I’M IN COLLEGE TRYNA GET A MUTHAFUCKIN SCHOLARSHIP
If you love Wario and absolutely extreme amounts of detail, this book is worth a shot! It contains an analysis of every enemy, object and room in the game, in 583 pages.
Anonymous asked: how do i into unity?
u just gotta MAEK GAEM!
so there’s a really fun story behind this and I’ll try to tell it real quick and hopefully not horribly.
way back when, there was the Atari 2600. There was only one entity making games for the Atari 2600. Atari. There were no game developers, only employees.
as employees, atari’s developers weren’t often recognized for their work. So far as Atari was concerned, these guys were just doing their jobs and didn’t deserve credit or a share of profit generated.
so four of these employees (David Crane, Larry Kaplan, Alan Miller and Bob Whitehead), guys responsible for some of the biggest games Atari’d released, decided they’d had enough with being employees. They wanted to set out on their own and establish a game company where developers were afforded the same concern that artists, musicians got. Royalties, recognition, all that nice shit.
So Activision is born. the FIRST THIRD-PARTY videogame developer. EVER. That’s a big fuckin deal. The landscape changed, the oxygen mix got a little easier to deal with and some of the dinosaurs started to feel a bit weak.
Anyways, not sure where I was going with that.
So you might be wondering if Atari was pissed. Well, Atari was madder than a rattlesnake at a Thai wedding.
and we all know how mad that is.
Getting back to this gif, Venetian Blinds. Atari hounded Activision with lawsuits for near on two years. One of the suits that went furthest concerned a technique that Bob Whitehead had developed. The Venetian Blinds technique, a trick to make the Atari 2600 display more objects than it could normally.
Atari claimed ownership of the technique and was convinced that Activision was using it without permission. Knowing that Atari has no case, Activision invites Atari’s lawyers over to show them what they’ve been doing. A squad of Atari lawyers are brought into a room and shown this.
It’s a simple demo where you raise and lower a set of venetian blinds. Revealing and hiding a picturesque sunset scene.
Atari decides to push through with the lawsuit and loses. Activision goes on to release some of the best and most remembered games for the Atari 2600.
There’s more to it but that’s beyond the scope of this post and I already made this too fucking long.
- Sky Carriers! Aircraft carriers are now airborne, ‘cause it’s fun and looks cool.
- Flight School! The game now teaches you how to play it, no need to crack open the readme file.
- A few enemy aeros are now patrolling the skies. Formerly, the only aeros you would encounter would be launched from aerodromes or carriers.
- Your progress is saved every time you complete an island. This means if you quit the game, you’ll have all your progress since starting the current island.
- Range calculation is more accurate, rocket and gun ranges are now shorter, as was intended.
- The LRSAM has been nerfed to do half damage and have only slightly higher range than a SAM. This means it’s less likely you’ll get missile warnings and have no idea who’s shooting at you.
- Fighter stats were rebalanced a bit. All fighters have slower dive rates, which means you’ll go a little slower while diving and therefore lose less altitude.
- Ramming into things now causes damage to them….. but it’s not recommended. :)
- Mac Players: You will probably still have problems using gamepads. I am looking into a permanent solution, but it requires me to rewrite all of my input code to use the InControl library. This is a primary goal of Alpha 14.
Ever since I released Alpha 10, I’ve noticed that the game is harder to understand than I expected. I always knew I’d eventually make a tutorial, so I’ve finally gotten around to it. I’ll figure out its full efficacy once I show it in person to someone other than my wife, in the meantime all of you guys get to try it out!
I also noticed that players would always fly very low, dangerously low, and never really try to gain altitude merely for safety’s sake, as any experienced flight sim junkie would do. Most arcade flight sims like HAWX or Ace Combat alleviate this by starting you off in the air, which didn’t really work with launching from a carrier. So, rather than removing the carrier, I just moved them up into the sky! Having enemy carriers in the sky also gives you a lot more things to do up above the clouds, and in my opinion makes the battlefield feel a bit more “full” than it used to.
Participate in the player community at the subreddit (well, uh, at this point, CREATE the community):
If you’d like to keep better track of the project, just follow me:
Anonymous asked: golly gee what the diddly have you even been up to for the past like 3 year?
WOAH Funny you should ask that, anonymous reader!
Thing is, I didn’t have any time to make cool stuff to post. So what I figured I’d do is make a game in no time - zero hours! That’s right! It’s magic! Wow!
Y’see, I made a game for the ZERO HOUR GAME JAM - started at 2am on 11/3/2013, ended at 2am on 11/3/2013. Crazy stuff. Hows it work? Don’t ask me.
Check out the whole dang thing here 0hgame.eu
And check out the neat lil thing I did here IT’S HAPPENING
It’s a game of intrigue and conspiracy. It’s got precisely the level of quality you might expect from a game made in zero hours. It’s kind of retarded and a little offensive, just like me. It’s all I’ve got. It’s happening.
Noitu Love 2 from Konjak is on sale for $2. Go buy it to support the development of The Iconoclasts.
Yeah! This game is great. I got it at the full price and it was worth it. A really pleasant and rewarding action game.
Fuck yes. Konjak is one of my favorite developers out there today.
I wrote a new implementation of Conway’s Game of Life. In the original, each cell follows the three original rules. In my version, tentatively titled MultiConway, all of the rulesets are generated by the user, and different species of cell can be created following different rulesets on the same game board. Cells of different species can interbreed and create hybrid rulesets. It’s also open source! Very cool. Download it here:
CURRENT VERSION: ver 1.00
A few known bugs: The “run” button has been known to not work on machines using an older JVM. Also, cell reproduction rules can potentially have unusual conflicts. These may be fixed in later versions.
Some musings from the creator: I’ve found that successful rulesets that produce stable, interesting constructs are fairly rare. Rulesets that favor breeding tend to create massive cellular storms, whereas sets that favor cell death tend to go extinct quickly. John Conway’s set seems to be in the “goldilocks zone” of mathematical rulesets, although I have gotten a few very interesting stable constructs from hybrid sets.
Play around with it.
Hydra Castle Labyrinth is a really nifty adventure-platformer in the same vein as La-Mulana and Maze of Galious. You can download it from the website of the creator, Buster. (ver. 1.03 at time of writing). Unfortunately, the game is entirely in Japanese. But here’s the good news: I wrote a full translation patch to English! You can download it here:
The patch was written for version 1.00 but should be compatible with all versions up to 1.03 and beyond. Thanks to /r/IndieGaming where I originally posted this and also to DeceasedCrab and /v/ for helping spread the word.
Here’s as good a place to start as any. I wrote a lightweight Mandelbrot set visualizer in Java oh so very long ago. Here it is!
Not fantastically impressive, but it’s finished content, and it’s pretty fun to play around with. I’ve written some pretty neat things that I left sort of half-complete or unpolished, and I’m electing to not post those. Maybe someday I’ll post a big package of half-finished stuff, but for now I just want to show my good side.