game Jam



We keep beating the shit out of it, and they keep coming back! SOPA, PIPA, ACTA, TPP, blocking Pirate Bay, extracting innocent people to US prisons, government surveillance, I could continue like this forever. This never ends. WHY? the answer is simple. when a government officiall accepts a bribe to push a bill through, he has to push it through, you can’t just say ‘Sorry, I didn’t make it’ and return the bribe, can you? So in the end, a bill that does all that dirty shit will be pushed and dark ages for the internet will begin. We won a battle but we’re losing the war!

In the beginning I thought it’s just going to be a fun opportunity to make some games. I didn’t see how this could make a change. But after it ended, I realised that we really managed to add to the fight and therefore successfully strengthened up the anti-SOPA fight.

And since we joined the fight, we got help too! Many a press covered the event, and special thanks should go to Newgrounds for featuring all anti-SOPA games on their frontpage!

Here’s some cool press we got:
Official Ludum Dare announcement post
Indiegames.com Article
Indie Game Mag Article
Polygamia.pl article (polish)
Kotaku article
Joystiq article
Shacknews article

I think we really did a great job that pushed the thing a bit forward. SOPA was shelved the same day.

My game was Congress Chainsaw Massacre and I kind of went ‘fuck this’ with it.


Play it here!

For Ludum Dare 23 I wanted to create a proper platformer badly. I even set up a framework to go with! But in the end I decided to use Stage3D. I didn’t want to be learnign engines while I had only 48 hours, so I decided to roll my own thing. And this is what I ended up with.


Play it here!

Most of all, I am really satisfied with the what I managed to pull of this time! I had a working 3D engine, fun car physics, cool music, surprising gameplay, but. It was not as finished as I wanted to be. There were no instructions for the player, no backstory, just driving around wrecking havoc throughout the city.

You may think that I wanted to pull off too much by writing a 3D engine myself. Well, I am kind of used to doing stuff like that and that was not the factor that caused me most trouble. Most trouble was with the content! I have a fair number of models, they all had to be UV-mapped and textured. Then I had a 256×256 map. It’s nearly impossible to draw a map this big as it would take you at least 10 hours to click on each of the 65536 tiles.


Anyways, let me get to the concept of the game.

You drive around the Afrocity wrecking havoc. It’s kind of impossible to avoid wrecking havoc since enemies bump from you like rubber ducks, fly off and die. When you wreck enough havoc, and fill the havoc bar up to the half, you have 5 seconds to fill it up to 100%. After that you are transported to Atrocity.

You only have a limited time to spend in Atrocity, and how much time you have depends on how far you managed to push the havoc bar. Your task is to find a big shiny red gem. And it appears in a different place each time. if you find it and manage to get to it before the time runs out, you win!

That’s all, no ending cutscene, no fanfare, no nothing, just a ‘you win’ message.

That’s why i’m not as much satisfied with the game, but I’m still satisfied with how much I’ve done in these 48h.

Ok, Some time ago I made a platformer framework for Flashpunk. So far it has been used in 3 games, two of mine and one by Jonhan Peitz

This time, I’ve looked through the code, commented it, and decided to make a tutorial to facilitate using it. IMO it’s pretty usable. In this tutorial I will assume the following:

  • You do know a programming lanuage, no matter which one.
  • You have some basic knowledge on how do game making work in general
  • You don’t need to know of AS3 or flash or how this works
  • You don’t need to know any of the software used in this tutorial
  • You can draw stuff

Ok, let us begin!

Read the rest of this entry »

01
Dec
2011

0h Game Jam



Check out the website!

Modern video games are made by hunderds or thousands of people over years and years. But you can make a game in a month right? No, you can even make one in a week! It has also been scientifically proven that you can make awesome games in 48 hours! Let’s make games in zero hours!!!

Wait, how is it even possible to create a game in zero hours? Well, thanks to the Daylight Saving Time! Once a year, we shift clocks backwards by one hour. Our plan was to start making games at 2 a.m. and finish at 2 a.m.

That sounds cool, but there wasn’t any time shifting magic involved and such, it’s just you shift clocks back, right? Well, actually it was uhm… a very unique experience. Here’s what happened:

  • 6 p.m. – I had to code the website super quickly so it looked like shit in the end.
  • 10 p.m.Dogbomb made an awesome keynote!
  • 12 a.m. – Website was ready, we just had to wait now!
  • 2:00 a.m. – everyone starts coding their games and it’s madness!
  • 2:30 a.m. – halfway there, only 30 minutes left out of 0 minutes available!
  • 2:59 a.m. – My game is finished!!! Weee!!!
  • 2:00 a.m. – Now here’s the cool part – everything fucks up
    • Browser cache is from the future, so the website doesn’t update
    • Overwriting source files on the PC gets tricky, some updates are just rejected
    • My timelapse video overwrites itself
    • And here’s the cool part: we didn’t actually spend any time on the games \o/

In the end, around 70 games were made in zero hours, and I made one too!


It’s Foodman vs Furniture! Go check it out!