Mythicant
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Mythicant

SONR Trailer

Finally something new!


SONR was originally started as an entry in the TIGSource Assemblee competition.  Unfortunately, I didn’t really get far enough to submit anything for the competition, but I liked the game, so I’ve kept working on it.

I decided a while ago I should make a trailer for SONR before actually finishing the game.  I’m not sure exactly why I decided that would be a good idea.  Maybe because I knew it would be a while before the whole game got done?  I’ve never made an actual trailer for a game before.  Gameplay videos yes, trailers no.  I’d appreciate any feedback on it that anyone has.  Cool?  Lame?  Confusing?  Waste of time?  I was hoping it would convey some of the emotions that I hope the final game will contain.

Speaking of my hopes for the final game, I thought I’d make a list of my reasons for making/goals behind SONR.  Because, you know, the <ul> tag doesn’t get enough lovin’ in this world.

  • I guess the first reason I should mention for making SONR is to participate in a TIGSource competition.  If you haven’t done it before and have any inclination to do so I would highly recommend it.  You don’t have to be a coder.  You can do art, music, level design or even just play testing.  People often team up to work on entries.
  • One of the requirements for the competition was that you had to use assets provided in the first part of the competition and you couldn’t modify them outside of code.  I thought it sounded like fun to do all the graphics manipulations and enhancements in code.  And it kind of was.  One of my goals with SONR is to make it look cool.  And I think so far it’s turned out looking pretty good.  Not perfect, but pretty good.  But I think going forward I might relax some of the requirements from the competition.
  • I feel like my games so far have lacked something.  Depth?  Emotion?  Something like that.  I want this one to have more emotion.  I decided to use something Edmund McMillen said about making Aether and use some experiences from my own life.  Or at least some emotions I’ve felt strongly at one point or another in my life.  We’ll see how that goes.
  • As mentioned previously, Ninja Robot Winning Gameshow ended up being much harder than I meant it to be.  I wanted it to be more fun than hard.  With SONR I’m going to try again for more fun than hard.  I’m hoping the visuals + emotion + exploration + easier movement and good combat + reasonable AI + having buddies to help you out = fun gameplay.  And I’m going to let more people test it than I did with NRWG.
  • And finally, I wanted some of the stuff that I built for SONR to translate over into framework items that I could use in other, future games.  I’m hoping after coding some more games I’ll have a pretty good idea of what things I’ll want to reuse and which things I don’t.
  • I guess another way to sum most of that up is, I want SONR to have, as Kurt puts it, “soul”.

So those are some of my goals.  After I actually get done I’ll plan to do a bit of a retrospective as I have for some other games and see how well I did.  In the meantime, there are a few things I’ve already learned and some changes I’m going to make going forward.

  • Doing pixel-level collision detection really isn’t nearly as fun as it sounds, if you can imagine that!
  • As mentioned above, doing all the effects and image manipulation in code is an interesting exercise, but in the end not terribly interesting.  I’d rather let someone who enjoys doing that write some tool for me (like the excellent Paint.NET) and just use that.  Much faster that way.
  • Having a two year old son does terrible things to one’s supply of available game playing time, and even worse things to one’s supply of available game making time.  Though I was quite pleased that one of his new favorite videos to watch is actually this SONR trailer.  It gives me high hopes for his future video game playing and general geekiness levels.
  • Sadly, after creating all the collision detection, image scaling and rotation and game loop code by hand, I think I’m going to basically scrap it all going forward and use a third party game framework.  At the moment I’m leaning towards Flat Red Ball.  It’s kind of a hard decision for me to make.  No one likes to throw away perfectly good code.  And while my code does work, it has some limitations that I’m not terribly interested in building solutions to.  I’ve decided I would like hardware acceleration, better camera support, better image rotation and collision detection, better framerate control among other things.  A lot of that comes for free with a game framework and doesn’t come for free if I have to code it.  I’d rather spend time making my game than writing multi-threaded frame rendering code.  Plus I think a good amount of my code will be reusable.  Most of the game logic and characters and stuff should be able to translate over fairly well I think.  So I’m going to try it and see what happens.  If I crash and burn terribly, I’ll be sure to let you know.
  • My combat system still sucks.  It’s better than it was originally, but still needs some work.  Having buddies follow you around and help you makes it funner, but it’s still not where I want it to be.  Once I transition to a new framework, combat is going to be my biggest area of focus.
  • So far I’ve only implemented keyboard support.  I think using a gamepad will probably make the game funner.  I want to avoid requiring a gamepad though, since I know not everyone has one.

