OVERKILL'S PROFILE

My name is Andy, and I will stop at nothing to be awesome.

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Monster Magnet Meow

There's no music.

Snowball Review

Funny that you'd say that. Snowball came before both Molasses Meow and wuv, and was made for a contest game with not really much emphasis on being professional. At any rate, it won the contest, and I didn't really care too much about the flaws. I updated the game later to have a slightly better HUD, and less bugs, but that's about where I stopped.

The game was originally going to have switch puzzles that would require snowballs to land in a heated room to open doors, and also going to have water to build bridges over, and enemies and environments that would shoot fire. I meant to improve the snowball controls, but never really found something that worked, so I didn't bother wasting time. Ultimately, a lot more was planned than actually got accomplished, and I ran out of time. It's an unpolished, quickly-hashed together game. In fact, the levels that are there were made possibly a couple days before the deadline, hence only two of them.

I agree with MOST of the sentiments, and yeah this game is not that charming. It's simply something I managed to come up with in about 2 weeks of holiday time when I was still in high school. Contest games usually don't get a high level of thought invested into them, just whatever I can rush in really quickly.

Anyways, thanks for the review.

Game Chill 2009

Here's hoping the the theme is well thought-out (catches the dirty cheaters off guard, but rewards the creative folks), and this compo turns out to be fun.

Not long now. When I'm done finals tomorrow afternoon, I'll actually have time to look at game making again. I can't wait!

wuv

Yep! But it's not like I made or finished them all in one day :D

Game Chill 2009

Oh man, you had better expect games to be made!

Ahoy!

I have a soft spot for Verge, because it was the first good game engine I used and it taught me how to code when I was young. I use it when I want to pump out a quick cheap game or something, but not for anything particularly longterm.

ika's nice to script with (because of Python), but its editors need a lot of work and some of the core API is somewhat inflexible. You end up basically throwing away the builtin entity and map system if you're doing anything besides an RPG. So this sort of made me cringe a bit. That said, I agree Python makes things nice.

LuaVerge is the Verge engine in Lua code instead of VC, and I further went to the effort of making a library called "vx" which basically made a lot of Verge's stuff nicer to use (kind of like ika in a few ways). So you can actually design fairly nice games with this, but LuaVerge needs polish and it's got a few bottleneck things I haven't bothered to figure out.

I got frustrated with ika's and Verge's engine limitations, and decided to start coding my own engine from scratch.

I took a bunch of things I liked from ika and Verge and combined them. So "Brockoly", which I mentioned in my first post will hopefully improve on a bunch of engine lackings.

Similar to ika, it's got both software images (Images -- made with my own custom graphics code from the bottom up) and hardware images (Textures -- using OpenGL). But unlike ika, all the textures have a software image that can be drawn onto and refreshed and manipulated in a bunch of ways. Both software and hardware images have alpha, multiple blend modes, region-grabbing, and rotation and scaling that can be applied. There are both software and hardware primitives for drawing rectangles/lines/circles so this could be handy.

Brockoly uses a fairly flexible sound library, based on top of FMOD Ex. It also has keyboard input, eventually I want to put in joystick and mouse support.

Brockoly also introduces a builtin frame throttler that can be plugged in and be used by games. Timing is something lots of people mess up, so having at as part of the core engine ensures that the games will have a rather similar framerate across platforms and computer specs.

So graphics, audio, basic input, and timings's all there. So it's on to the trickier stuff, the stuff that that makes game design easier.

I'm at the design hurdle of making file formats that the engine will use (followed by making my own editors, I think). I've started the Sprite system, but I'm trying to keep the engine sprites fairly lightweight and easily extensible.

It's my hope that sprites are merely containers of image frames and animations. And extensions (maybe not in the inheritance sense) to sprites are what determine if this is an "RPG Sprite" or "Platformer Sprite" or whatever.

Of all the formats I need to come up with, sprites is the easiest. Tilesets being the next easiest. Maps (which are arrangements of sprites and tiles), and worlds (which are arrangements of maps connected together) are slightly more difficult.

School lately has been stomping on my free time so this going a little slower than I wanted.

But the hope is I'll make a game engine to conquer the currently used ones!

... And then make games.

Ahoy!

Ahoy! Overkill here. I was told to join by SDHawk, so I'm following his advice here. Also, 'sup WIP and Thrasher (and possibly others I already know here).

I'm a university student who has always been attempting to make silly game ideas since infancy. Sadly, I'm still trying to work on the "finishing a game" part. I've had lots of fun along the way, random ideas on the backburner, met lots of interesting folks, and entered a fair deal of small-scale competitions. I also hosted one hour compos (with extensions that made them about 3 hours) on IRC, with a fairly awesome turnout.

I am now working on a game called Resonance (working title), which is a metroidvania action game where the player is killed in an electrical explosion, and revived as an resonant superbeing gets his abilities by being in close proximity to communication beacons. It's been going slow though, since my game needs sort of outgrew what I felt Verge3's Lua binding could accomplish (although the engine is quite powerful and handy for game dev). You can read about it here, I guess. (My website's still fairly empty and unfinished, I hope to fix that soon)

I've been working on a game engine core, which I named Brockoly, to accomodate my game development, and eventually I plan on slapping in Ruby to give violently sexy scriping power that Lua just can't satisfy. One of the "would-be-awesome" features I'm trying to incorporate is a completely seamless 2D world format to completely rid the game of edges and just sort of flow into areas, but it might be more trouble than it's worth.

Currently I'm at the point where I'm about ready to put in the actual file format stuff in the engine core (custom map, custom tileset, sprites etc). But with school eating my time and my general lack of organization, I need the pressure of deadlines to push me along. So hopefully this "Release Something Day" I've heard about is the encouragement I need!

The hope is that I can come up with something fancy and dazzly to use, learn something new, and pump out several kickass games.

Recently decided I should expand the communities I'm involved with, and decided to join here. So there. Howdy <3
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