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Posted (edited)

This was going to be a thread for a new jam game, Shumping, but I feel bad making threads in Work Release every time I pop out some 2-day game. So I am going to create an arrogant and vain thread here for all current and future junk. This is just my solo work from 2013 and not my industry stuff. Apologises in advance.

Edit: I accidentally nuked all the images in this thread. All the descriptions, images and videos are now arranged nicely here though: http://alexandertaylor.net

Edited by Taylor
  • 3 weeks later...
Posted (edited)

finalall.png

The theme for this Game Jam was to take the first game you made and remake it with the skills you have since acquired. If you ignore messing around with game listings or modifying other games you arrive at my Fireworks game - where you were a flying girl dangerously near a fireworks display.

Rockets rise from bottom of the screen, explode into a bullet pattern, and you have to dodge it while catching the extinguished firework. The game lasts 3 minutes, collecting fireworks advances time an extra 5 seconds and it gets rather difficult rather fast.

The original was made in C++/SDL but this version runs in Unity, everything was made in 48-hours, I didn't have time to add sound so there is no sound. Windows version is higher resolution than the Web Player but you'll get the general idea either way.

Jam Entry Page | Web Player | Windows

Edited by Taylor
Posted

Damn that game is tough as nuts, the best i could get was down to 11.4 sec with a lot of luck, makes you really want to collect those extinguished fireworks. Good job though, was really fun and time consuming, 10/10 challenge.

Posted (edited)

B-but rapidly changing colours means collect! It's in all modern games like Jet Set Willy.

 

... Yeah, I think if this was a full game I'd have some kind of explanation to what you're supposed to avoid and collect. 

 

I was briefly considering porting it over to iOS or Android but I imagine I'd make a big fat loss. I'm not even sure what I'd need to buy to start publishing on those platforms. Probably more than a Windows PC and ancient phone for starters.

 

Edit: I recorded a video but the quality is rather sporadic.

 

http://www.youtube.com/watch?v=4PwI8_r4OJg

Edited by Taylor
Posted

Nah, there's no logic coming from the particle system, it basically works how you would do it in a 2d shmup: I have a bullet manager that keeps track of all bullet objects (sprite + particle) and their velocity, and each frame it steps them and checks if the player is within 5 units* and if a bullet should be culled. When rockets explode they input bullet into the manager with a hard coded** script. Some patterns are instant whereas some take a little while to finish. There is also a global rank value that feeds into the patterns so they get harder, better, faster, stronger.

 

* There is no sweep test! This is another game jam corner cut...

** Also bad! Game jam!

Posted (edited)

B-but rapidly changing colours means collect! It's in all modern games like Jet Set Willy.

 

... Yeah, I think if this was a full game I'd have some kind of explanation to what you're supposed to avoid and collect. 

 

I was briefly considering porting it over to iOS or Android but I imagine I'd make a big fat loss. I'm not even sure what I'd need to buy to start publishing on those platforms. Probably more than a Windows PC and ancient phone for starters.

 

Edit: I recorded a video but the quality is rather sporadic.

 

http://www.youtube.com/watch?v=4PwI8_r4OJg

 

That level is not nearly hard enough

 

Good work though, looks really cool and professional. Who would have thought I could say that about the Unity engine?

Edited by Sentura
Posted

Err, everyone I hope. There’s some really good stuff being made in Unity.

I will not disagree that good stuff is made in Unity, but man some things in Unity really is a pain in the ass and are really ugly, like their terrain in example.

Posted (edited)

 

Err, everyone I hope. There’s some really good stuff being made in Unity.

I will not disagree that good stuff is made in Unity, but man some things in Unity really is a pain in the ass and are really ugly, like their terrain in example.

 

 

I've seen loads of awesome Unity terrains. I love this: http://www.paladinstudios.com/2013/07/05/building-levels-in-unity-part-1-of-3/

 

Great work Taylor :)

Edited by Nerve
Posted (edited)

I can pretty consistently move through the fireworks at the start of the game, but then it stops working.  :(  Feels pretty inconsistent, not sure if it's hit detection or whatever.

Edited by Chimeray

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