Archive for gameplay

Whisp showdown

Posted in aw-games, awkward with tags , , , , , , , , , , , , , , on April 21, 2014 by tayron

A few weeks ago I, along with two friends of mine, Timotei (which you might remember from Shade) and his brother Sami took part in one of the few game jams organized in Romania. To be more specific, it was an Ubisoft (photos here) game jam which happened in Bucharest. This was actually my first jam (the kind where I go somewhere and work with other people on something), so it was quite exciting. We had 27 hours to make a game based on the theme “Embrace the random”, so we came up with a 2-player tug of war game.

Whisp showdown

As I’ve mentioned before, the game is basically a tug of war between two whisps. The whisps fight over an offering which they have to deliver to their respective gods (ร  la Nidhogg). The twist is that each whisp gets 3 random powerups, but they don’t know what they are, so every time you use one anything can happen.

JamGame 2014-04-21 21-59-31-06JamGame 2014-04-21 21-59-51-00JamGame 2014-04-21 22-00-36-80

Download

whisps.zip (6.5 mb)

Instructions

As a whisp, get the offering to your god. The blue whisp goes right and the red whisp goes left. If you hold the offering too long without moving to another screen, you’ll drop it and won’t be able to pick it up for a while.

Controls

Attention! The game is played with a keyboard and a gamepad (an X-Box 360 controller for Windows)

Player 1 (keyboard):

Move: Left / Right

Jump: Z

Use powerup: X

Player 2 (gamepad):

Move: Left thumbstick

Jump: A

Use powerup: X

Troubleshooting

If you have problems getting the game to run Iโ€™d suggest installing the newest XNA 4.0 redistributable and making sure you have .net framework 4 installed.

Credits

Game design, code & art made by Alin Baciu, Timotei Dolean & Samuel Dolean

Music:
The Dongas Tribe (and friends) – Farewell to Erin (https://archive.org/details/rainy_night_in_the_bell_tent)

Sfx:
Freesound.org

Explosion animation:
Explosion generator 3

Peace

๐Ÿ™‚

Rolling Boulder

Posted in 7-day games, aw-games, awkward with tags , , , , , , , , , , on February 1, 2013 by tayron

Well, it’s been some time since my last post. That’s due to the fact that I’ve had very little time to finish prototypes, although I’ve started quite a few. Hopefully, I’ll have more time from now on. This time, I’m taking on a challenge over at Experimental Gameplay Project, which involves making a game for the awesome Sifteo Cubes, which came out recently (read more about them here). I’ve taken a sort of Temple Run inspired path, but I think it could work well on the cubes themselves (I only had access to the emulator). Due to the limited time I had to make this (I’m writing this post a few hours before February hits the entire globe), there is no music at the moment.

Rolling Boulder

Siftulator 2013-02-01 01-36-26-50Siftulator 2013-02-01 01-36-41-04Siftulator 2013-02-01 01-36-54-11

Download

Attention: In order to run this game, you’re gonna need the Sifteo emulator (available in the SDK), or a set of 3 or more cubes. Otherwise, there’s a video below

Boulder.zip (45 kb)

Instructions

Playing the game isn’t complicated. You tap the cube the boulder is on to start, and use the other cubes to make a path for it. You can make intersections as you please, but the boulder will decide the path it wants to take. The more choices it has, the more points you get. I’ll have to pay attention, because the boulder speeds up with time. You can speed it up by yourself by tilting the cube it’s on in the direction it’s going, or slow it down by tilting the cube the other way. The faster it goes, the more points you get. Try to keep it running as long as possible.

Video

Troubleshooting

Although I’ve tried to minimize the number of bugs to the point where I couldn’t find any, you might still run into some. Please report them in the comments section, so I can investigate and fix them.

Credits

Code & art by Alin Baciu

(logomorph{[@]}gmail{[dot]}com)

Inspiration: Experimental Gameplay Project

As always, any feedback is welcome.

