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Category: Game Dev News

New Greedy Snakes Progress

Posted by Jerome Blouin on July 9, 2010 at 12:48 PM Comments comments (0)

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:

 

  • The entire game was ported toSlick. 
  • I created a new font that is really cool. That adds to the great atmosphere of the game.
  • The player now has 2 lives and each of them has 3 sub-lives. This is in line with the "super mario bros" life concept I want to implement. You're going to save the game only at major game gates. You'll also be able to gain lives by doing great scores with conerning time and eggs, to name a few ways.
  • The resolution was lowered to 640 x 480 to make sure everyone can play the game without screen resolution issue.
  • Another great change is that now colliding with a snake tail hurts. This adds more strategy to the game, which is quite fun.
You can also expect lots of visual changes about everything; which will make the game a lot more prettier and less 4k ish. Ho and also expects sounds. In a next post I'm going to talk about the new game play features.

What's going on?

Posted by Jerome Blouin on May 26, 2010 at 12:39 PM Comments comments (0)

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.


New game here: Greedy Snakes 4k

Posted by Jerome Blouin on February 26, 2010 at 9:43 PM Comments comments (0)

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:

java4k.com

Here at Fun Toboggan



Java4K Games Contest 2010

Posted by Jerome Blouin on January 22, 2010 at 3:11 PM Comments comments (0)

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:

  • avoid creating methods
  • avoid instance variables
  • instance variables should be named with 1 character
  • and more
A very good starting point for coding guidelines is at JGO (javagaming.org) at http://www.javagaming.org/index.php?board=64.0.


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



Incredibuilder v0.60

Posted by Jerome Blouin on January 17, 2010 at 9:03 PM Comments comments (0)
Hey, Incredibuilder 0.60 is out! Here is the list of new features and enhancements:

New Gameplay Features:
- 4 new levels: bottle, happy face, waves, happy face 2
- New double knife tool:
  - it can be oriented either vertically or horizontally
  - 1 block can be cut at a time but it costs 30 secs.
  - new knife image
  - tool selection outline more visible
  - levels changed: the double knife, space ship, 8, U
- Simple knife tool:
  - cutting a block now costs 5 seconds.
- Hammer:
  - new image
- various enhancements for levels mostly completed:
  - pieces of completed plan colors are not part of next pieces
  - cost of tool usage is decreased
- new button sound
- Slowed down the rotation of background in the main menu screen.
  
Bug Fixes:
- Right mouse button to drop blocks wasn't mentionned in the tutorial.
- and more...  

Here are some screenshots of the new levels:







Jerome

Next Incredibuilder (v0.60) coming soon

Posted by Jerome Blouin on January 13, 2010 at 9:10 AM Comments comments (0)

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!

Piece enhancements

Posted by Jerome Blouin on December 16, 2009 at 8:41 AM Comments comments (0)
Hi,
the free knife tool is still in development and progressing slowly due to other tasks in my life. I found a new tester for the game (thanks Patrick) and he uncovered a very interesting issue with the knife tool. When the player plays a level that has 2 or more colors and one of them is complete in the plan then it's rather enoying because the game keeps providing pieces for that color. As a consequence, the player has to destroy those unuseful pieces.

So I decided to change the behavior about how the pieces are provided. Now the game no longer gives pieces for colors completed in the plan. I'm almost done with this change. I'm going to continue creating new levels for the free knife tool.

New free knife tool

Posted by Jerome Blouin on November 27, 2009 at 7:59 AM Comments comments (0)

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.

New Tool in Next Incredibuilder Version

Posted by Jerome Blouin on October 23, 2009 at 8:42 AM Comments comments (0)
The next Incredibuilder version (0.60) will introduce a new tool called the swap tool. By its name you can guess that you'll have to swap 1 or 2 blocks at a time either horizontally or vertically. You'll be able to change the orientation by clicking outside the fallen pieces.

This is a big variation of the knife tool. I think it'll be cool. It will certainly offer a new type of challenge.

The tool is nearly finished. Next I will create levels using it.

Version 0.57

Posted by Jerome Blouin on October 8, 2009 at 12:20 PM Comments comments (0)

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!

0.56: bugs fixes and new backgrounds

Posted by Jerome Blouin on September 15, 2009 at 9:19 PM Comments comments (0)

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

Incredibuilder Applet

Posted by Jerome Blouin on September 4, 2009 at 3:36 PM Comments comments (0)

 

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! 


Version 0.55 in development

Posted by Jerome Blouin on August 18, 2009 at 1:28 PM Comments comments (0)

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... :)

Working on new Incredibuilder look

Posted by Jerome Blouin on June 1, 2009 at 10:48 AM Comments comments (0)

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!

Version 0.52

Posted by Jerome Blouin on May 25, 2009 at 1:50 PM Comments comments (0)

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!


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