Archive for the 'Games' Category

Evolution SHMUP

Saturday, May 10th, 2008

I’m extremely sorry for the delay in posting the game. I had some further trouble (I forgot my server’s MYSQL password), but the game is finally online. Conveniently I can now also participate in the TIGSource’s Procedural Generation Competition (which launched May 5th) with the game…

So the game is actually something completely different for me: a Javascript based browser game, called Evolution SHMUP.

Click here to play Evolution SHMUP

Evolution SHMUP Evolution SHMUP Evolution SHMUP

It’s basically just your standard shooter. But the cool thing about it is, that the game’s data is generated “randomly”. Everything from the way the player moves to enemy patterns are “randomly” generated.

Randomly is in quotes because the game uses very Darwinistic way of generating the data. Every time you play a game, the game keeps track of how long you played that particular game. And the way that a game is generated is by selecting few of the more popular games and mashing them (randomly) together. Hopefully this process will create a game that is even more interesting and thus will be played even longer. The plan is to create the ultimate game, that is so addicting that once people stumble upon it they can’t quit playing it. And then the game will evolve consciousness and it will start taking over the world by itself. And thus Skynet was born…

Credits

Code, graphics, design: Petri Purho (petri.purho [at] gmail.com).

The game was inspired by Creative Synthesis’ research project: Human Tended Gardens of Evolutionary Design.

Few of the background patterns are from Kaliber 10000’s Pixel Pattern Collection. The following designs were used:
Pink Mudejar by Pantero Pinco,
Be Glad…it’s Plaid! by ingternet,
bowtie by ingternet
Sucr by Goksel Goktas,
ak 18, ak 12, ak 16 and ak 17 by Andreas Köberle,
Estoria Pisser by Dan LeRoux,
SCCO by Richard Schumann,
pattuan by vitto,
tridimencional and mosaico by Wagner Campelo,
Canvas Expression by Joel Abad,
yep by Itai Rabinowitz,
RP02, Der Rote Salon, Der Gruene Salon, shocking yellow, Vercetti Mansion and Wat Yai - Phitsanulok by Roland Peschetz,
archipelago pattern by Anton Repponen.

Small-Time Scorched Earth Invasion

Wednesday, March 26th, 2008

TIGSource hosted another one their funky game development competitions. This time you had to create a game based on a name you got from the Video Game Name Generator. Much like in the real industry; you get a generic name and then you have build a game around it.

My entry was coded pretty much during the last day of the competition. It’s called Small-Time Scorched Earth Invasion. Basically it’s a mash up game, I mashed in Scorched Earth with Space Invaders and Missile Command. “Small-Time” in the title referes to the development model…

Sorry for messing up the game a month schedule again. I blame the deadline of the competition.

Small-Time Scorched Earth Invasion

Small-Time Scorched Earth Invasion screenshot Small-Time Scorched Earth Invasion screenshot Small-Time Scorched Earth Invasion screenshot

Download

Scorched_release1.zip (6,3 MB) (Release 1)

Instructions

You play as the scorched earth tank and your job is to defend the earth from space invaders. The development progress can be best described as “Small-Time”.

Move with “A” and “D”, aim with mouse and fire with left mouse button.

Space invaders and your rockets will do damage to earth if they hit the planet. Try to survive as long as you can.

Credits

Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )

Music: Mr. Fab - Bossa Super Nova. The song is used under the Creative Commons Attribution-NonCommercial 1.0 license. It is freely available at http://www.archive.org/details/csr020 under the Creative Commons Attribution-NonCommercial 1.0 license.

Inspiration source: Experimental Gameplay Project.

Small-Time Scorched Earth Invasion uses: SDL and SDL_Mixer.

Cancer Wars

Saturday, March 1st, 2008

Apparently jet lag (GDC will do that you), over 50 unanswered emails (I blame GDC) and trying to prototype multiple game ideas (also GDC’s fault) at once isn’t the most productive working environment. Who would have known. And before traveling to San Francisco I was thinking that it wouldn’t be too difficult to do a game after the conference; having a head full of ideas I wanted to test out. Anyway I patched together this prototype in two days. Unfortunately it isn’t nearly as finished as I would like it to be. I’m not sure if the game mechanism even “works”…

It’s a two player game, played with a single mouse. There is no single player mode in the game! Also there isn’t any instructions in the game, so please read the written instructions before trying it out. And to reset the game you have to manually “reset” the game, by closing and restarting the program.

