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 Thoughts. Vis alle opslag
Viser opslag med etiketten Thoughts. Vis alle opslag

onsdag den 16. april 2025

TrashRubbish wibc

 When inside organism level constructed from apparel. Organism-pressure-yield(OPY) is the heartbeat of anything and everything. One beat per minute. Music adds up to it. 10 secs to pressure surge, everything speeds down, comes to a halt. Then....... BLLUkckJAAAUUUUUUU

tirsdag den 8. april 2025

Recall

 New game + 

Everything you did is being redone, you are you but cannot create paradoxes. Older you has to be able to do all the things older you did in first run. 

Stay out of the way, don't get seen, don't tamper with causality, don't tamper with effect. Don't tamper.

Also... Remember that thing older you got in the beginning? Yeah... That thing. That was you. You get it?

mandag den 31. marts 2025

Frogged chaos unfolded

You set it all up, meticulously, swiftly. When done, you unleash the mayhem while frog is positioned in the misfire of it all.  

torsdag den 7. april 2016

Size

VR,Size,Stretchscale,up/down,all the way up/down,time changes,voice explains,other side of the realm,inner side of the realm.

tirsdag den 19. maj 2015

Made some headway with JANITR today

I've been extremely frustrated with the way the physics was being handled in my JANITR project for a time now. What I was aiming for was easy implementation of physical trades, without having to actually have physics in the game. In GameMaker I was switching physics on and off for a couple of weeks - I knew how easy it would be to get JANITR to do what I wanted with add_force and such under the physics structure, but to avoid the setup that comes with the physics based levels and objects would be super beneficial for me.

So now, a couple of days ago and today I scripted my way out of it... Yes it's crude, it's rough and it's super hacky. Corner-cases are just being taken care of as I scripted the shit, and that is just how it is going to be. I kind of like that things are being "hard-coded" like the games of olden days, such as Mario Bros. Where physics was non existent and therefore things like gravity and forces being applied to the objects and characters were written into the game the hard way.

I'm happy with the result, given the time it took to implement it.

Here have some gifs!

Jump boost thingy -                               - picking up items.

tirsdag den 24. marts 2015

EM game

Technology has advanced. M scale operations are now available, expensive. Therefore only heavily funded scientific M scale labs have the ability to operate within those realms.
Time almost stops, so therefore to build an "outpost" at a p a consecutive and steady stream of Mnauts has to be specced and despecced due to the harsh and unforgiving environment.
With current technology it is only possible to be scaled for 2 hours (real) which gives the Mnaut about 180 hours (interpreted time) at M scale.
The despeccification has to be scheduled, so be ready after the 2\180/ hours. To make sure the work of the Mnaut was not in vain a replacement will have to be ready and continue the work immediately to avoid degeneration of construction, overgrowth or infestation of bears, bacs, zymes.

Tools and arms have a completely different way of working at those scales. So new and quite exotic gadgets have been invented. Most of them are actually still in n scale, where the wielder is required to operate it from M realm.

For the lab workers at the facility it is often very fun to watch the operation log feed which has many posts per minute, sometimes per second even. Since time scale factor is 1/9 at M scale the stationed crew can make decisions and execute tasks way faster than the lab workers at n scale.

Many years later, M scale computers and technology will be produced and used.

Further in the future M terrorism developes. Bears can now be despecced - to cause havoc in our own realm.

fredag den 27. februar 2015

FPS jam idea

Dead man switch, slow boot up time, possible enter long string such as: "jango culture python" then ctrl+alt+enter, then 5 seconds to press/hold dead man switch.

If dead man switch is released and no other button is pressed, suit will power down, for safety reasons, and protocol will have to be repeated.

Teleport torrent to avoid.

Crammed and claustrophobic visor. Large weapon takes up most of mid/lower/right side of screen.

Demons, demans, corpse tanks, fiend cubes, torture pyramids, massive hell cells, blood hadron, spike mind, kidney hail,  etc. etc.

torsdag den 8. januar 2015

Gotta remember this

I just gotta remember this:

HothStarfoxWanda-esque.

Last monstrosity contains a landing runway. If you land you meet a family currently mourning the recent killing of their children. You realize "oh shit".

lørdag den 6. december 2014

Hyrule speculations

Hyrule speculations


*UPDATE* TP map fits remarkably well. Look at Hylia which is almost a direct copy of the Hylia from TP. Also the rivers is somewhat similar, but of course more "natural" in the wiiu rendition.

Observations:
  • Thats pretty vast
  • Super simple "terrain generation" terrain - very 2008 unity kind-of tech. Sadly
  • Not as lush as the E3 teaser
  • The horses has superb animation
  • Epona looks nice
  • Link has pretty cool movement animation compared to previous Zeldas
  • When he runs uphill he looks very nice and heavy
  • Terrain seems a bit untidy... unlike previous Zelda titles
  • I see hylia,death mountain,something that could look like the plateau-y Zora domain from oot, desert,hyrul field.

onsdag den 26. februar 2014

Proxemit still alive

Proxemit is coming along nicely. Most recently I've added a little intro, where a "rat" finds you and releases your pod from it's locks in the floor just before a sentry turns up and chases the rat away.