Peace

๐Ÿ™‚

Atom survivor

Posted in 7-day games, aw-games, awkward with tags , , , , , , , , , , , on February 11, 2012 by tayron

Today was nanoLD day! Make a game in 48 minutes. Tough. Therefore, I generated myself a random number and refreshed the page that number of times to get a theme. I got “Anti-Matter weaponry”, and here’s what I came up with. A game about clicking and moving the mouse very fast.

Atom survivor

Download

atom_survivor.zip (13 kb)

(You might also need to install XNA redist and .net framework. Check “Troubleshooting”)

Instructions

Click on the screen to atomize all the enemies in range. And blow a hole through the screen.

Controls

Left click – shoot

Troubleshooting

If you have problems getting the game to run Iโ€™d suggest installing the newest XNA 4.0 redistributable and making sure you have .net framework 4 installed.

Credits

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

Inspiration source: Ludum Dare.

Peace

๐Ÿ™‚

Towers

Posted in 7-day games, aw-games, awkward with tags , , , , , , , , , , , , on October 31, 2011 by tayron

Since this month is leap hour month, a new game development challenge surfaced. The basic idea is to make a game in 0 hours (you know…if you turn the clock back, you’re one hour in the past, so you can actually waste an hour without wasting it). I wanted to try a game idea for some time now, so here’s my entry for 0hgame.eu.

Towers

1 hour and 30 minutes game for 0-hour game.

Download

towers.rar (1.1 mb)

The idea behind the game is that you have a ship (crudely represented by a square) in which you fly around the city using your mouse. Some of the towers in the city are red and will fire at you. You can’t shoot back, but if you stand close to a white tower long enough, it’ll turn green and shoot at the nearest red tower.

Controls

Move around – mouse

Credits

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

Inspiration source: Ludum Dare and 0hgame.eu.

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

And, as a bonus, here’s the timelapse:

*le demands feedback.

Peace.

Robots nicked my stuff!

Posted in 7-day games, aw-games, awkward with tags , , , , , , , , , , , , , , , , , , , , , , , on May 2, 2011 by tayron

I’ve always wanted to make an arcade game. And Ludum Dare #20 gave me this opportunity. The theme was “Itโ€™s Dangerous to go Alone! Take this!”. I quite liked it, so I decided to join. 33 hours later, I finished my entry, and I’m kinda proud of it ๐Ÿ˜€ Hope you people will like it too.

Robots nicked my stuff!

33-hour game for Ludum Dare #20.

Download

Attention! If the games runs slow, you can try turning off the background by pressing U in-game. I strongly suggest you run it on a PC that’s 2.2 Ghz or higher.

Game: robots.zip (4.8mb)

Source: robots_src.zip (5.7mb)

Instructions

The strange thing in the center is a portal, and will drop items from time to time
These items are either weapons or helpers
You shoot weapons
Helpers need to be placed or used with the right mouse button
If a dropped item is not picked up, no more items will spawn until it is
If you loose all your life, you will respawn, but the portal will loose life
The portal also looses life when robots hit it
Its life is displayed at the bottom
Your life and your current weapon and helper will be displayed top-left
When the portal dies, you die

Controls

WASD-move
Left click-fire
Right click-use helper

Troubleshooting

If you have problems getting the game to run I’d suggest installing the newest XNA 3.1 redistributable and making sure you have .net framework 3.5 installed.

Credits

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

Music: morgantj – 8-bit kung fu

Sfx were done using sfxr.

Inspiration source: Ludum Dare.

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

Source code

The source code can be found in the “robots_src.zip” archive in the download section. In order to compile it, you need Visual C# 2008 and XNA framework 3.1.
The code is under the LGPL license.

Want feedback!
Peace! :)

Also, here’s a timelapse of how I did it!

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 ๐Ÿ™‚

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:ย Ludum Dare.
The game itself is under theย Creative Commons Attribution-Noncommercial-Share Alike 3.0 license.

Feedback!
Peace! ๐Ÿ™‚

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:ย Experimental Gameplay Project.
The game itself is under theย Creative Commons Attribution-Noncommercial-Share Alike 3.0 license.

All feedback will be humbly accepted!
Peace! ๐Ÿ™‚