Puzzobomb, a mix of Puzznic and Bombs.. (For Jericho!)
Starting with the Wednesday Workshop base from the other day, I decided that yes, I would build it up a bit.
So, I opened up the Amstrad CPC game “Puzznix” which, since I was a kid, I’d always assumed to be “the original game”.. Turns out it wasn’t…
I don’t normally post individual Workshop entries. They’re not usually good enough to make it to single-post-worthy status!
This week’s workshop is a Jericho-based “Explosive” challenge, and so I made a small puzzle game with Bombs.
It’s quite an interesting puzzle game.
Take the basic rules of the classic Puzznix game, add bombs, and score it all on a Golf-style scorechart.
The game looks quite nice, nicking the “chunky” block style from Blockman, and there’s some half-assed sound effects.
Essentially though, it’s a nice puzzle engine that I think I’d like to build upon.
Quite where it’ll end up, I’m not sure, but for now it’s got a nice 18-puzzle level set, and a few of them are vaguely puzzley!
Left mouse to move, right mouse to explode bombs, and that’s pretty much all you’ll need.
You can download Puzzobomb here.
For now it’s Windows only.
Last year I drew some graphics!
A set of sprites and background tiles for a DS game based on the classic Alien Breed on the Amiga.
The plan fell apart soon after.
Last week I decided to resurrect it on the PC.
Sorry! This is another none-DS game, folks!
Not as many fun little games, this time around, but weeks 61 through 90 brought about a few changes.
For starters, Coders Workshop closed down in week 64, which meant the whole Wed.Workshop thing was without a home. Consequently, I spent most of this period building up the whole Socoder website.. from scratch.. in notepad..
It took a while!
So, I missed a few workshops! As such there’s only actually 14 games in this selection. There are some super special games, though.
The “CodersWorkshop” game is a miniature Top-down, Romp-around, Dungeon-esque game, only without much of the needed gameplay elements! There’s a decent Picross game, with included Level editor. There’s experiments with transparencies, tests with strange window resolutions, and there’s even a backwards game thrown in for good measure.
You can Download the Collection here, and for more of the same, check out Weeks 01 – 30, 31 – 60 and my complete entry list.
If Centipong was a simplistic looking game with added 3D, Blockman would be the exact opposite. With levels so colourful they’d poke your eyes out, Blockman comes hopping along to rescue all the Blocklets.
It’s a rather simple game. Grab the Blocklets, take them to the door. You can bring as many as you can to the door at a time, but the more you get safely home in one go, the more points you’re awarded.
What happens when you take 2 classic Atari 2600 games, and stick them together?
Centipong mixes Centipede and Pong to create a really weird almost-psychedelic game.
Smash the ball at the Centipede repeatedly.
All of this Game Collection stuff reminds me of something.. It’s time for another pack of Workshop games, methinks.
Every week at Socoder.net, there’s a little game-making challenge. Create a game with the theme suggested. This collection features all of my entries from weeks 31 to 60. (11th Jan – 2nd August 2006)
As with the last pack, some of these are good games, some are ok games, and most are just experimental pap!
A multitude of games, ranging from the inane to the insane.
Decent stuff like PipeRunners, a 2 player splitscreen Pipeline clone.
Terrible games like Zombie where everything moves way too slowly.
And even games like Typing Arcade, where you have to type what you see to win.
And, of course, let’s not forget Mario’s Fiery Forth.
I’ve included v0.5 of that, which is a Post-Workshop edition, built up a little futher than the original entry.
Lots to see, and lots to do!
Download the Collection
For more of the same, see Workshop Entries, Weeks 1 to 30, or my Wednesday Workshop entry list.
Nothing special this week. If you knew me at the time I did Green’s Tiny Collection, then you’ve no doubt seen this game.
I thought I’d post it, though, to remind myself of what a great idea it once was.
Keep control of both Platdude and his football.
You use the spacebar to jump. Jump and header the football to send it flying over obstacles.
If you pick up any items, you can use them by hitting the cursor key in the direction of the item. That is, the powerup display shows 4 items, 1 up, 1 right, 1 left and 1 down. As you pick up items, they rotate within the display, until 4 pickups later, the oldest is disposed of whether it’s been used or not.
The gameplay exists on a single 2D Plane. There’s plenty of Parallax scrolling going on, and the levels run on into each other meaning the whole game keeps on moving whether you’re in the main menu or halfway through level 8!
Not that there’s 8 levels, of course! It never quite got that far..
The game’s main issue is it’s collision detection and physics. At the time I was still learning all about the strengths and weaknesses of Blitz coding. I’m sure that nowadays, given my better knowledge of Blitz, I could come up with a much better engine.
In fact, I might even give that a go.
But not right now… Lots of other stuff to be working with at the minute!
Download Bouncer Demo
This week, an In-Progress experiment.
Use the flash thing on the top right of the site. Doodle yourself a little image, then click “New” which will not only start you off again, but also save the icon to a file on my site.
In the next few days I’ll be collecting all the icons (and moderating them!) and then placing them into future games. They’ll be used in plenty of ways, from Picross puzzles, to odd little incidental imagery.
Hopefully I’ll be able to collect a fair few of them, and I’m looking forward to seeing what images you can come up with.
Thanks for your help.
Week 22 of the Wednesday Workshop was Racing week.
The first game I attempted was a UFO Fly game, the game you see entered.. But after I’d done that, I attempted a couple more engines.
#1 was a mess, and never really got anywhere. It was a nice graphical effect, but nothing more than that.
#2 however, was a Ball Bouncing AI Racing grand prix game!
Here it is, as it sits on my hard drive. Unlike last week I haven’t bothered to neaten it up at all, and this is pretty much how I left it… And it’s really unfinished, so there’s no end to it.. Just keep floating away!
Use the cursor keys to bound your way through the level. Start by pushing up, then right. But, obviously, don’t get stuck in the roof!
A very strange game.
Would it be worth finishing this one off?
No.. Probably not!