Cancer Wars

Cancer Wars shot Cancer Wars shot Cancer Wars shot

DOWNLOAD: Cancer.zip (2.4 Mb)

Instructions

You play as pink and green stomach cancers, who mainly survive by consuming large amounts of beer (yellow liquid in the stomach). The goal of the game is to harvest enough of the beer to fill out your resource meter. Who ever fills their resource meter first wins the game.

To harvest the beer try to get as much of the beer into your cancer mouth as possible. You can build constructions by dragging cancer pieces from the “shop”. You can rotate the pieces (while dragging) with the mouse wheel. Every piece you build will cost you some amount of resources. The bombs will allow you to destroy cancer pieces from the stomach.
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Grammar Nazi

Friday, February 1st, 2008

Feb 6 2008: This is what I posted while the site was down. And yes, I’m still waiting for the shell access rights from my old hosting company…

I’m still waiting. My ex hosting company hasn’t given me a shell access, so I could fix the SQL tables and get my blog back up and running. It’s been now 9 days and I’ve been in contact with them several times and they still haven’t been able to give me a shell access or fix my SQL tables.

In the meantime I did a quick one day game, which I’ll provide here.

I’ve been fighting the urge to do a SHMUP for a long time. The indie SHMUP genre is a very interesting and a lively one. So greetings to you all, I admire your work and I hope I haven’t cloned anyone’s game without knowing it!

Grammar Nazi

Grammar Nazi shot Grammar Nazi shot Grammar Nazi shot

DOWNLOAD: Grammar.zip (5.8 Mb)

Instructions

You’re the grammar nazi, fighting poor English usage everywhere you go!

Type in letters to fire. You can do damage to the poor English (the boss enemy thing) if you manage to spell a word correctly. Longer words do more damage than short ones.

Controls: your keyboard

Credits

Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )

Music: The Coconut Monkeyrocket & Martinibomb - Shopping For Explosives. The song “Shopping For Explosives” is freely available at http://www.archive.org/details/csr016 under the  Creative Commons Attribution-NonCommercial 1.0 license.

M3 - Molesting the Match-3 Market

Monday, December 17th, 2007

Edit 19th Dec 2007: I did a small update on the game. New version is available now.

And now for the final exciting episode of my Ludum Dare blog post trilogy.

The game is done and it’s called M3 - Molesting the Match-3 Market. It’s inspiration was this blog post, which somewhat explains the name.

The idea in the game is that you’re a casual games’ level designer and it’s your job to create levels for the game, in which the players can get the maximum score without really doing anything. Because the truth is that’s what most commercially successful casual games are like. Big rewards with minimum input from the player.

This is my first “48 hour game” and I entered it for the 10th Ludum Dare 48 hour solo game development competition. The idea of the competition is to see how good of a game can you create alone, from grounds up in 48 hours. Also I overslept the first 10 hours, so for me it was a 38 hour game development competition :)

M3 - Molesting the Match-3 Market

Screenshot of M3 Screenshot of M3 Screenshot of M3

Download

M3_release2.zip (2.3 Mb) (Release 2)

M3.zip (2,3 Mb) (Release 1)
M3_source.zip (0,5 Mb) (Source code of release 1)

Instructions

You’re a level designer for a casual game. Your job is to design levels so that (casual) players don’t have to do anything to get a huge score. This is the way commercially succesful casual games are being made.

Drag the pieces around and click start. The colors will be destroyed as they touch each other. Try to go for the big multiple chains.

[space] - swaps between the editor and game.
[m] - toggles sounds.

Humpsters

Saturday, December 1st, 2007

Yet another done in under 7 days game. This time I totally run out of time, I blame this on some unexpected stuff I had to deal with and also the wast quantity of last minute bugs that seemed to multiply every time I squashed one.

Humpsters

a game about Humping Monsters.

