What is this thing?

0 What is this thing? 0
This is just a place for projects to honorably get canned. Thrown out assets, projects that break which is unfixable... by me at least. Projects in which I have lost interest or drive. In many ways it is a sad place - but I'd rather see it as a really happy place, where things that would've never seen the light of day got to go outside anyway. Even though they are ugly - broken. Even though the creator has been mad at them for the most part.
However they know- they've got to know- they know that the creator is merely mad at himself, disappointed even. These small lively things are loved and they are all part of a journey.
Enjoy them! And take them for what they are.
Viser opslag med etiketten Playable. Vis alle opslag
Viser opslag med etiketten Playable. Vis alle opslag

mandag den 10. oktober 2022

PROXEMIT updated.

PROXEMIT is now updated and available at itch.io.
The new version works on large displays by sub sampling pixels. 

Go for the UHD version. Does not require install! 

Enjoy. 

tirsdag den 19. maj 2015

PROXEMIT $0.00


I added PROXEMIT to itch.io, so it is easier to distribute and avoid the "DANGEROUS FILE" thing in browsers. Also it's $0.00 so it is kind of affordable at the moment.


mandag den 12. januar 2015

Tiny test on something cookin'

Literally threw this together yesterday, made with playmaker... which I know can't be used for actually making a game ~ well not entirely that is.

Check it out:





onsdag den 25. juni 2014

PROXEMIT (almost) 8=>Õ-ing done!

PROXEMIT has been tested here and there - mostly on reddit's weekly FF. It has been insightful. The audience is divided, and that is ok. I can live with that. Some are angry others are happy.

The game is almost done. I certainly don't want to put more time nor effort into it. There are other things that I would love to start working on in my spare-time. So what happens now is that I will wrap it, I will make some of the aspects of it easier to understand, even "serve" the audience some information that I originally had planned to be hard(er) to find. But whatever.

Try the latest version here:

By the way check this out! It is such a cool app:


torsdag den 19. december 2013

Proxemit Playable Updated

I updated the playable version of Proxemit. The build has all the fixes and suggestions from test session #1. Content-wise there is still a way to go.
I'd love to double the number of levels, add an enemy of some sort - a sentry maybe, which lies dormant until triggered. When triggered it'll chase the player down. A final upgrade will aid the player towards the end - or I'll settle with a fast reloading ******** which is already in the game, but not used as a weapon.
Another enemy (or the sentry) could also scan the surrounding area with a laser which hits the invisible walls. The beam rotates and therefore there'll always be a safe area where the player can move. If the laser hits the player the player dies and the level restarts.
The game is also in dire need of a proper ending.

Anyway grab it here:

~ ~ ~

torsdag den 12. december 2013

The failed remains of Proxemit


Proxemit ~ my game from early 2013, which I completely destroyed after the many fixes and applied suggestions from my good friend Martin Fasterholdt, who play-tested it a couple of months ago, should be fixable some way or another. I'm desperately trying to pick up the ashes and debug and debug_message my way out of the problem. A problem which I do not have any understanding of.
All I know is that it is some sort of infinite loop, but it is super hard to find, since GameMaker does not give me much to go on. However the few times that I've miraculously gotten info from GM it has been very helpful, but when I fix what I thought was the problem nothing changes. Proxemit remains unplayable ~

BUT - the now dated, yet playable older version is still available here ->

edit: It's a lie, it has been replaced with a newer and working version.
Download Proxemit.zip

If you play it, please get back to me - tell me what you think. Also keep in mind this is an early version, some features are not polished, and amount of content is at 50%. Yes in the end it will be a short experience. The reason for that is that the concept is pretty "hard" and might not be entertaining for a longer period of time, not without expanding it beyond it's original scope. Which of course is a possibility, but why not move on?



~ ~ ~

mandag den 28. oktober 2013

Did I just make Epic Snake playable?

I kind of picked up Epic Snake again. The urge to just wrap something, even if it means that I do not "finish" it is unstoppable. None of the projects here is really supposed to be "finished" - I'm sure that it would be possible, but not without a strong coder for me to spar with. 


Try it out here:
Enjoy! if possible.

Well I was just procrastinating a bit for an hour or so while I didn't know what i wanted to do on a secret project - and it ended up with a somewhat working somewhat lacking Epic Snake experience, alpha experience to be more precise.

Mind not the jaggy transitions, and the fact that there is nothing more than a couple of stages to take care of.
The whole idea behind the game is as earlier described to be brutally hard and unforgiving. However to merit that kind of philosophy I want it to "open up" with "more things" to do. Well - as with everything else here Epic Snake is merely a simple manifestation of an untested concept. Keep that in mind!

Proxemit


I came really far with this one. My good friend Martin Fasterholdt helped me test it one day after work. I took the critique with me home on two standard size ordinary stationary. Fixed almost everything - but realized that one of my fixes had completely destroyed the game. Not the gameplay but the actual game. It is now in a state of numb void of nothing. It does not run, and if it does it breaks at specific points in the gameplay.

Check out an early pre-critique build here:

edit: This download has been replaced with a newer working version.

I've searched and searched for hours and weeks upon end for the bug, implemented oceans of debug messages but alas.

Some day I might return to it. And give it a proper spanking. But for now I cannot look at it, I cannot be near it. I hate myself for not being a programmer, I hate myself for not being able to correct the mistake I made. 

Screw this stupid game project!

lørdag den 2. februar 2013

Fuzzy World Character Test

Another quick test of the Fuzzy World voxel tech. Call it what you want though.


go check it out at:
|
|
V

enjoy for a couple of seconds. 

onsdag den 30. januar 2013

Fuzzy World Visual Style

by: Andreas N. Grøntved @ www.sota.dk

This is a test of my Fuzzy World tech.
Go check it out here!
|
|
V
Fuzzy World @ www.sota.dk

Enjoy if you want to.