9 Aug 2018

Pink in Spaace, a small demo

I attended Assembly 2018 and joined the Demo Programming workshop. During that I learned some Processing and made an entry to the One Effect Demo compo.

Lots of time went to trying to understand what Processing thinks about 3D coordinates, as I have used to OpenGL and that the center of the screen is the origo.
I created the music using BeepBox and Audacity. My friend helped with the bacground, which I made in Gimp.

I did not really have time to do syncing, but next time I will allocate more time for that :)

But I got a demo done and I was really happy. And it was very exciting to see my production on the big screen.

You can see it here, it is Entry number 11. (Skip to start):


You can download a windows 64-bit version, but it is 70 megabytes because of the included Java 8 runtime.

If you want to just see the source or have Processing installed you can download the project folder.

Many thanks to workshop teacher Paavo Nieminen, and the co-teachers BJAKKE, sooda and a guy whose name/handle I did not catch.

30 Apr 2018

Dog Park Lovers

This game was created way back for Ludum Dare 38. My friend emtastik made the graphics and I programmed the game using the Monogame framework, C# and Tiled.

The theme was "Small world" and so we made a game about how dogs leave messages to each other like in facebook.

Initially the story was supposed to be longer with multiple days and everything but both of us got a bit sick during the jam and had to cut it to just one level.


You can download the game from:
>>> Game page on LDjam

22 Feb 2018

Daleks on the Dance Floor




I created this game during the Christmas holidays of 2017. One of my relatives had an old Mac SE computer and had gotten hooked on playing the Daleks game on it (which is a clone of an older game Robots). They had to give the computer away soon and I said I would make a clone of the game for modern computers so they could keep on playing.

I made the game using FreeBASIC as I wanted to try making a game using it and it felt suitable for the occasian. I had used it once before, during Assembly 2016 to make a flying toasters screensaver (the source code to that is sadly lost).

FreeBASIC is simple once you find out the function signatures and very similar to C. It was easy to make the game and I think the best part is how simple it is to create an executable that is also very small in size.

You can dowload the game from my google drive. The source code is included, so you can port it to other platforms if you want.

3 Feb 2018

Space Corgi Loves You



Space Corgi Loves You was created during Global Game Jam 2018(GGJ page)


The theme of the Jam was transmission and I combined dogs and signals from outer space to get the game idea.

My initial plan was to use Monogame, but the computer I had did not run Windows 10 fast enough and Monogame did not work properly on Linux the last time I tried. My plan B failed too so in the end I downloaded all lightweight frameworks and tools that I found in hopes that I would team up with someone who knew how to use them. Those were LÖVE, PyGame and Godot.

I ended up on a team with just me and an artist. I choose LÖVE because I had used Lua before and the web page and documentation were easy to follow.

It turned out to be very easy to use <3

Since GGJ ended I have been updating the game and version 1.1 is now available. I re-tuned the sliders and effects and added two more dogs.

Please enjoy.

Downloads:
Windows exe

Love file for Linux and OS X. To run the game on those platforms you need to install the LÖVE framework, that is available on their site.


Here are some development screen shots:

This was our proof of concept. It had a corgi (in space), a "win game" -button and working music

Next big step was to get the pixelate shader working. I did not write the shader myself, see the credits on the GGJ page.

The game was initially developed for 1280 x 1080 resolution only, which was a silly choice because it did not fit on all monitors because it could not be scaled smaller.

I changed the default size 1280 x 720 and added code to use real full screen mode. This way the game used space efficiently and worked on all kinds of monitors and resolutions.
LÖVE was really easy and well documented and I am going to use it for game jams in the future too.