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Hey There,
I wanted to share with you how it's going with new greedy snakes. I wasn't able to spend a lot of time in the last weeks but when I work on it, it progress very well. Here is what I accomplished:
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Hi,
you may have notice that I was completely silent a couple months? That's because I took a break of game development.
Recently I came back by releasing a new version of Incredibuilder that doesn't add any new new content or feature, I just removed the Java security popups due to Java 6u18 and later by using the latest LWJGL Applet release. I also took the opportunity to update the game to the latest Slick release.
My other activities are now concentrated on the development of my new game new greedy snakes. This one will be a much more elaborated version of the 4K version (http://www.java4k.com/index.php?action=games&method=view&gid=296). You can also expect better graphics and added sounds.
Stay tuned about development news of this game.
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Hi,
I'd like to talk about my latest game: Greedy Snakes 4k. It's a game based on the classic snake game where you have to eat eggs or something else (don't remember exactly the object). In the classic, each time you eat an egg the snake's tail grows, which increases the game difficulty. Also, hitting your own body or an obstacle causes death. In my my game, which is a variation of the classic gameplay, I wanted to offer a different challenge. You still eat eggs but you're not alone; you must compete against your rival snake. So you'll not only have to be quick but also to have some strategy to eat more eggs than your rival. Because eating more eggs is necessary to win a level. But eating is not the only difficulty; you'll also have to watch out for collisions with walls, border and your rival too as in the classic version. The exception is that you have 2 chances (life line) before dying.
You might wonder why the 4k in the game name? That's because the game fits in a 4 kilobytes size limit. Why that limit you ask? Because I developed this game in the context of the java4k 2010 contest. Any game you submit to the contest musn't exceed 4k. I can tell you, 4k is very small to fit a complete game, yet enjoyable. So because of this very restrictive limit, you can't really deliver real graphics. By real I mean graphics built with external images and such. Doing so would simply blow the game size limit, as you may already have guessed. So in my game, I generate all the graphics and images at game start up time. Sure they are basic and simple but I still managed to deliver a stylish look and cool atmosphere. I'm somewhat proud of what I came up with. The sound? There is simply none because there was no room left.
There's only one issue with my game: there's only 10 levels due to lack of time. I had only 1 month to develop the game. And of course I couln't work full time on it; just a small portion of time per week. But rest assured, I plan to deliver another version of the game that will contain much more levels! And with more gameplay features.
So, don't rest on your seat and have fun with Greedy Snakes 4k! You can play it at:

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Hey, I'm going to enter the Java4K contest this year. This is going to be my first participation. If you don't already know the contest I suggest you to consult and play a a lot of very cool games at java4k.com. It's truly amazing what can be done in a game with only 4kb (4096 bytes) of size! Believe me, I browsed all the games for this year and past years and I was simply stunned by the quality, playability and fun factor of a lot of them. But, yes there's a but, don't expect full fledged games there of course. Some have multiple levels (many here means different content and not just increased difficulty in levels) and you can play those ones for up to 1 or more hours. Again, you know that these games can't be compared to normal PC games and not even casual online games, even those crappy-marketing purpose games. The comparison doesn't stand here because of the limit of size of 4k games.
Talking about size, since 4k is a very small size (that wasn't the case in the vic-20 era), the typical developer makes every possible attempts to save space. This makes room for more content, better graphics, etc. To save space, many compression techniques can be used such as pack200, lzma and gzip. An obfuscator can also be used to further compress the code. But before applying these techniques, the developer must take great care about how he codes his game to try saving space. Such code design or style I should say implies for instance having only one class, which is named with only 1 character. Other guidelines are:
I'm going to start coding my first 4k game very very soon (since the contest ends in about a month or so). The game concept is based on the snake game. In a summary, you - the snake, have to eat the highest number of eggs before time is over and by competing with other snakes. Your snake never stops moving. He must avoid walls, blocks and his rival snake otherwise his life decreases.
My last point I wanted to cover about 4k games is how fantastic it is as an exercise of prototyping game concepts/ideas. Because of the size limitation, you're forced to focus on gameplay to achieve a complete game. Having less emphasize on graphics and sound keeps you concentrated on the most important thing in a game, the gameplay. Sure you have to spend time on byte saving but I guess it's a question of getting used to.
So stay tuned about my 4k game I'm starting developing. Before leaving you, here is a small list of impressive and great 4k games this year:
Assassins 4k

