Archive for the 'Games' Category

Knock the Monster

Monday, September 1st, 2008

A little over month ago I was in Sweden, participating this awesome event called No More Sweden. (I’ve been meaning to post a small blog post about that ever since). No More Sweden can be best described as an indie game jam; bunch of friends getting together during a weekend and making games.

Me and Erik Svedäng (of Blueberry Garden -fame) made a game together during that weekend. That game turned out to be this NSFW art game, with a feminist message and we weren’t sure should we post it online or not. So what we did was I continued to work on the game a little and we agreed that I could release the SFW version of the game here.

Knock the Monster

a screenshot of Knock the Monster a screenshot of Knock the Monster Knock the Monster screenshot

Download

Knock.zip (7.4 Mb) (Release 1)

Instructions
Your girlfriend is dead and the Gods say that to bring her back you have to knock over dozens of Monsters.

The goal is to knock over the green monster with the 16-ton weight. You can draw chains and if the boulder hits the end of a chain it will get attached to it.

Draw chains with your mouse. Right clicking will remove chains. To start the simulation click on the Start button (or press space).

Once the simulation is running you can cut chains by clicking on them.

Troubleshooting
If you have problems getting the game to run I’d suggest on installing the newest DirectX 9.0c drivers and making sure you have .Net Framework 2.0 installed.

Credits
Game by:
Erik Svedäng
Petri Purho

Music: Martinibomb and the Coconut Monkeyrocket - Munster Beat!

Sound Effects: anvil_strike_1.ogg - anvil_strike_8.ogg are from Sample package “Industrial_Percussion” by l0calh05t.
chained_up.ogg is from cadenas.wav by plagasul.
click_ok.wav is from click 1 d.wav by TicTacShutUp and
click_deny.wav is sampled from click 1 off click.wav by TicTacShutUp.
Sound effects are licensed under the Creative Commons Sampling Plus 1.0 License.

The game uses Erin Catto’s Box2D physics engine.

Inspiration source: Experimental Gameplay Project.

Knock the Monster uses: SDL and SDL_Mixer.

Choke on my Groundhog, YOU BASTARD ROBOTS

Friday, August 1st, 2008

Here’s my 2008 Assembly game dev entry. (If you’re an Assembly visitor, please go vote for it! I don’t want to lose by 10 points to Jetro again.)

Choke on my Groundhog, YOU BASTARD ROBOTS

screenshot of Choke on my Groundhog, YOU BASTARD ROBOTS screenshot of Choke on my Groundhog, YOU BASTARD ROBOTS screenshot of Choke on my Groundhog, YOU BASTARD ROBOTS

Download

Groundhog_r05.zip (7.0 Mb) (Release 5)

Instructions

Robots are always bastards. There’s no way around it. We build them and they killed us all. Well almost all, I’m the Earth’s last survivor. But with my time traveling groundhog sidekick I’m going to destroy the robot liberation army and take back Earth.

Control with [WASD or ARROW KEYS]. Aim and Shoot with mouse [LEFT BUTTON]. When you die press [SPACE] to travel back in time.

Trouble shootting
If you have problems getting the game to run I’d suggest on installing the newest DirectX 9.0c drivers and making sure you have .Net Framework 2.0 installed.

The game is lagging
If the game lags you can disable the background grid by using the parameter -no_grid.

I want to run the game in fullscreen
You can do that by adding the parameter -full.

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

Music: Retroboy - entering evil base. The song “entering evil base” is freely available at http://8bitcollective.com/music/retroboytimo/Entering+Evil+Base+%5B48HOURCHALLENGE%5D/ under the Creative Commons Attribution-Noncommercial-Share Alike 2.5 Generic -license.

Greetz
Experimental Gameplay Project
tAAt
XZM
TIGers
Special love to cactus, because he’s cool and he allowed me to use the character rotation idea from Brave Karma Warriors.

Choke on my Groundhog, YOU BASTARD ROBOTS uses: SDL and SDL_Mixer.

