Archive for Box2D

The Break

Posted in 7-day games, aw-games, awkward with tags , , , , , , , , , , , , on December 19, 2011 by tayron

Ludum Dare 22Β  took place this weekend (16th-19th December) with the theme “Alone”, so I thought I’d throw my brain at it and see what comes out. The result….well…I hope you like it.

The Break

48-hour game for LD22

Download

Game: break.rar (2.45 MB)

Source: break_src.rar(2.33 MB)

The idea behind the game is…well…you’ll figure it out…

Controls

Left/Right – move
Z – interact
X – jump

Troubleshooting

If you have problems getting the game to run I’d suggest installing the newest XNA 4 redistributable and making sure you have .net framework 4 installed.

Credits

Game design, code, music & gfx made by Alin Baciu (bc_alin{[@]}yahoo{[dot]}co{[dot]}uk)

This game uses Box2D XNA.

Inspiration source: Ludum Dare.

Source code

Since this is Ludum Dare, the source code is available for download above.
In order to compile it, you need XNA 4 and Visual Studio 2010
The code is under the LGPL license.

Timelapse

As a small bonus, here’s the timelapse of the creation process πŸ˜€

Peace πŸ™‚

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trololol

Posted in 7-day games, aw-games, awkward with tags , , , , , , , , , , , , , , , , , , , , on March 13, 2011 by tayron

I’ve never made a game for Ludum Dare, and Mini LD #25 caught my interest. Make the worst game you’ve ever made. Challenge accepted!

trololol
10-hour game by Alin Baciu

Download

troll.zip (3.64mb)

Instructions

Escape

P.S. If you know how to deal with trolls, you should be fine πŸ™‚

Controls

Arrow keys – move

Troubleshooting

If the game doesn’t work, please install Visual C++ 2008 SP1 Redistributable Package.

Credits

Game Design, Code & Gfx: Alin Baciu
(bc_alin[@]yahoo[dot]co[dot]uk)

Many thanks to the Internet for inventing the troll face.

Music: GOBODOBRO-Cowboy waltz

trololol uses Chorus Engine (home-brew).
The game uses Box2D, Irrklang, SDL_image and SDL.
Inspiration source:Β Ludum Dare.
The game itself is under theΒ Creative Commons Attribution-Noncommercial-Share Alike 3.0 license.

Feedback!
Peace! πŸ™‚

Explod ‘o mover

Posted in 7-day games, aw-games, awkward with tags , , , , , , , , , , , , , , , , , , , on January 12, 2011 by tayron

Well, before my end of term exams, I decided to prototype a bit on the latest EGP theme, “Inanimate”. Here’s what I came up with in 4 days. A game about timing explosions.

Explod ‘o mover
4-day game by Alin Baciu

Download

e’om.zip (3.67mb)

Instructions

Use bombs and attractor bombs to move inanimate objects around.

Controls

1/2 – select bomb/attractor bomb
Left click – place bomb/drag bomb
Right click – remove bomb
Mouse wheel or W/S (+ctrl) – adjust timing
R – run simulation

Troubleshooting

Make sure you have the latest DirectX 9.0c drivers and Visual C++ 2008 SP1 Redistributable Package installed.

Credits

Game Design, Code & Gfx: Alin Baciu
(bc_alin[@]yahoo[dot]co[dot]uk)

Music: dupoxy – lassitude

Explod ‘o mover uses Chorus Engine (home-brew).
The game uses Box2D, Irrklang, lua and SDL.
Inspiration source:Β Experimental Gameplay Project.
The game itself is under theΒ Creative Commons Attribution-Noncommercial-Share Alike 3.0 license.

All feedback will be humbly accepted!
Peace! πŸ™‚

Time warpist

Posted in 7-day games, aw-games, awkward with tags , , , , , , , , , , , , , on November 29, 2010 by tayron

Well, it’s been a while since my last prototype. Since we don’t have anything IGF-related to do for a while, I found some time to make a prototype. Experimental Gameplay Project was kind enough to lend a theme, so here we are. This is also my first shot at prototyping in java πŸ™‚

Time warpist
5-day game by Alin Baciu

Download

warper.rar (6.37mb)

Update! Fixed the “can’t run on 64-bit java” problem, and the frame-rate problem.

Instructions:

Time warpist is a game based on the Experimental Gameplay theme for november, Night and Day. I’ve been wanting to experiment with this kind of gameplay for some time. Besides that, I wanted to try and make a decent platformer, and I think it turned out pretty well. Also, fairness isn’t really something characteristic to the other platformers I made, So I tried to make this one as fair as I could. Hope you enjoy all the 16 levels πŸ™‚

Controls:

Arrow keys – move
S – jump
D – warp time
Space – reset level

Troubleshooting

If you have problems getting the game to run I’d suggest installing the newest JRE.