It is insanely hard to figure out if this is actually a real little indie game or not. Till now I've only been thinking about it as a "nothing" that maybe a couple of people would ever experience. But looking at the catalogue of different indie bundles I'm slowly starting to think about Proxemit as a viable though short indie effort.

My further plan is to, when I have time that is, to add maybe a couple of more rooms/challenges, such as a couple of different lock mechanisms and ultimately a boss of some sort in the end. If there is cream for the crop then a sort of "end" would be nice to have, but I can surely figure out a way to wrap it quickly if that would be necessary.

tirsdag den 17. december 2013

Proxemit miraculously works

Proxemit - which I've destroyed some months ago, after applying changes and fixes from playtest #1, now works. Somehow it is impossible to recreate the fatal bug, so I'll calmly look the other way, and ignore my hunches about what and where it was. Fingers crossed that it'll stay on the other side of the river... Shouts* Laughs*


Anyway, let's talk about how I save progress in Proxemit!

I'm saving everything in small ini files. Hush hush. I know ~ you don't have to tell me, but please do if you absolutely must, I'd love to hear how to do it properly. 
So every orb you pick up, tells the game to open an ini file, then look up the orb by adding together the orbs x and y coordinates only to use it as a sort of unique ID. Every ID is stored under the levels individual ID, so some orbs might have the same specific ID, but combined with the level ID, no orb will share the same. 
An orb in level_1 placed at 400x, 500y, will then be easy to find by going through the ini (the ini read command does this automatically) to locate the section which is called [1] - for level_1. Then the game will check for an ID called 400500 and see if it is equal to 1. If it is 1 the orb will be deleted and a "dead orb" will be placed in it's spot. If it does not exist in the ini, the game will register it, for later use. When first registered the orb will get the value of 0. So it does exist in the database, but it has yet to be collected by the player. 

I do the same with exits. When an exit has been activated it's variable "open" will be set to 1. Then when a level ends by the player going to the next/previous, a special "level end" event will register in the Exits.ini if the exit is open or not. 

The reason I do it this way is to effectively make the objects register them selves, and leave me out of it. I love the fact that, with code, this is possible. Every object that needs registration has been programmed to do this. Gamemaker is a trooper when it comes to these kind of things, because it has the ability to check an ini, if it doesn'e exist, it creates it. The same goes for the "posts" inside an ini. It creates them if they do not exist.
~ ~ ~

onsdag den 20. november 2013

Finger That Shit restarted

Yesterday I was browsing my ever expanding library of crappy, deprecated, given-up-on, stupid game projects. Finger That Shit was always a gem of mine in some respects. It has a cool style, well fitting my hOLYfBlog effort and best of all - it is (can be) easy to produce. So for a coding moron like me, "easy" is the only way to get anything out the door.
Getting something, just something, out the door is more rewarding than anything. Doing projects that never see the light of day does not do you any good. I felt the kick when I madly finished WTF Action years ago. Got over 50.000 views, and many hundreds of reviews and general feedback. I know on newgrounds it might not count as anything, but I think it does. People loving something gives strength and an inner craving for more. Constructive critique makes you better, yeah - but it doesn't give you any rush in your veins to produce MORE.

So looking at Finger That Shit made me realize that I can actually make this game pretty easily. Back in the day I only made a fake test, a video which can be seen in an earlier post on this blog. It was made in the belief that me and my then co-worker and good friend Stefan should do something, but he became busy and was moving, and stuff, so that went into the flute.
So yesterday I made it myself and by midnight I had a working prototype - yes with only one path to follow, and wonky touch code for handling the "button" that you have to "finger" through the stage.

For a real working slice I need the following:

  • Multiple paths to follow, and buttons to finger
  • Button locks that hold onto a button. Has to be pressed to be able to move button.
  • Checkpoints, that has to be fingered before the goal is unlocked.
  • Hazards that you have to time your way through. If a hazard touches a button the level restarts.
  • Actual touch device executable - I don't own the Game Maker extension that allows for this.

I can feel that I become more and more confident in Game Maker.

So today is my day off, not from Playdead, but from tampering with things at home. Maybe tomorrow...

torsdag den 31. oktober 2013

Finger That Shit

Before I realized that this game was already being made (I think it wasn't made by then (past tense)) - a friend and I was talking about this touch game, which I wanted to call "Finger That Shit" - and I still would! Blinking smiley, happy smiley, blinking smiley.


Here is the video:


Well the concept is viable. I guess there are a couple of offerings though, but nothing with this attitude and angle.
On another note, it is soo much fun to make a fake video of a game.

mandag den 28. oktober 2013

Add all

I'll just add it all. Except a couple of projects that actually have some uniqueness to them.

mandag den 16. juli 2012

Start!

Game projects that I could never get anywhere with, since I can't code... anything.