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Endurion

Member Since 21 Feb 2002
Offline Last Active Today, 12:33 AM

New New Things > Week of Awesome III - Afterthoughts

Posted Endurion on 29 August 2015 - 10:49 PM

The competition is over, you got judged, what now?

For one, a main goal at any competition is to get feedback. Especially critics on the things that were not good. A competition like this usually nets you at least a few people playing your game and they will tell you what's good, what's bad, what's missing, etc. in a constructive way.

It's easy releasin...

New New Things > Week of Awesome III - Post Mortem

Posted Endurion on 20 August 2015 - 11:29 PM

Now after all the dust is settled a Post Mortem to my entry Bunny Hop.

What went right

Even before the competition started I was pondering on what to do. In a previous Ludum Dare I had used a nifty 3d side perspective which I hoped to use again. And all in all it worked quite nicely. Built a really simple level loading system which would allow me to bu...

New New Things > Week of Awesome III Final Entry?

Posted Endurion on 16 August 2015 - 03:24 AM

Here's my hopefully final entry, unless I find bugs or manage to get more stages done :)

All in all there's 21 stages, try to master them! (Mastering means use as few lives as possible)


Download it here http://www.georg-rottensteiner.de/files/Week Of Awesome III - Endurion - Bunny Hop.zip



New New Things > Week of Awesome III Part #5

Posted Endurion on 14 August 2015 - 09:45 AM

More features, and ironed out a few bugs with switches. It's a good time to get the gameplay bug free now :)

And creating the preview forced me to wrap the package up once, which is a good test by itself.

So here's a preview with 3 stages (mere tutorials): http://www.georg-rottensteiner.de/webmisc/WoA3 - Endurion - Bunny Hop Preview.zip



No Bunny Ho...

New New Things > Week of Awesome III - Part #4

Posted Endurion on 13 August 2015 - 07:17 AM

And got the most boring stuff out of the way. Start menu, options screen, key mapping. Phew. There's no end screen, and I'm thinking about a level selection screen. However the latter requires a certain amount of actual levels :)

Also now there's blood where you expect it to be. And it still looks mostly like programmer art! I tend to have a playable bui...

New New Things > Week of Awesome III - Part #3

Posted Endurion on 12 August 2015 - 07:11 AM

And added more gory goodness. Took me bit to reinvent (again) objects carrying other objects; as usual. Added switches with doors which need to keep held down. Also added saws http://public.gamedev5.net//public/style_emoticons/default/smile.png

I'm thinking about finishing the boring GUI stuff tomorrow and then keep adding levels and maybe the one or ot...

New New Things > Week of Awesome III - Part #2

Posted Endurion on 11 August 2015 - 07:18 AM

I spent half the first day doing a bit of GUI all around which in the long run might actually have been a great idea. I really really don't like having to add GUI/menu structure at the last minute.

I'm trying to think of puzzles and on different ways to murder the bunny for puzzly goodness. In the current incarnation the bunny can be impaled on spikes an...

New New Things > Week of Awesome III - Part #1

Posted Endurion on 10 August 2015 - 04:32 AM

So the theme is "Death is useful". This actually matches an idea I had quite a time ago but never realised as game.

It boils down to a simple 3d puzzle jump'n'run, where you as the player get several lives to complete a mission. If you die your body may help or hinder you in your task. E.g. jump on spikes, die, new live can now jump on the body and conti...

New Old Things > Adventurous Adventure

Posted Endurion on 28 July 2015 - 12:07 PM

I'm currently attending yet another C64 game creation competition: Forum64.de's Adventure Competition 2015.

I always wondered how the guys/gals at Lucasfilm Games managed to cram Maniac Mansion and Zak McKracken onto a few small disks. So this competition was the perfect opportunity to test drive my ideas.


How they did it

Fortunately today the intern...

New New Things > Week of Awesome III coming up

Posted Endurion on 03 June 2015 - 11:37 PM

In the later times I've come to write more and more games for C64 and my PC development got less and less. I do love me my little peaks in the form of competitions, like Ludum Dare, or GameDev's Week of Awesome.

How to prepare?
Decide which engine/libraries to use. Usually you have your favourite library about, but do you still remember all the little de...

New New Things > Asset Studio - Asset Management Tool

Posted Endurion on 19 October 2014 - 11:14 AM

After years and more years of manually adding new assets into code I tried a newer approach. I'll use this journal entry to show off my asset
management tool (Asset Studio) but also ask for similar stories.


When I use the word 'asset' I mean images/textures, image/texture sections, fonts, animations, sounds, meshes, GUI dialogs, text tables, value tabl...

New Old Things > The Week of Awesome II - Post Mortem

Posted Endurion on 02 October 2014 - 01:00 AM

Post Mortem to "Building Blocks"



So I entered the Week of Awesome II competition last week. I simply love this tight deadline competitions. And I couldn't help it again.
The theme came up as "The Toys are alive". Yay.

Usually I don't jump into coding right away to think about the game to be. And as usual I always go for the nearest idea. It's very...

New Old Things > A C64 Game - Final Step

Posted Endurion on 17 May 2013 - 12:09 PM

And thus this create a game series ends...We fix the last few bugs (score was not properly reset on replay, music was stuck on saving the scores). Now the game is complete and can be enjoyed as it was meant to be! Oh joy, Smila (the graphician) actually touched up the game even more for a retail release. It has been out for a few weeks now, but if you did...

New Old Things > A C64 Game - Step 99

Posted Endurion on 10 May 2013 - 10:48 PM

And of course lots of little bugs were found and fixed http://public.gamedev5.net//public/style_emoticons/default/smile.png -Live number display was off on a new level.-Beams would sometimes not be removed on the final boss-Disable screen output when saving scores (IRQs go nuts if using kernal save routine)-Cleaned up "extro" textHave fun!Previous Step...

New Old Things > A C64 Game - Step 95

Posted Endurion on 12 April 2013 - 11:04 PM

Now a little update that adds a change that was long overdue: Zombies do not wake up all of a sudden, but peek out of the ground before. Now players should be able to escape if they're keeping an eye out. We change the .WakeUp part of BehaviourZombie to show up, look left/right a few times and only then rise, like good zombies do:   ;only animate head to...



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