Theta in action

June 16, 2009 by Owen
Filed under: development, games, shmup 

Here is a video of the first few levels of theta.

Launch the game via webstart.

weekend theta updates

May 31, 2009 by Owen
Filed under: development, games, shmup 

This weekend I’ve made some updates to theta:

  • Tweaked enemy explosions
  • Fixed the aliasing in the player graphic
  • Played around with enemy shot patterns, making boss enemies harder but normal enemies a bit easier

Screenshots, click to enlarge:

screen1screen2screen3screen4

As always, you can launch the game via webstart.

theta updates

May 25, 2009 by Owen
Filed under: development, games, shmup 

A couple of small updates to theta today.  This game originated from a vertical shmup challenge so had a few restrictions and was fairly light on content.  I like the game, so I plan to expand on it more over the coming months.

  • Allowed the player to shoot in all directions.
  • Tweaked the enemies straight shot.

As always, you can launch the game via webstart here.

In the future I plan to add much content to the game:

  • More levels
  • More enemies and more variety between them
  • Some player powerups
  • More music
  • Some visually interesting backgrounds

theta - My entry into the 8th shmup-dev rapid prototype sessions

January 20, 2009 by Owen
Filed under: development, games, shmup 

For the last two weeks the 8th Rapid Prototype Session has been running.

My entry for this session is called “theta”.  I tried a few new things for this session:

  1. Use a restricted color palette from the start
  2. Design a mockup of how the game looks before coding

This differs from how I usually work.  I usually jump straight into the code and start moving things around.  I’ll create a new graphic and use it as I need to.  As a result, most of my small shmup projects tend to be disjointed and don’t really have a consistent theme.

Screenshot:

theta screenshot

Launch the game via java webstart.

Controls:

  • WASD to move your ship around
  • Mouse 1 to fire
  • Mouse to aim

The number in the bottom right of the screen is your health.  5 hits and it’s game over.

I’m very pleased with how this one turned out.  The graphics are still plain, but they are consistent so that adds something.  The music was created in Reason 4.

There are 10 levels.  Action really heats up around level 7 and I’m not sure level 10 is possible to beat!

bcatch - catch bullets and throw them back

December 15, 2008 by Owen
Filed under: development, games, shmup 

In the last week, I’ve been working on a little prototype called bcatch.  In this game, you don’t get your own gun, you have to absorb the enemies bullets and throw them back.

bcatch screenshot

Launch via webstart.

Controls:

e-s-d-f to move around.  Hold mouse1 to absorb bullets, release mouse1 to start shooting them.  They head towards your mouse pointer.

You get points for destroying a blue dot, the amount of points is larger depending on how long you shoot for.

The theme for this game comes from the first shmup-dev rapid prototype session. I didn’t participate at the time, but I’m going back to the old themes as they are a great creative and learning exercise.

a work in progress shmup

November 29, 2008 by Owen
Filed under: development, games 

I’ve been building a small 2d game engine for a while now.  It grew organically out of my first fumbling attempts to learn OpenGL.  Over time I’ve added new features like sound and animation as I learnt new things.  I’ll probably never finish the “engine” as such, just keep using it as a way to learn new things along the way. This engine will probably be the base for most of the games you see posted on this blog.

The current test application for the engine is an endless shmup.  Waves of ships come at you, you shoot them down while dodging bullets.  It’s mindless simple fun!

Click here to play via webstart.

The 194x like ship graphics are from a GPL graphics pack long forgotten. Most of the other graphics are from the awesome and amazing classic Tyrian.

invasion - a slightly gory space invaders like game

November 25, 2008 by Owen
Filed under: development, games 

My third and last entry into the previously mentioned game development challenge is invasion.

Click to launch invasion via webstart.

This game is the most unfinished of the bunch; It doesn’t feature sound/music or a numerical score.

In the game, the invaders don’t shoot, however once you shoot them a little helpless spaceman pops out and gravity takes over.  The falling spacemen slowly chip away at your bases and it’s also game over if one clips your ship.  It’s fairly comical to see the little spacemen splat for some reason, so this game is fun to play for a few minutes.

planetesimal - an asteroids clone

November 23, 2008 by Owen
Filed under: development, games 

My second entry in the video game development challenge I mentioned in the last post is a clone of Asteroids.

Launch planetesimal via Java web start.

I like how this one turned out for a number of reasons:

  • It’s reasonably “complete” with music, high scores and a start/end
  • It’s fun to play for a couple of minutes at least

Success!

warpball

November 22, 2008 by Owen
Filed under: development, games 

I participated in a video game development challenge mid this year.  The end goal was to create 8 small games in 16 weeks.  Two weeks for each game is a fairly short timeframe (especially for those working jobs) so the guidelines encouraged you to “remake” old classic games, like Pong, Asteroids etc.  The short release times also shifted focus from “creating the biggest best game ever” to just practicing the skill of releasing something.  A very important skill.

My entry for the first game is warpball (A remake of Pong).  It’s written in Java and uses the lwjgl for OpenGL bindings.

Click to launch warpball via webstart.

Given that it’s constructed using Java, this should work on OSX, Windows and Linux.