Well, that’s probably enough talking (or rather writing) for now.  SONR still needs lots of code and it’s not going to write itself.  So let me know what you think of the trailer and the current look of SONR, and I’ll go write some awesome code.



P.S. All the footage in the video is current in-game video.  The video looks okay, but the actual game looks way better.  The video has a bunch of compression artifacts which the actual game does not (especially noticeable at larger sizes).  I need to get some better video editting tools than what I currently have.

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Become a Keyboard Sith!

I wanted to do a post about the game I’m working on, but I’m not quite there yet. I’m hoping to make a video soon, but you’ll just have to wait a bit longer. Sorry about that.

In the meantime though, I have this post. You’re probably wondering what the heck “Keyboard Sith” means, aren’t you?  Well, the story goes something like this: I’m a keyboard kind of a guy. I think using keyboard shortcuts makes me faster than always having to switch back and forth between the keyboard and mouse. It’s always fun to find a keyboard shortcut I can do in less than a second for something that to use the mouse would take a couple of seconds. When I came across a program named Keyboard Jedi, I knew it was something I had to try out. I actually really like it. Unfortunately, it seems to have some 32bit vs. 64bit problem and doesn’t want to run on my computer at work. There are some posts around about how to hack it to get it to work, but that seemed like too much work. And since the author of Keyboard Jedi doesn’t seem to have updated the application in a couple of years, I decided to create a replacement. And thus Keyboard Sith was born!

For those of you too lazy to click through to the Keyboard Jedi link, here’s the gist of it. The program locks the mouse cursor in its window, so you are forced to use the keyboard. You can turn the mouse capture on and off, just in case you really do have to use the mouse. But it provides a barrier larger than just reaching for your mouse.

Keyboard Sith is a little more limited than Keyboard Jedi in some ways. Keyboard Jedi has the option to capture the mouse only in Visual Studio or in all applications. Keyboard Sith always captures the mouse in all applications. Keyboard Jedi also shows you when you press special key combinations (basically, control or alt or shift plus anything else). That’s handy for presentations sometimes. Keyboard Sith doesn’t do that. But Keyboard Sith does have a nifty pop up notification when you disable the mouse capture, relating the Sith Code to the power of your keyboard. It also has an equally nifty notification icon that switches between a wussy blue light saber when the mouse capture is disabled and a powerful red light saber when the mouse capture is enabled. You can also disable the Sith Code notification via the notification icon (I’m assuming because you already memorized the Sith Code).

It’s not perfect, but it’s hopefully a handy little app that will help some people learn more keyboard shortcuts. And hopefully it will work on more computers than Keyboard Jedi. Embrace the dark side…

Download Keyboard Sith

P.S. The .NET Framework 2.0 or higher is required. But no installation is required. Just unzip the EXE file and double click it.

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Ninja Robot Winning Gameshow Around and About

Since its release, Ninja Robot Winning Gameshow has enjoyed a small amount of public interest. I thought I’d share some of the places it has shown up (Google Alerts is my friend).

