Another header on request
Let’s see if I got the request right:

Let’s see if I got the request right:

A two player shockwave game, highly unbalanced. Play the game here
Player one shoots the sheep, player two resurrects them
Resurrect the sheep when power is on max and all parts are on the table
The sheep walks into the light.
Tags: construction, destruction, final, Frankenstein, Kill, Resurrect, sheep, Sheepenstein, shockwave, Shoot
We cheated! We were two ppl working on SokoBomb me (drZool) and dr Elak. Yes, but we told so up front when we begun. Anyways the compo game is a randomly generated sokoban adventure… minus adventure. And the postcompo game is a puzzle/action adventure, without randomly generated rooms. But with whitty npc’s and melting icecubes 
The original entry with random levels are here
The post compo beta/demo of the game with hand made levels can be found here including a video of the gameplay. We did enter Swedish Game Awards with it, but did not place.
Here are screens from compo entry:
First random generated level. Note to self: improve difficulty.
Dr Zoolak in a mean mood. Random-generated level.
A visit to cubicle hell, random style.
Here comes post compo screens:
Soko showcasing the latest in weapon sprite fashion.
Refraction in action.
Who farted?
Better put your shades on, those are real hardshadows.
No smoke without fire. Creeping features abound!
Pathfinding up and running, so are the conveyor belts.
Tags: action, adventure, burn, cheat, explosion, final, fire, iso, NPC, pathfinding, puzzle, random, shockwave, sokoban, sokobomb, water, whitty
We cheated! We were two ppl working on SokoBomb me (drZool) and dr Elak. Yes, but we told so up front when we begun. Anyways the compo game is a randomly generated sokoban adventure… minus adventure. And the postcompo game is a puzzle/action adventure, without randomly generated rooms. But with whitty npc’s and melting icecubes 
The original entry with random levels are here
The post compo beta/demo of the game with hand made levels can be found here including a video of the gameplay. We did enter Swedish Game Awards with it, but did not place.
Here are screens from compo entry:
First random generated level. Note to self: improve difficulty.
Dr Zoolak in a mean mood. Random-generated level.
A visit to cubicle hell, random style.
Here comes post compo screens:
Soko showcasing the latest in weapon sprite fashion.
Refraction in action.
Who farted?
Better put your shades on, those are real hardshadows.
No smoke without fire. Creeping features abound!
Pathfinding up and running, so are the conveyor belts.
Tags: action, adventure, burn, cheat, explosion, final, fire, iso, NPC, pathfinding, puzzle, random, shockwave, sokoban, sokobomb, water, whitty
Theme Growth. I did get a review on this game, here it is:
Not just reliant on a funny intro song, The Farmer is a pretty good game coded by drZool for the Ludum Dare competition. Part Harvest Moon with some Mario-stomping element, you play the role of a farmer who has to achieve certain level objectives shown before the start of each stage. This would usually be a certain number of coins, seed, flowers or fertilizers. You start off with a few seeds that can be used to generate the four items mentioned, depending on when you decide to harvest them by pressing space. Some planning is required as the game will end if you run out of seeds. You will get more seeds if you pick the flowers as soon as the petals fall off. Exchange flowers picked when in full bloom for coins from the shack on the right. Decomposed flowers can be collected as fertilizers, while roaches can be eliminated by jumping on them. The rules may seem a little complicated at first but players should be able to grasp the concept after a few plays.
Ingame screenshot
Theme Swarm. I did a shoot em up, sidescrolling thing. Play the game online
Ingame screenshot
Tags: final, shmup, shockwave, shoot-em-up, shootemup, sidescroll, sidescrolling, startfield, swarm, swarms
Perhaps not much of a reaction though. Here is my first sketch, I haven’t decided if I’ll do this yet.
Im thinking of using a physics lib on this one.
Tags: 2D, chain, chain reaction, heli, helicopter, idea, physics
Perhaps not much of a reaction though. Here is my first sketch, I haven’t decided if I’ll do this yet.
