Sounds are in!,. working well here,. although Ville is saying that there are latency issues on his 2.1 phone,. I am mostly interested in supporting newer tablets,. but any low-end supposrt is welcome, and I will do some quick ‘light’ games for old hardwares as well as more intensive stuff.
Android dev. with ZGameEditor
Android/ZGE dev. YouTube video
Just a quick test of the new Android build of ZGE. There is no sound just yet, however Ville is planing to use the same real-time synthesis engine as the PC versions so we should see some very cool developments coming for your Android devices in the near future. I know I have a nice little tower-defense game that can quickly be adapted to touch-screen controls. The 3d performance is quite good in that test game, so we will see how hard we can push the various Android hardware.
Wizard of Wor Remix – old file found
Since a few people have asked, I went looking for an old game I made; a Wizard of Wor Remix built with GameMaker back in 03.
Like many, I have updated computers over the years, and lost data on a verity of occasions. I do recall I had stoped working on this because of a nasty harddrive crash back then where I lost the source file, therefore only some compiled versions remain,. This is the only one I found, but I will continue looking,. if anyone finds a later version (numbered higher than 018) please share.
wow_018 [ win, 2.7mb ] I just tried it on a win7 machine, and for some reason I can not remove the .exe file from the zip folder, it does however work fine simply running from the zip, strange,. but give it a shot if old-skool arcade remixes are of interesting to you. This one had some nice features as I recall;
According to Mike Splechta over at [ http://www.gamezone.com/ ], where they are hosting the game file, but behind a mandatory video ad.
“DESCRIPTION OF WIZARD OF WOR
Wizard of Wor Remix is another beautifully crafted remake by jph, featuring larger mazes, a handy fold space button which allows basic teleportation and a very capable A.I. written to mimic the actions of a secondary player in the game. As a Worrior, your task is to hunt down monsters in a maze-like dungeon with only a unified field disruption rifle as your only weapon. Definitely an item of interest to fans of the original, though the current generation may not be so easily endeared by it’s archaic roots.”
Actually the AI is sorta cool. If you want to fight the other player, the AI will retaliate if shot,. even accidentally! Otherwise the AI will just hunt monsters. I added this as it is a two player game, and I needed to test,. in the end the AI is one of my favorite elements of this program.
PatternStack – test demo,. just the basics.
PatternStack may be the name of this,. not sure yet. Anyway, I have not had time all month to work on this much, (sold/bought house, moving, etc.) but it is still on my mind. This basic demo lets you use the patter edit screen to build little beats. Not yet any control over individual sounds or even notes in the pattern, but just a simple randomization of the pitches when triggering already creates some nice generated tunes from the simple patterns.
WanderingSequence_034 [ windows, 214kb .exe file ]
Also, in interesting news ZGE now has a beta Android build,. Ville is tweaking it up nice so it will run on many hardwares,. Since I do have access to a Sony S tablet this interest me, already running tests, and liking the results.
Wandering Sequence – building an algorithmic 16 step chase light sequencer
After adding the little chase light sequencer into debug, I decided to do a more advanced version as a stand-alone app. It is an interface for triggering sounds and organizing algorithmic patterns, being built on the sound engine in ZGameEditor. The sound engine is a simple real-time subtractive type synthesis with the possibility to use samples for the oscillators. I may use these patterns for music in ZGE games or the sounds can just be recorded as tracks or loop samples for use in other applications. The interface is being scratch built and looks like this so far;
The grid is 16 steps by 8 tracks, the tracks each have mute, volume, and delay settings, so far. Next is to add note and sound controls, so each trigger can have a different sound or sound settings. I am envisioning some algorithmic manipulators to manipulate the settings of the sounds and the mixer. The end result is to be a simple pattern sequencer that will produce endlessly changing music, ambiance sound sculptures, and noisescapes. The demo will be posted here shortly.
The Mine – playable proto-demo released.
Since I am currently ripping the game engine apart and rebuilding it better, and that may look boring for a while, we are releasing this outdated proto-type. You can mess around with it and perhaps begin to see some of the gameplay potential in the design. Some forms of mechanization of consciousness are mining an asteroid, that is you. Eventually you will be gathering resources, building a base/mine and defending it from others. Currently you can only dig with a couple tools, collect ‘gold’ and spend it to get more mining shells, and light energy. If you dig down deep enough there is a molten core, well some friendly lava currently (everything is placeholder and evolving). The eventual result is to be an mechanical ant-farm, type exploration/mining game, with base building and real-time strategy elements,. and stuff.
the_mine_053 (a 677k win exe file.)
Should look like this;
Explain That Game – Debug Formulation
This was a pleasure to watch, even though frustrating. It seem, I may have made this game too difficult to figure out for all but the hardcore. This guy was SO CLOSE!
Thanks to WhoKnowsGaming for doing the video and getting so close to cracking my unintentionally cryptic game mechanic.
What he missed; There is no POW loss for dying, it is the re-spawn delay that will likely result in some of the Cores falling off the screen. Each time a Core is lost, off the screen bottom, a Bug re-spawns, AND one POW is subtracted from the bar!
The shooting is a bit more complex than a single shot limit. There are actually two shots fired each time the button is PRESSED, one is the propulsion blast that fires the cannon shot up the screen. This will fire as fast as you can press the button however with a low POW bar these blasts are more of a melee type weapon. They do become very powerful with larger POW meter. The main Cannon’s shots have a long reload time, however as the fire button is HELD the propulsion blast are recycled, so no melee shots are fired, the main cannon fires faster and faster, till the POW bar is fully charged. Yes maintaining the POW bar in a Charged State will move the ship faster and further up the screen as well.
The intent is to provide game-play options and no single way to play this game. Shooting Bugs quickly will cause many Cores to start falling, this is fine if the player can juggle
otherwise they will be loosing POW for each one they miss. Had he had a bit more POW on Wave 3, he would have seen the next Bug type ‘The Flakers’.
iG intro logo
I have been working on a logo of sorts, well someone asked what the iG logo was and I realized we don’t have one. So far this is as close as I have come to making one. This is an intro that I will add to the games. Still I should work out a way to have a progress bar for generation phase, it may appear glitched at first. However I am quite happy with this as is and I will just keep picking away at it till I can distill some form of logo out.
The thing alternates these two versions of itself, while camera and lights whip about, it has a bit of sound now too. Moving the mouse in the X axis rotates the whole structure.
Get the 39kb .exe here; iG_logo_000
The Mine lighting upgrade continued
I have spent some more time testing out the possibilities for rendering the terrain in The Mine. These tests just keep looking better and better, this particular setup looks very promising
There are three lights here with different attenuations, all the terrain graphics are generated and build up from several texture layers, I will try it with Peter’s art next. I am tempted to make the move away from the flat bitmap base units, and in-place of them try adding full 3D models, as this lighting adds quite a lot of atmosphere. I will do some more testing, before making that decision.
Here again is an .exe demo; new_light_tests_023.zip (42kb Windows OS)
Buy Debug Formulation on Desura
After some effort to come to terms with indie distribution community Desura’s detailed web content needs, Debug Formulation is now available as a free demo, as well as, a payed full version.
All the images, in specific sizes, really do come together nicely on the web or in the actual Desura client. I can see what a massive effort it is to maintain such a service and I am glad they are doing it so I don’t have to. Looking through all the available stats, and database options,. sure does give me ideas for future projects.






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