  • Jay is Games – NRWG got showcased on one of their Weekend Download pieces. I got more hits from this site for NRWG than I have from any other site, by far. It’s like a giant mountain looming out of the plains of my normally tiny daily visitor count.

    image
    It was cool to have something I created show up on such a well read site. I enjoyed reading the positive comments about NRWG. Some of the “this game is stupid and it sucks” type comments made Ninja Robot sad. But we’re supposed to use those as learning experiences, right?  My learning experience is that I shouldn’t use my own development gameplay experiences at all in determining game difficulty. That and even though rectangle intersection as your main form of collision detection sounds very precise on paper, it can lead to a frustrating gameplay experience for some. Overall, I think more people would have played and commented on NRWG if one of the other Weekend Download entries hadn’t included pixilated nudity. Oh, well. The next game will just have to have Ninja Robot in a bikini or something I guess.
  • Nerd Fortress – My friend Kurt over at Nerd Fortress did a little review of NRWG. I liked that Kurt pointed out he appreciated me talked about my game design aims and tools that I used and such. I think I should do that more. Kurt brought up topics related to the difficulty, as well as a couple of other points that would have made the game better.
  • Some German web site – I don’t speak German, so I’m not really exactly sure what this site is all about, but it obviously has something to do with games. Google Translate helped me with the actual game review page (the English translation is here if you’re interested), and it seems the reviewer liked the game, though felt at least some level of strikethrough-ed frustration. I’m guessing his/her frustration was again due to the difficulty.
  • Cafe Press – This isn’t a review, but I thought it was pretty cool. Cafe Press lets you print random stuff you upload on to random things like shirts and cups and whatnot. My little sister pulled some art from the game and set up a couple of Ninja Robot Winning Gameshow t-shirts that you can buy!  From the screen shots of the shirts, it looks like she did a pretty good job picking art and resizing it and cleaning it up and everything. I can’t say how the shirts look in real life though, as I haven’t gotten one. I’m tempted, but I have loads of other t-shirts I already don’t wear, and I’m afraid this would end up one more on the pile. How’s that for a product endorsement?  Even the game creator doesn’t but the merchandise!

Last night I went to the quarterly Utah Indie Game Night, met some cool people, got reacquainted with a few others, saw some cool things other people had made, and showed a few things I had made, including NRWG, which will hopefully help it gain a little more exposure.

It’s been an interesting experience “marketing” NRWG. It makes me really glad I work as a programmer and not as a marketer. Actually getting the word out and making people aware of what you’ve created sounds hard, but is actually way harder than it sounds. I think I’ll primarily stick to nice easy topics like collision detection, AI algorithms, multi-threaded locking issues and source control management, thank you very much.

So I have two questions for anyone who might be reading: 1) Lots of people have commented on the difficulty of the game. Has anyone besides me actually beaten the game?  Was the time and effort I spent on closing credits and music wasted (not that I spent a ton of time, but some) because I’m the only one who’s seen them?  Just curious. 2) I’ve previously mentioned the possibility of other people designing some levels. I never heard anything from anyone on that. I just thought I’d ask again to see if anyone new might be interested. The level designer isn’t hard to use and isn’t horribly, horribly buggy. Just a little buggy, honest!  If you’re interested, let me know in the comments.

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Introducing Ninja Robot Winning Gameshow

Can anyone else say, “About time!”?  I’ve had this almost ready to release for quite some time.  But I wanted to add some finishing touches to it.  There are more finishing touches that I’d like to add, but at least now it’s to a point where I feel like I can let other people download it, play it, and rag on it.

Before I give my blurb about the game, here’s a gameplay video.  If you’re a super anti-spoiler type person, it does show how to get past the first few levels.  They’re not that great of levels though.

So the idea here is that you can switch which direction gravity pulls.  I thought that seemed like a kind of robot-y, ninja-y sort of thing to be able to do.  I guess you’d classify this as a puzzle platformer?  I had a couple of aims in making this game.  In no particular order:

  • I wanted a break from a bigger project that I’m embarking on.  With this bigger project I’m in the phase that requires a lot of thinking and not a lot of coding.  Since I like to code, this was a nice break from that.
  • I wanted to try an exercise in simplicity of game code.  Being a software architect at work let’s me learn about all kinds of good programming practices.  I wanted to test applying them in a game (not that I didn’t apply some good programming practices in other games, I just wanted it to be more of an emphasis in this one).  I think it turned out pretty well.  The main game engine itself is only around 400 lines of code.  The executable is only 67Kb, most of which I’m sure is embedded PNGs.  I even added some unit tests.  They were sucky unit tests, and I didn’t create very many of them, but even a small number of sucky unit tests saved my bacon more than once.
  • I wanted a snazzy level editor.  I ended up with a so-so editor, but it’s a better editor than I’ve made before.  All the level editing is done in the editor (no creating images outside and then loading them in or anything like that) and is WYSIWYG.  It even lets you go straight from editing to play testing the level.  Very handy.  It still has a fair amount of work before I’d release it to the general public, but at least it’s something I would consider releasing to someone else.

