My LD48 #12 entry. As so often, I didn’t really finish. Most of my efforts went into things I hadn’t planned like the 3D look implemented with basic OpenGL. (My original idea was to do it like Nebulous.)
Anyway, I managed to cobble together one big level in the 48 hours, and it can be won. Below’s a video (5 minutes of me struggling quite a bit, but I made it during compo time and was really tired..).
This was my SpeedHack 2002 entry.
It’s a Space Invaders clone, but you play the attacker, and there are no other attackers, and the defenders have no defenses, and there are also buildings and trees.. ok, so it’s not really a clone, but it was inspired by it. And as always, the crazy things in my games are only because of the rules of the various competitions
Some in-development screenshots (Click for larger version):
Well, one weekend in June 2006, NyanNyan from #allegro hosted pretty hack, this is the game I wrote for it Well, not really a game, more a spinning sphere which might have been the beginning of a game. Was lots of fun though.
The first three screenshots show the game on day 1, 2 and 3 of the competition. The fourth screenshot is a mod DrPetter made of the game after the competition
This was my SHMUP 2006 entry. It’s a standard shoot em up game. You play Velocity the Bee, on a mission to find a new home for her Queen and her people. To do so, you have to shoot tons of enemies
There are 4 levels, each with a boss enemy. So far, only the first level, which was entered to the compo, is done.
I used Land as engine for layered tilemaps and sprites with pixel perfect collision, and all animations are rendered from Blender models.
Instructions
Configurable controls, four direction keys, one fire key.
Every 25000 points you get an extra life. Each time you take out a group of enemies, you get a power up. Every 3rd power up will upgrade your shot or shield.
In easy mode, you get an extra life every 10000 points, you don’t lose all your power ups on game over, and all enemies including boss have only 50% strength.
This was my ”’!Back2Hack 2002”’ entry.
In the !Back2Hack competition, you had to write a game, using an emulator of the (fictive) !BackMobile hardware to access video/sound/input/timer - and the !BackMobile hardware had some peculiarities, like YUV color space, video planes, roller registers, square wave and noise generators, 50 Hz display, only 128 writes/scanline…
It features 10 levels with different but crappy pixel gfx, repeating very bad music (turn off speakers), 4 different (2 of them only look different) enemies (they all just go or fly back and forth, except one), 1 weapon (which is neither of much use nor necessary to win any level),… that’s about it, but it was lots of fun for me creating this game .
The newest version doesn’t use the emulator anymore, but works with Allegro directly.
This was my LD48 #8 (2006) entry. I coded a 3D engine from scratch, something I’m quite proud of. Since I spent the whole weekend coding the octree engine, there was little time left for gameplay, but oh well - at least I had lots of fun creating this An octree of course is the most simple approach to do an engine, but at least it was enough to have this running smooth even on my card here.
Download will be available shortly, you can get the windows .exe plus source code from the LD48 site otherwise.