Jimmy’s Lost His Toilet Paper

Tuesday, July 1st, 2008

It’s summer and it’s been raining like hell here in Finland. Perfect weather for making games! Here’s yet another made in under seven days game.

Jimmy’s Lost His Toilet Paper

Jimmy's Lost His Toilet Paper screenshot Jimmy's Lost His Toilet Paper screenshot Jimmy's Lost His Toilet Paper screenshot

Download

tp.zip (5,9 MB) (Release 1.0.1 (fixed the .dll bug) )

Instructions

Jimmy lives a simple life. All he’s got is a roll of toilet paper. Until the faithful day that his TP rolled away. You play as Jimmy on his epic adventure to get back all that belongs to him and find love and meaning to his life on the way.

Control Jimmy with [ARROW KEYS]. Press [DOWN] (or [SHIFT]) to hold on to the toilet paper and drag it with you. You have to collect all of the toilet paper in the level to get to the next one.

[SPACE] restarts the level.

Trouble shootting

If you have problems getting the game to run I’d suggest on installing the newest DirectX 9.0c drivers and making sure you have .Net Framework 2.0 installed.

Credits

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

Music: GOBODOBRO - New orleans. The song “New orleans” is freely available at http://www.jamendo.com/en/album/19066 under the  Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported.

Sound Effects: crate_hit_ground_01.wav, crate_hit_ground_02.wav, player_hit_ground_01.wav, player_hit_ground_02.wav, player_hit_ground_03.wav are from Sample package “Crashes Strikes and Whacks” by FreqMan. They are lisenced under the Creative Commons Sampling Plus 1.0 License.
player_jump.wav is from 31arrow shot.wav by gezortenplotz and
switch_click.wav is from click 1 d.wav by TicTacShutUp Both are lisenced under the Creative Commons Sampling Plus 1.0 License.

The game uses Erin Catto’s Box2D physics engine.

Inspiration source: Experimental Gameplay Project.

Jimmy’s Lost His Toilet Paper uses: SDL and SDL_Mixer.

The game itself is under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 license.

Planet of the Jellies

Sunday, June 1st, 2008

Today is the 1 year birthday of Crayon Physics. The game was released 1st of June 2007. With everything that has happened it’s somewhat hard to believe it’s only been a year.

To celebrate the Crayon Physics’ birthday and to keep up with the traditions of this blog, here’s another monthly game :)

Planet of the Jellies

Planet of the Jellies screenshot Planet of the Jellies screenshot Planet of the Jellies screenshot

Download

jellies.zip (6,3 MB) (Release 4)

Instructions

You have to save the planet from invading space invaders. The space invaders have a weakness if they are stacked according to the match-3 rules they will die and disappear!

Click space invaders to drop them. Try to stack them in piles (or lines) of three or more.

Trouble shootting

If you have problems getting the game to run I’d suggest on installing the newest DirectX 9.0c drivers and making sure you have .Net Framework 2.0 installed.

Credits

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

Music: Dana Countryman - Cocktails In Space. The song “Cocktails In Space” is freely available at http://www.comfortstand.com/catalog/001/index.html under the  Creative Commons Attribution-NonCommercial 1.0 license.

Sound Effects: bubble_hit_01.wav, bubble_hit_02.wav, bubble_hit_03.wav, bubble_hit_04.wav, bubble_hit_05.wav, bubble_hit_06.wav, bubble_hit_07.wav are from BUBBLES POPPING.wav by Hell’s Sound Guy. They are lisenced under the Creative Commons Sampling Plus 1.0 License.
click_ok.wav is from click 1 d.wav by TicTacShutUp and
click_deny.wav is sampled from click 1 off click.wav by TicTacShutUp. Both are lisenced under the Creative Commons Sampling Plus 1.0 License.

Thanks to Sami for lending his camera (even though I didn’t have enough time to use it).

Inspiration source: Experimental Gameplay Project.

Planet of the Jellies uses: SDL and SDL_Mixer.

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.
(more…)

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.