I’m sure there were some other aims too, but those are the ones I could think of right now.

So what’s in the future for Ninja Robot Winning Gameshow?  There are some improvements that I’d like to make at some point in the future.  I don’t know that I’ll actually make any of them, much less all of them.  But it’s a list, and we all like lists, right?  When and how many I make will probably depend on how many people ask for them.  So if you want them, ask for them.

  • More levels.  I think the game as it is has 15 levels.  More levels = good, right?
  • Going along with more levels, I’d like to release the level editor publicly.  Maybe let some other people make some levels for me.  I’m sure that there are many better level designers out there than me.  Someone who played the game told me that the levels were way too hard.  I thought they were way too easy.  I’m sure I could have a much better progression from easy to difficult.
  • Revisit the music.  I like all the individual tracks that are in the game, but I don’t think they all go together terribly well.  I’d like to revisit the music and probably add more tracks.
  • More death phrases and commercials would be good I’m sure.
  • I thought it’d be cool to add an instant replay if you die in a particularly interesting way (determining what that means programmatically would be half the fun).
  • Remember which levels you’ve beaten and let you resume the last level you were on even if you quit the game.  I didn’t think it was that important with only 15 levels (all of which I thought were too easy anyway, as previously mentioned), but with more levels it would be more important.
  • I don’t like the sound engine I used much at all (more on that in another post).  I’d like to replace it with something better.  I encapsulated it away, so hopefully that will be easy to do in the future.

Is that a big enough list of improvements for something that’s just barely being released?  I hope so.  Makes me feel depressed. << MORE >>

Finally, another post

Sorry I haven't posted in a while. I've had a big distraction lately. I've included a picture of said distraction for reference. (You can see the picture if you click to view the whole post. I forgot my blog host is rubbish. I really need to make the time to switch to something better...)

His name is Sam. And last night he learned how get himself stuck under the couch. He'll be six months old at the end of this week. So if you're quick with your mental math you'll know I've done a couple of posts since he's been born, but not many. It's not that I haven't had time to post since he's been born, I just haven't had time to work on anything worth posting about. Isn't the first rule you read on all those "How to make a living blogging" blogs that you keep posting whether you have anything to post about or not? Oh, well. I never claimed to be a good blogger.

Anyway, I do have something to post about now. I'm actually working on two projects. The first one is rather ambitious (as in I hope I get done one day) and as such I don't really have much to show for it yet other than some design notes and a tiny bit of code that doesn't really work yet. In working on such a big project that takes so long to make any progress, I realized that I still needed a creative outlet. So I decided to work on a small game while I'm working on my larger one. About a week or so ago I woke up with an idea for a game. I have the basics working and made a little video for your viewing enjoyment.



Of course this is just a tech demo so colors and images are likely to change, but I am going for a retro feel. The movement is likely to change too (I think the gravity is too strong at the moment). This is my first non-ASCII platformer, so that's been interesting. Unfortunately, stuff like this always involves more math than I want to deal with. Fortunately, for this it's just basic geometry. It would be worse if were going to have more physics-based elements. So remember kids, if you want to make video games, do your math homework and eat your vegetables.

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A Little Buddy

Does anyone remember that little sheep desktop buddy?  You'd start it up and this little sheep would drop onto your desktop.  It'd walk on whatever windows you had open and run around and make little noises. I used to open it a couple of times and let the sheep run into each other and climb on each other. It was great.

The other day during lunch I was bored and was thinking about the little sheep. I decided to make something similar. But instead of mundane sheep I picked something cool. What did I pick you ask?  The answer should be obvious. Megaman!
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Hurray for Griselda again!

