Skip to main content

News

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Beaker

1
Game Development / The Other Adventurer
The Other Adventurer is a short action RPG in the style of the original Zelda, made at TOJam 12. You must explore a dungeon maze and collect the four elemental keys to unlock your path into the lair of the final boss and save the princess.

The jam's theme was "Prepare For Disappointment," which should explain itself as you play the game.  My guess is about an hour to beat. Saving/Loading can be done by going to the screen to the south of the starting screen and moving over the save/load section for the three save slots.

Controls:
Arrow Keys: Movement
Space: Sword attack
Ctrl: Fire bow (when obtained)
Tab: Toggle minimap
M: Toggle music



2
Game Development / GaMc
GaMc

GaMcis a metroidvania puzzle platformer made during TOJam 11.  Grab blocks, jump around and solve the puzzles to unlock all the switches to the end.  For the adventurous, find all the golden treasure goats to get to the secret end room, but be warned, you better be ready to glitch the game out to make it there...

It's a pretty short game.  Getting to the end should be reasonably ok if you explore the full map.  Getting all the treasures should be pretty hard since you have to abuse a few different glitches in the process, so good luck!



Also, as a side note, while I was testing this game after the jam, I noticed that on some screens the game would update normally, but the screen just wouldn't flip correctly.  It would appear to lag and chop excessively, but the game would still be playing normally, I just couldn't see it.  It seems like that problem was fixed after changing the draw/update loop:

Code: [Select]

//From
while (true)
{
    drawMap();
    FlipScreen();
    UpdateEntities();
    while (GetTime()-last_time < frame_time);
}
//To
while (true)
{
    drawMap();
    FlipScreen();
    UpdateEntities();
    while (GetTime()-last_time < frame_time)
    {
        drawMap();
        FlipScreen();//without this line it would still chop.
    }
}


Got into this problem on both 1.4 and 1.5 of the engine and open_gl.  Didn't try it out on earlier versions.
3
Editor Development / Tileset editing bug
Hello all.

I've been doing a bit more work in sphere lately, and a bug that's been around for a while now is starting to... bug me.

Specifically, I've often used the sphere map editor for pixel work, since I can use the tileset palette to select a rectangle of tiles and then edit those tiles in the tileset tab.  I've always preferred the sphere image editor, and using the map editor this way has been the best method I've found for larger images.  However, in v1.5 or 1.4 of the editor, doing this over and over again (selecting a rectangle in the tileset, working on it, selecting a new rectangle, and so on), first causes the Sphere IDE menus to draw black, and then eventually cause the IDE to stop responding.  As well, in these version the insert tile in the tileset and insert frame/direction/sprite in the spriteset editor cause a crash immediately.

Has anyone looked into these issues before?
4
Game Development / Rouge Rogue Rabbit Puncher
Rouge Rogue Rabbit Puncher

RRRP is a rogue-like where you explore 10 levels of killer rabbits.  It's fairly simple, you punch rabbits.  Hope you enjoy it.

It was made during TOJam10 in April this year, but I wanted to add music and sound to the game, but never got around to it until now.

You can download it from the rpgmaker.net site: http://rpgmaker.net/games/8176/







5
Game Development / Entropy and Schroden
TOJam 9 has just finished, so I'm posting my game from that jam here.  First though, I haven't posted anything on Spherical from the previous one.

Entropy


Game page

Entropy is a puzzle game where the player has to get past a computer overlord that is able to detect the entropy of the player's actions relative to the non-playable characters in the game.  This computer overlord has trapped the world inside an Atari 2600 simulation, and you must get to the blue colored column of pixels that are supposed to represent a river in order to complete a desperate plan to save the world.

Every time the player completes a level, the computer overlord will try to find a highly entropic property of the player's movement (for example: x-position, speed, etc.), and from then on, it will start measuring this property of the dots in the system.  If the player's values becomes too different from that of the other dots in the system, then the computer will discover this and the player will lose.  If on the other hand, the computer is unable to find something entropic in the players actions, then it will increase its accuracy in measuring the said properties, making it harder for the player to reach the end goal.

Made at TOJam 8.


Schroden



Game page

Schroden is a minimalistic puzzle platformer, where the main character, Schroden, is both alive and dead.  You control both the alive Schroden, as well as his ghost, and when the alive Schroden dies, he becomes a ghost and his ghost comes back to life. 

It's a short game, with 6 screens, but the last one is quite a difficult one to figure out.  Made at TOJam 9.

A final note about Schroden, it was designed at 320x180, and uses 4x scaling to bring it up to 1280x720, but since it uses the map engine, it needed to use 2x layer sizes for the drawn layers, but when it's drawn out, there's overlap in the coordinates of the tiles (likely inconsistent rounding errors).  This is why the shadows (in particular), form 1 pixel wide double opaque boxes inside them.
6
Game Development / Emergency Riot Response
This game is a bit old, but I don't think I posted it anywhere until a few days ago. 

Emergency Riot Response was made at TOJam 6 (2011), and is a very simple RTS where you control a police force tasked with guarding a very important event from protesters (the red pixels).  Left-clicking your police squads will select them and left-clicking again will move them around the city, pushing protesters in that direction, and preventing them from advancing towards the central conference building.  To make things complicated, there are a select few protesters that just want to riot and destroy the city (the black pixels).  To deal with these guys, you can right-click move a squad, which will move and detain anyone in the squad's path.

To win, you must prevent protesters from getting into the conference area, prevent the city from getting damaged too much, and not use excessive force until the conference is over.




Main game page:
http://rpgmaker.net/games/5154/



TOJam 8 also wrapped up recently, so I will be posting my game made during that jam as well, as soon as it's uploaded on RMN.