Screenshot of Humpsters Screenshot of Humpsters Screenshot of Humpsters

Download

Humpsters.zip (6,0 Mb) (Release 1)

Instructions

You are a Humpster trainer and your job is to become the best humpster trainer in the world!

Edit your Humpster in the shop. Drag bodies around (drag the blue dot) and connect them together with the blue dot.
You cannot directly do anything in the fight mode, so  design your humpsters properly.

Bloody Zombies

Thursday, November 1st, 2007

I’m kicking off the new season with a low resolution game done for the Gamma 256 event. The deadline is today, but really this game should have been released yesterday, when it was Halloween and Peter Jackson’s birthday. All I can say in my defence is: Party’s over!

Bloody Zombies

Screenshot of Bloody Zombies Screenshot of Bloody Zombies Screenshot of Bloody Zombies

Download

Bloody.zip (0,5 Mb) (Release 1)

Instructions

Bloody Zombies, the goriest game ever made in the glorious 128 x 96 resolution! Fight zombies with your lawn mower! Solve levels with your opponents blood!

Goal is to rescue Barbara from the clutches of the nasty zombies. Collect all the keys in the level to open the door to the next one.

It’s recommended to play the game with a Xbox 360 controller. But it’s also playable with keyboard and mouse.

Xbox 360 gamepad controls
[d-pad] controls the character.
[right thumb] controls the lawn mower.

[right trigger] gives gas to the lawn mower.

Mouse-keyboard controls
[WASD] moves the character.
[Mouse] moves the lawn mower.
[Left mouse button] controls the gas.

Esc will quit the game.

Settings.xml can be tweaked to run the game in fullscreen. The game runs in 128 x 96 resolution, but for obvious reasons the game area is zoomed. The zoom factor can be adjusted in the settings.xml. It’s under the title PixelSize. PixelSize 1 runs the game in it’s native resolution.

SM Word

Saturday, September 1st, 2007

A week ago I wrote that I’d take a small from break from monthly games. Well, I lied. Here’s the my newest game (let’s call it an off-season game).

The game was done for TIGSource’s B-game Competition.

SM Word

Screenshot of SM Word Screenshot of SM Word Screenshot of SM Word

The game requires a microphone to play it.

Download
SM_Word.zip (1,0 Mb) (Release 1)

Instructions
You have to type in the phrase “All work and no play makes Jack a dull boy” over and over and over again. Every time you finish the sentence you get points.

When an error message pops up you have to close it by shouting (preferably cursing) and banging your keyboard with your fists.

Eventually the error messages will spawn so numerously that the program crashes and you’ll be scored on your performance.

Alt + enter - Will toggle fullscreen.
Esc - Will quit the game.
Alt + F4 - Will quit the game.

Credits

Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )

Inspiration source: Experimental Gameplay Project.

SM Word uses: SDL, SDL_Image and BASS.

A Tribute to the Rolling Boulder

Wednesday, August 1st, 2007

This is my 12th done-in-under-a-week game. It’s also my Assembly gamedev competition entry. Which means it was published on the Assembly website a bit earlier than it is published here. And thus it “leaked” to the internet and was blogged already by the2bears, indygamer and soldat movies.

The game is open to harsh critique and wish me good luck at the Assembly gamedev combo.

A Tribute to the Rolling Boulder (from Raiders of the Lost Ark)

Screenshot of A Tribute to the Rolling Boulder Screenshot of A Tribute to the Rolling Boulder Screenshot of A Tribute to the Rolling Boulder

Download
Boulder_r2.zip (5,1 Mb) (Release 2)

Instructions
You play as the infamous rolling boulder. Roll over the archeologists and protect the honor of the golden idols of fertility.

If your honor drops to zero (honor is indicated by the bar in the bottom of the screen) the game is over. The honor will decrease if there are archeologists touching the golden idols.

Arrow keys will move the boulder.

Esc - will quit the game.
Alt + F4 - Will quit the game.
Alt + enter - Will toggle fullscreen.

Credits
Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )

Music: Der Plan - Jungle Village. The song is used under the Creative Commons Attribution-NonCommercial 1.0 -license.

The graphics are under Creative Commons Attribution-NonCommercial-ShareAlike 2.0 license.