I found some more coverage of the demake competition that mentions Griselda. This time it's from Jay is Games. Here's the link to the actual article.

The voting for the competition is over an Griselda tied for 22nd! I guess that's good, right? The winning entry got 6.5% of the votes and Griselda got 0.9%. You can check out all the results here.

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Hurray for Griselda!

So I was going through Google Reader the other day trying to get caught up on some posts and I saw a post from indiegames.com about an episode on bytejacker.com where they review some of the entries from the Bootleg Demake Competition. They do a top 10 and Fable of Griselda made the top 10! It actually came in at number 5!

I think a lot of the other entries (including those that aren't on this top 10 list) are more impressive than Fable of Griselda, but I'm glad that someone liked it enough to put it on a top 10 list.

You can watch the video here. Griselda is at around 3:00, but the whole video is pretty interesting.

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Fable of Griselda - Final(ish)!

Fable of Griselda is done!  Or at least as done as it's going to get for the competition. So much code to write, so little time. Anyway, here is the finished game.

Download Fable of Griselda Final<< MORE >>

Fable of Griselda - Try it Out

So I have Fable of Griselda to a point that it's almost starting to look like a real game and it's almost fun to play for a few minutes at least. And that's good since the Bootleg Demake competition I'm making this for is over on August 31st.

The "installation" process is typical. Just unzip the files somewhere (doesn't matter where). Then run Griselda.exe. You need the .NET Framework 2.0 in order to run this. If you have Vista you should already have the framework. If you have XP or older you may or may not have it. If you're not sure just try running the program. If you don't have the framework installed then the program won't run. In that case go download the framework from here.

To play:
Arrow keys - move your hero
Space bar - attack with your sword
Escape - quit the game

At the moment every enemy you kill will drop something, either a heart or a gem. It won't work that way in the final game, but having it work that way greatly faciliates debugging your item dropping system.

Anyway, let me know if you have any comments, suggestions or troubles. Here's the download link:

Download Fable of Griselda
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Fable of Griselda

So I've made some progress on my entry for the Bootleg Demake competition.  It's not terribly far yet, but at least I have something to show.  I've made a couple of videos that I posted on the competition forum.  I'll post them here too.

Here's the first one.

And the second one.

Hopefully I'll get done soon so I can post the finished version.

The actual forum thread for it can be found here.



P.S.  I've decided my blogging hosting sucks yet AGAIN.  It decided
to excerpt all my entries and remove all the images from the excerpts. 
I'm going to go see if I can fix it.  In the meantime, go ahead and
click on the << More >> tag to get the full entries WITH
images.  *sigh*
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Competitions

So I've been working on my next little project a bit. I had actually found a competition that I wanted to enter it in. It's a Star Trek themed competition. So I worked on that for a while. I even got a nifty little Enterprise (the bad guys are still rectangles. I haven't gotten around to making them into Klingons yet). See. Here's a picture to prove it.




I still haven't renamed the form. How embarrassing!



Anyway, I was working on that, but not feeling terribly inspired by it. Mostly I just wanted to enter something in a competition. But then I found another competition (the forums are down right now. Hopefully they will be back up soon) over at tigsource.com which I felt more inspired about. It's a Bootleg Demake Competition. Basically you make an obvious rip off of a game, but for an earlier system than the one the original game was made on. There are a lot of people remaking 3D games into 2D games and a lot of porting from newer systems (Xbox 360, PS2 & PS3, etc.) to older systems (NES, SNES, etc.). I figured this would be a perfect opportunity to return to my ASCII roots. And I might not have another such opportunity again in the near future. Plus, this would give me a chance to make an ASCII game that doesn't need to be turned into a test (that's where most of my other ASCII games came from). The competition ends at the end of August, but I think I should have enough time. That's one good thing about single character ASCII art, it doesn't take too long. Donkey Kong ASCII only took me about a day to get most of it done. Then another half a day or so to fix a few bugs and make a few more levels. I like that about the whole indie game scene. It shows that you don't have to have hundreds of people and years of development and millions (or hundreds of millions) of dollars to make a great game (not that Donkey Kong ASCII is that great, but some other indie games are).