Im thinking of using a physics lib on this one.
Tags: 2D, chain, chain reaction, heli, helicopter, idea, physics
Camera and sidescrolling implemented (not wrapping yet though)
Oh and I made a tripod, a bit small. Fixed the controls a bit by cheating. turning left n right adds forces in those directions not only changes the upforce. Up n down still needs tweeking.
The physics seems a bit unstable, (stuff act strange) I’m not sure my idea with chaingrapplings will work, perhaps I should revise the idea a bit.
Tags: 2D, chain, chain reaction, heli, physics, scrolling, tripod
Camera and sidescrolling implemented (not wrapping yet though)
Oh and I made a tripod, a bit small. Fixed the controls a bit by cheating. turning left n right adds forces in those directions not only changes the upforce. Up n down still needs tweeking.
The physics seems a bit unstable, (stuff act strange) I’m not sure my idea with chaingrapplings will work, perhaps I should revise the idea a bit.
Tags: 2D, chain, chain reaction, heli, physics, scrolling, tripod
Farseer physics lib woun’t play nice with my polygon collision meshes. I think I will have to redo them as primitives instead. Thus changing the chain-claw thing I had in mind, and perhaps make heli bowling? Man, I made my dev pipeline so awesome! Created paths in photoshop to define the collision mesh. Read the ai file with the object, all was swell.
Those pins just fall by them selvs, thats an easy win. Anyhow, Im off to bed, tomorrow I will be away a few hours on dinner. Yeah, I’ll bring my laptop!
Thank to DrPetter’s sfxr app I managed to get a decent heli sound. After wrestling the XNA sound app, I got it to pitch with the heli’s thrust value. I got rid of the polygon objects and focus now on rectangles. perhaps I need some springs… hmm. Oh and I got to get some gameplay, important that one. Anyways I gotta catch a train, there is a x-mas “smorgasbord” waiting for me 110km south… ta ta!
A helicopter physics game, made with XNA 2.0 beta.
You will need a pile of shit to get this to work, here it is:
I’ve had ppl not being able to run the game anyways, Im looking into the problem. Pls tell me if it works for you.
Anyways I hurried with the levels, Yay it was fun to make them
I hope to release a map pack soon. Unfortunaly the editor is built within director, so I will have to work on it a bit to enable the community to build their own maps, unless you got director. All sound was made with DrPetters godlike sound effect app, sfxr. Kudos to him!
Game goals: make the red box be within the red rectangle for 3 seconds to go to next level.
Controls: (Xbox360 controller should work, not tested, buttons? test them!)
Arrows <- -> Steer
ArrowUp/Down throttle
Z – Open/Close the CLAW!
X- Turbo (For making panic manouvres)
R – Reset level (Yeah this key you will know by heart)
N – n00b?
Here is bin 440KB
And here is source + editor + bin + other useless stuff 3MB
What went wrong
A lot of these stuff are related to the physics engine and my lack of experience with them.
What went right
Porting
So I decided to try to port the game away from xna, to OpenGL, so that more people can play it. The rendering part went fine. But then the physics lib stabbed me in the back again. It uses the xna lib. So I dug out a version that did not. But I failed again. It turns out that that lib also is xna dependent. So I tried to get the source code and remove all dependencies. But failed to grab the source. Not much energy left to de-xna it.
Tags: heli, HeliChain, physics, post-mortem
What went wrong
A lot of these stuff are related to the physics engine and my lack of experience with them.
What went right
Porting
So I decided to try to port the game away from xna, to OpenGL, so that more people can play it. The rendering part went fine. But then the physics lib stabbed me in the back again. It uses the xna lib. So I dug out a version that did not. But I failed again. It turns out that that lib also is xna dependent. So I tried to get the source code and remove all dependencies. But failed to grab the source. Not much energy left to de-xna it.
Tags: heli, HeliChain, physics, post-mortem