The intro background image was created by modifying the following images: Big Rock by buhny used under the Creative Commons Attribution-NonCommercial-ShareAlike 2.0 license.
Jungle by daveypea used under the Creative Commons Attribution-NonCommercial-ShareAlike 2.0 license.
Jungle by jamesfarnham used under the Creative Commons Attribution-NonCommercial-ShareAlike 2.0 license.
First letter from Madeleine by bryan campen used under the Creative Commons Attribution-NonCommercial 2.0 license.

The background image was created by modifying the following images: Batu Caves, 16 of 17 by kian esquire used under the Creative commons Attribution-NonCommercial-ShareAlike 2.0.
guarding angkor by shapeshift used under the Creative Commons Attribution-NonCommercial-ShareAlike 2.0.
Jungle Temple by Ianz used under the Creative Commons Attribution-ShareAlike 2.0

Some modified textures from Image After were used.

Sound effects: Tire rolling.wav by Pfujimoto,
rockmisc.wav by mystiscool,
rustle.paper_3.aif by batchku,
Funky Screams -pack by Lithe-Fider,
neck_crack.wav by Halleck,
neck_crack_pure.aif by Halleck,
Bone Cracking.wav by DalomarGrimm,
bookslapthud2.aif by buzzbox,
whip,slap,belt,punch.wav by scarbelly25

All sound effects are used under Creative Commons Sampling Plus 1.0 License.

The game uses Erin Catto’s Box2D physics engine.

Inspiration source: Experimental Gameplay Project.

A Tribute to the Rolling Boulder (from Raiders of the Lost Ark) uses: SDL, SDL_Image, SDL_Mixer and SDL_RotoZoom

A Tribute to the Rolling Boulder (from Raiders of the Lost Ark) was created by a fan of the Indiana Jones films, and is in no way affiliated with Lucasfilm or Paramount Pictures.

Edit 01/08/2007: Sorry about the missing download link. Right now I’m in France and I had the blog post on automatic publish so I totally missed the missing download link.

The Amazing Flying Brothers

Sunday, July 1st, 2007

It’s hard for me to believe that this is already my eleventh experimental done-in-under-a-week game. This is a new take on the one button design challenge (previous one from me being Moo at the Moon).

And as usual the game is open to harsh critique.

The Amazing Flying Brothers

Screenshot of The Amazing Flying Brothers Screenshot of The Amazing Flying Brothers Screenshot of The Amazing Flying Brothers

Download
Tafb.zip (7,1 Mb) (Release 1)

Instructions
You play as the infamous flying brothers as they try to perform the flying trapeze act.

Only left mouse button is needed.
Click it to release your grip. Try to aim for the other swing.

Hold left mouse button down to accelerate or to slow down. If you press down, when going down you’ll accelerate. If you press down when going up, you’ll slow down.

Esc - will quit the game.
Alt + F4 - Will quit the game.
Alt + enter - Will toggle fullscreen.

Credits
Game Design, Code & Gfx: Petri Purho ( petri.purho (at) gmail.com )

Music: Pride of the 48 Band - Thunderers March.

The game uses Erin Catto’s Box2D physics engine.

Graphics: The background image is composed of the following images: Ringmaster-clown by RebeccaMacK used under the Creative Commons Attribution-NonCommercial 2.0 license and of In the ring by Elsie esq used under the Creative Commons Attribution 2.0 license.

Sound Effects: circus_short.mp3 by Harri,
drumroll.aif by Heigh-hoo,
cheer.wav by acclivity,
applause 1.mp3 by Charel Sytze,
applause2.mp3 by Charel Sytze,
applause3.mp3 by Charel Sytze,
bookslapthud2.aif by buzzbox,
whip,slap,belt,punch.wav by scarbelly25,
neck_crack.wav by Halleck,
neck_crack_pure.aif by Halleck,
Bone Cracking.wav by DalomarGrimm,
Applaudissement.wav by thesandro.

All sound effects are used under Creative Commons Sampling Plus 1.0 License.

Inspiration source: Experimental Gameplay Project.

The Amazing Flying Brothers uses: SDL, SDL_Image, SDL_Mixer and SDL_RotoZoom