So I have an idea of what I want to do for this competition, but I don't have much to show for it yet. I'll post some screen shots as soon as I have something to show.

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Why Blogging Sucks and Other Commentaries

I've had some thoughts for blog posts the past few days, but I haven't felt like actually posting anything. I thought about it for a bit and decided that the reason I didn't feel like posting anything was because of the clunky interface that came with my blog hosting. You know, it's a sad state of affairs when technology convinces you that you shouldn't use it. Anyway, after thinking about that I decided that I should try out some third party blogging apps (which my blog hosting account thankfully supports). I haven't had a chance to try any out yet though until now. See, there are some advantages to waking up at 2am and not being able to go back to sleep.

I recently got a new computer, which has greatly increased the opportunities I have to write code. So we are now a three laptop family. Does the fact that we have three laptops in a house with only two people tell you anything about my profession? My new laptop is a Dell M1330. When I was working on my thesis our lab had Dell laptops and at that time I swore I'd never ever buy a Dell computer. They were chucky, slow and didn't have very good build quality. But Dell has come a long ways in the last few years. I'm pretty happy with my new lappy so far. It's a ~4 lb, 13" incher which makes it nice to carry around but still big enough not to negatively impact productivity. I was thinking about getting an HP Mininote for the portability, but I think my M1330 works much better as a coding machine. Plus, since it was a "scratch and dent" (I haven't found any scratches or dents yet) it was actually cheaper than the Mininote. Wins for everybody!

Ok. So now on to the important stuff, games. After getting my new lappy all set up and installing Visual Studio (sadly I currently have to have VS 2008 and VS 2005 installed because I've been playing with XNA and it's only officially supported on 2005. Come on MS, get with the program!) and after taking a little break from Mario TD, it was time to start coding some more. I worked on a couple non-game related projects (shocking, I know), but the other day I decided it was time to start working on a new game. I wanted something a little less intense than Mario TD turned out to be. I've been meaning to start doing more development in Silverlight and/or XNA. But for this project I decided to fall back to my old standby of GDI+. For this project I just wanted something fun to play around with. What I really wanted was something I could work on for this procedural content generation (PCG) contest over at tigsource.com but I didn't get working on things fast enough to have anything to submit. (Plus I only found out about the contest after it had already started.) I've always been interested in PCG and have been itching to get some hands on play time. Here's a picture of what I've got so far

I haven't even renamed the form yet. How embarrassing! But those are some pretty mean looking rectangles, aren't they? And those brave souls aboard the USS Triangle (Simpsons reference) are fighting quite valiantly. Unfortunately, I don't really have much PCG in there yet. I guess technically the graphics are all generated, but the only mildly noteworthy part is the generated particles behind the bullets. The rest is pretty boring stuff. But the framework is coming into place. I want to add in dynamically and randomly generated enemies and weapons and of course cooler graphics. I kind of like the minimalistic thing, but it definitely needs some spicing up. Definitely some nice particle systems. Because, you know, particles are cool. Everybody likes particles.

So hopefully my little game (which doesn't even have a name yet) will turn into something worth playing at some point in the not too distant future. But let's be honest here. It would be hard to be worse than ASCII Space Invaders, right? Hopefully it'll also be a good chance for me to get to play with and learn more about PCG too. Anyway, I'll keep you posted with updates on how it's progressing.


P.S. I find it very ironic that this blogging software doesn't include the word "blogging" in its spell check dictionary.