Credits

Game design, code & gfx made by Alin Baciu (bc_alin{[@]}yahoo{[dot]}co{[dot]}uk)

Music: Poddington Bear – Gray-Grey

Inspiration source: Experimental Gameplay Project.

The game uses jbox2d for physics.

The game itself is under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 license.

Also, here’s a bonus. A timelapse of the creation process πŸ™‚

The first Crayon Physics Deluxe campaign mod!

Posted in awkward, utilities with tags , , , , , , , , , , , , on July 20, 2009 by tayron

Well, it’s been less that a month since I released the Crayon Physics Deluxe map editor, but the first mod is already out. Chance is the guy who made it (you can find him on the Kloonigames forum). It’s a great mod, made out of the levels he made, and let me tell you, there are LOADS of them πŸ™‚Β  You can download the mod from here.

Have fun and congrats Chance πŸ™‚ Hopefully, we’ll see more campaign mods soon.

School’s out for summer….

Posted in aw-games, awkward, stuff that just won't fit anywhere else with tags , , , , , , , , , , , on June 9, 2009 by tayron

Well, this is my last day of high-school and I though I’d post something here. It’s nice to move on, but, on the other hand, I’m gonna miss everyone…you’ve all been great:)

Besides that, I wanted to tell you the Coffee Jim has been updated. Bill, I want to thank you again for the great feedback on Coffee Jim. You’ve helped alot:)

I’ve updated the gameplay a bit and fixed a bug that was annoying me. Hope you like it. The new controls are:

Q + mouse wheel – increase/decrease friction of your drawing (NEW)
E + mouse wheel – increase/decrease the bounciness of your drawing (NEW)
The values are shown in the top-left corner of the screen in-game

A/D – apply torque towards the left/right
S – stop
N – start the level
Space – clear all your drawings
V – reset the level

You can download it here (12.93 MB). Also, the original post has been updated, so enjoy:) News on “Eterna”, my procedural 3D modeling tool, will be in soon (+ a release:) ) Any criticism is welcome.

Coffee Jim is out!!!

Posted in aw-games with tags , , , , , , , , , , , , , , on January 11, 2009 by tayron

Here is the release of the first game I made. Actually, it’s the second one, but I froze the first one for a while, while I worked on this one for a contest. It’s actually my first real prototype and this version is extremely similar to the version I used at the contest. At that point it didn’t work on Vista, so I only got 5th place. Happens:). I updated it a bit during the past week and the time has come for me to release it to the public:) Have fun and please post your feedback:)

Coffee Jim

Coffee Jim is a physics based puzzle game. You have to help Jim, which is inside his mind after fainting of lack of coffee. Collecting the coffee will help Jim wake up. His mind comes up with puzzles to stop him from getting the coffee (who said life was easy), so you have to help Jim however you can with your drawings.

drawing_test-2009-01-11-18-50-59-421drawing_test-2009-01-11-18-51-18-65drawing_test-2009-01-11-18-51-58-17

Download

coffee_jim.zip (release 3)
coffee_jim_r2.rar (release 4)

Instructions
Left click – draw
Right click – erase current drawing (don’t release left click)

Release 3:

Q/Z – increase/decrease friction of your drawing

E/C – increase/decrease the bounciness of your drawing
Release 4:

Q + mouse wheel – increase/decrease friction of your drawing (NEW)
E + mouse wheel – increase/decrease the bounciness of your drawing (NEW)

The values are shown in the top-left corner of the screen in-game

A/D – apply torque towards the left/right
S – stop
N – start the level
Space – clear all your drawings
V – reset the level

In case the game doesn’t start, please make sure you have the latest version of DirectX and the Visual C 2005 redistributable package.

Credits

Thanks go to Will (The2Bears) for helping out with the Vista testing and to my friend Zapa (zapakitul.wordpress.com) for being a very consequent tester. Without his feedback, Jim wouldn’t be what it is today. Thank you:)

Also, I would like to thank all of my friends who tested Jim. Your feedback was very helpful and apreciated:)

The game uses Erin Catto’s Box2D physics engine and Fmod Sound System. It also uses Chorus Game Engine (my home-grown, DirectX based engine).

_ghost_-_LIES_(Ghostrust_considerations).mp3, shutter.wav, 16460__emmanuel__one_use_camera_clic_with_flash.wav, sigh2.wav are lincensed under the Creative Commons Attribution-Noncommercial 2.0 Generic -license. Some have been modified to suit the game.

Thanks
Inspiration source: Experimental Gameplay Project and Kloonigames πŸ™‚