http://www.java4k.com/index.php?action=games&method=view&gid=284
Don't Reach The Square

http://www.java4k.com/index.php?action=games&method=view&gid=271
Falcon4k

http://www.java4k.com/index.php?action=games&method=view&gid=268
GTA4K

http://www.java4k.com/index.php?action=games&method=view&gid=280
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Hi,
this is just a quick update on what's going on with Incredibuilder. I'm completing the development of the next version. It's a been a long time since the last one but the next version is coming soon. The swap tool and free tool were put on hold because they cause significant gameplay design issues. I might reconsider them later though if I find good solution to fix the issues.
Also, expect new levels and a redesigned double knife tool for a much better gameplay.
Stay tuned!
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Hi all,
the last weeks or last month have been really busy for me. My day job prevented me to progress on my game. Before this I had developed a new tool called the swap tool. It allowed to swap 2 blocks and was supposed to be used with hammer to remove used blocks. Well, this tool may seems fun but the design of levels for it is more difficult than planned. And the fact of switching tools with space bar doesn't fit very well the hand position in my opinion.
So I put the swap tool on hold and decided to go with a new one called the free knife. This tool is like the simple knife except that you're not penalized using it, but if you put blocks in the trash can then you lose 3 seconds (this is to discourage cheating with the trash can). I already have planned for 10 levels in which most of them will use the the free knife. So with this tool, you'll build much more detailed structures like a human face with multiple colors for example. This will open the gameplay for more detailed levels with more colors without making levels too difficult since you'll be able to move blocks without penalty. You can see this tool as a way to draw things in a funny and challenging way.
So stay tuned with the progress.
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Hi , here are the features of version 0.57:
- Right mouse button now drop the falling drop piece (drop button still supported).
- Faster start-up time.
- New backgrounds.
- Menu items are bigger.
- New font (fixes bad characters issue)
- Various bug fixes:
- block overflow in tutorial 2
- block over knife when block is cut
- player can move falling piece before level start
- disabling music crashes the game later on
Enjoy!
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Hello!
Version 0.56 is uploaded. Here are the changes:
- many bug fixes
- removed menu music. Might add a new one later.
- performance improvements concerning background rendering
- new backgrounds and each level is different than the previous one
- credits screen updated with artists
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Hey folks, a new incredibuilder version is up on my site!
New features:
- Applet support only
- 800x600 resolution
- New graphics (still incomplete though)
- New fonts
- Better tutorials and shorter too
- A few more levels
Caveats:
- French language temporary not available. Will be fixed soon.
- New graphics incomplete but not an issue
- Session persistence broken. Will have to switch to classic applet persistence API.
- Progress bar at start no longer visible, don't know why. Issue with applet only.
The game is now on gamejolt.com and will be on games4j.com as well soon!
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The next version will not only contain a new look but also many improvements such as shorter tutorials, a few more levels, Java applet support and support for 800x600 resolution.
Stay tuned... :)
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Hello,
I'm in the process of putting in place new graphics for Incredibuilder. This will include new background graphics as well, which will be dynamic and jazzy! :)
Stay tuned!
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Hello,
I took some time to rest lately and that's why a new Incredibuilder took more time to deliver. Version 0.52 is a small release since it contains only changes to the toutorials. I removed the confusions about how to play and concerning the time versus money modes. The game mode selection screen also contains a description of each game mode. Finally, I did a couple of bug fixes.
I'm now working on enhancing the graphics to make them more unique/original and if possible stay away of the Tetris look.
Stay tuned!