“Create a Horizontal Shooter”.. That was the compo rules for The Horizontal Shooter compo, over at SHMUP-Dev.. Or at least I think it was there.
I started this entry in January 2006. I know this because the game has a directory numbered 031..Since starting Wed.Workshop I’ve been numbering all my dev-dirs according to the number of that week’s workshop!
Why I never finished it, I don’t know.
Maybe I grew bored of it. Or maybe I realised it really wasn’t that much of a challenge.
Whatever the case, tonight I decided to spruce it up a little.. So I added in a few sound effects, tweaked the settings a bit, and then added in a tune I found in my huge Chiptune directory.
Mouse controlled, shoot the right, guard the left. Catch bullets in your trail!
Oh, and watch you don’t fall off the edges since there’s no edge detection! Nice and slow!
For those interested, the chiptune is “chromag-shock_therapy23.xm”
Sometimes you forget about games!
I worked on this game for a while, back in early 2003. The idea was to nick the whole Pokemon idea, and create a bizarre Coding based adventure game.
So, I nicked the graphics, too!
I also added a bunch of music that I’d grabbed from Aminet, and designed a nice Logo.
I got the map pretty much working as expected, and even got it so that text would appear in a little box.
It kinda looks like my recent workshop “Quest” games, really.
But, as with all my games, it got placed to the side and forgotten about.
Maybe it’s something I’ll ressurect in the future. I don’t know.
I think if I ever do come back to it, I’ll be better off starting from scratch.
Give it a go if you really want to! (Note : Runs in 320×240, fullscreen!)
While I was playing Ultima Online a lot, I decided to do a silly Ultima based comic. It seemed like a good idea at the time, but it took ages to cut out and manage each of the panels of a comic, in order to make the pages look good.
As I always say, “A simple idea can always be made easier if you use Blitz to do all the boring work for you.” It’s a long saying, but it fits.
Hyper Llama Man lasted for 6 pages.. Not a long time, but at least I managed to pull myself away from Ultima!
The first page of the comic was done entirely in PaintShop Pro. It’s kind of ugly. The next one was done using a quickly made comic strip editor. That was Strips. It worked, but it was specifically designed to create boxy plain-text Hyper Llama Man pages.
Pages 3,4,5 and 6 were all done using Strips 2.
Strips 2 was a much more advanced editor, allowing for sliced panels, bubble speech and a variety of fonts.
It’s more or less in a fully working state, but if you do decide to use it, keep saving often, because it’ll probably crash, or do something stupid!
You can download Strips 2 here.
Theory. I can make 3 versions of Platdude in 3D.
All three will be inside a box area. Version 1 will be a maze-like affair, with a multi layered floor, and 4 walls. Version 2 will be up against one of the walls and will play in a classic platform style. Version 3 will take the whole box area and fill it with Super Amazing Platforming Fun!
.. These were my thoughts when first trying out Blitz3D, 5 years ago.
I soon changed my plan and went back to making 2D games!
Still, the “Up against a Wall” idea kind of made it to the slightly dodgy JNKPlat 3D idea, so at least something came out of it.
When I started doing Wed.Workshop, a few people complained that a week was too short a time, so in September 2005 I did the first and only Monthly Workshop. The Super September Challenge asked people to recreate a classic 8-bit game in a 16-bit style, and add some silly extras that people kept adding to games around that time.
My entry was to be Super Dig Dug.
It started off well enough, but then the sound started going all screwy, and I couldn’t be bothered fixing it. So it was left to rot on my Hard Drive.
Download DigDug – Unfinished!
The game’s basic bits kinda work. Guide the bubble-shielded guy around with the cursors. Hold space to shoot his air-thing. Baddies inflate. Baddies explode. Rocks fall. Music plays whilst walking.. And all the rest of the expected goodies.
The gameplay isn’t all there, though. The baddies won’t become ghosts, and run for the hills… and the water that slowly fills the screen doesn’t actually DO anything!
But it’s a start. And maybe someday it’ll be finished!
Or maybe not.