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hpapillon

Member Since 10 Oct 2003
Offline Last Active Feb 17 2016 09:47 PM

Topics I've Started

Server Panic - zen arcade action

25 July 2011 - 04:15 AM

Yep, it's another of my random 48-hour projects while unwinding from doing big projects. :)

The idea here is that you are a data spider inside an unstable system. You need to escape before the shutdown completes - which means managing to crawl off the edge of the world while dodging viruses and bad sectors.

However, you have only limited energy, which you can recharge at nodes. You need a lot more to get out. You increase your energy by making connections between nodes. The more connections you make, the further and faster you can move.

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For about the first five minutes, this is relaxing zen stuff where you just enjoy linking nodes together and making more flashy lights appear. After that things start to get complicated.

Controls: Rotate with left and right arrows, and press forward to move. That's it!

Download Here


(I'm not sure how much more I'm going to do with this. I'm still tweaking the behavior of the bad sectors, at least.)

Rain Of Sharks

21 October 2010 - 12:51 AM

Have you ever had an idea so stupid that you had to immediately drop everything and prototype it?

This is one of those.

EDIT: Updated for graphical improvements and there's more than one level now, although not in any way that makes a difference.

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Sharks are falling from the sky. You must fire life-preservers at them to bounce them away or they will destroy the city.

Download Demo

Just demoing the concept at the moment, I may make more of the game if it amuses people but this is only a tiny silly thing and not the beginning of anything epic. :) (Well, except that it is likely to eventually go Missile Command and have multiple launch points. But that's not epic.)

My Universe! Mine!

05 May 2010 - 11:49 PM

This is early, so the game's goal doesn't exist yet. What the general idea will be is that you fly around a galaxy finding strange minerals and using them to upgrade your ship so that you can fly further out in search of the One True Mineral - Yendorium. (Yes, it's a Nethack joke).

Everything is randomly generated... silly starnames, planet colors and types, mineral descriptions, aliens and their sprites... All sorts of things may get added to it, but for now all you can do is find stuff, bring it to the station, and sell it for fuel.

Game download:

http://spikycaterpil..._universe_mine/

Screenshots:

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Gm6 vista-converted, runs in a window at 900x650. With thanks to Yourself and EucoDan for getting the swooshing-stars to work.

Math For Pseudo-first-person Display

05 May 2010 - 03:51 AM

I expect the answer to this is something I should know, but I can't remember how to do it.

Working on a game that involves a starship flying through space, represented on a 2d map. I'm creating a fake first-person display for the "viewscreen" of the ship so that the player can toggle between watching the ship move on the map and watching the stars go streaking past.

The question, therefore, is - Given that the ship is pointed in (and moving in) an arbitrary direction on the 2d plane, and will therefore pass by other stars at constantly-changing distances and angles, how do I determine the size and placement of passing stars on the "viewscreen"?

It doesn't need to be a perfect complex solution tracking every star in the sky, I am perfectly happy to draw only the nearest star at a time. I'm just not sure what math to use in order to make them swooosh by the fake view as the ship moves past them in space.

What I have at the moment looks like:

with (spaceship) {other.showstar = instance_nearest(x,y,star_spot);}

ndir = point_direction(spaceship.x,spaceship.y,showstar.x,showstar.y);
ndir = round (spaceship.direction - ndir);
if (ndir < 0) ndir = 360 + ndir;
if (spaceship.speed = 0) ndir = 0;



range = point_distance(spaceship.x,spaceship.y,showstar.x,showstar.y);
if (range < 100 && (ndir < 90 || ndir > 270))
{
	scale = (showstar.mysize / 10) * (abs(99-range));

	if (ndir < 90)
		 sidepush = 400 - (400 * ndir/90);
	else
		 sidepush = 400 + (400 * ndir/270);

	if (range < 5) ndir = 0;

	draw_sprite_ext(star_sprite_base,0,400+ndir,300,scale,scale,sh
owstar.myangle,showstar.mycolor,0.5);
	draw_set_blend_mode(bm_add)
	draw_sprite_ext(star_sprite_base,0,400+ndir,300,scale,scale,18
0-showstar.myangle,showstar.mycolor,0.5);
	draw_set_blend_mode(bm_normal);
}

... but while this makes something happen, I'm quite sure it's nowhere near right.

School Rpg (battle Engine Demo)

27 February 2010 - 02:25 AM

This is something I'm prototyping in order to figure out if it's worth investing in the full game. Graphics are PLACEHOLDER, *especially* in the battle (which should be obvious but is worth saying anyway). If I go through with this I'm going to want some pretty over-the-top animation in the battle sequences.

This screenshot won't tell you much, but to prove there's a game in here:

http://www.hanakogam...schoolgirls.jpg

You can click the mouse to walk around and interact with people and objects. There's not much else to do at the moment but have sample battles. Battles are... not quite what you might expect. :D

I'm curious to see if people can figure out how to win a match (or if they just run screaming once they figure out what the game is actually about!)

Engine Demo:

http://www.hanakogam...om/test/RPG.rar

(Download is 3MB and must be completely extracted because there's lots of files included. Game is in gm8, 800x600 in a window.)