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Mario TD v0.9.8.0


Well, I wanted to release a final version of Mario TD, but it's been long enough that I figured I'd better release what I have so far. There are quite a few changes since the last version I posted. I'm probably missing some features but here are at least a few of the things that have changed:

  • Easy/Hard modes - I was getting feedback that the game was too hard. I didn't want to just make the whole game easier since I figured that in the future people would complain that it was too easy. So I made a hard and an easy mode. The game plays the same in both modes, but you get more money in the easy mode.
  • Pausing at the beginning of each level - You now have as long as you want at the beginning each level before starting. So you don't have to hurry and plunk down all your stuff before the bad guys come. You can actually take a minute to think about it.
  • More levels - Rebecca made a couple of new levels. We've added them in and added some new enemies for some of them. It reminded me again that I should have done the enemies differently. Oh, well. Version 2, right?
  • Instructions - There are instructions now!  Hurray!  Now you can find out how to play the game. There's a button on the start screen that will show the instructions or if you wait for long enough on the start screen the instructions will show. I think I covered all the basics, but if I missed anything that you think should be in there let me know.
  • Sound and music - Everything has sound now. Well, pretty much everything has sound. I think I might add one or two other sounds and maybe change one or two, but the sounds are pretty much done. The bigger deal is that all the levels have new music. For some of them (especially the desert level) that makes the music MUCH more bearable. Some of the music are nice MP3 remixes and the rest are fairly high quality MIDIs. I think some of the tracks are great. If you know who arranged any of the music, could you please send me their contact info?  Thanks.
  • Better ending - The ending was originally pretty lame. You basically got an image saying you won. It's now a little more exciting than that. Not hugely more exciting, but definitely more exciting. I like to just sit and watch the ending and listen to the music. But I am weird that way, so don't take my word for it.
  • Integrated settings - The settings are now embedded in the executable, so it's a little trickier to hack customize the game. When you start up the game it will still look for a settings.xml file and if it finds one it will load it. If it doesn't find one then it uses the built in settings. That way in the future when I make the level editor more usable I can release it and people can make their own levels.
  • Play testing - Pretty much all of the levels and enemies have been tweaked in terms of game play. So I know the whole game is doable, even on hard. Thanks to Mat and Aaron for play testing stuff!
Like I said, I probably forgot something, but that at least gives you an idea why I haven't posted a new version sooner. There are still a few things I want to tweak on this version before it's "finished", but they're not things that will change the actual game too much (unless of course I get a lot of feedback from this version about things I need to change). So hopefully I'll be able to release a 1.0 version soon. We'll see though. But enough talk, here's the download link:

Download Mario TD v0.9.8.0

I of course have to put in some screenshots too

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Excuses and a Few Other Random Thoughts


So, I know what you're thinking. What happening to all those promises about more frequent posts?  Well, before you yell at me too loud, let me explain. You see, I've wanted to make a post for the past couple of weeks, but I've been restraining myself. I wanted to release the next version of Mario TD, but I've been restraining myself because I want the next version I post to be a "release candidate". Yes, it's that close. Rebecca and I have been working hard. We added quite a few new enemies, a couple new levels and almost everything has sound now. I even put in a cool (well, I think it looks cool anyway) intro/instruction section. There are just a few things left to do, the primary one being play testing (hence the "release candidate"). Most of those things have to do with the user interface. You'd think I did my thesis on user interfaces or something. (I did. That's a post for another time.)  So for those of you waiting for another update to Mario TD, I ask that you be patient just a little longer.

I can't remember if I've mentioned this on here before or not, but the statistics package that comes with my web hosting is pretty much utter rubbish. It keeps track of a few interesting statistics, but it only records the last seven days worth of information. What use is that?  So the other day I set up Google Analytics and it's awesome. It gives you cool little Flash graphs and everything. Using it I found out that I got one visitor from Germany and another from France. I'd like to say "Hi" to all our international visitors (I'd say "Hi" to all our national visitors too, but I figure that's implied).

My new job is going pretty well. Unfortunately, they want me to "learn the ropes" so I haven't started my every other Friday off thing yet. I was actually going to start last Friday, but we had a company activity instead. So my first Friday off will be next Friday. Taking into consideration that Monday is Presidents' Day, I'll only have a three day week next week. I can't imagine that I won't have some time to code during all that time off.

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A Bit of a Change


Most of you who read this blog who know me already know, but for those who don't, I changed jobs recently. I started my new job one week ago today. So far there have been some hard things about changing, but hopefully overall the change will be for the better. For those who don't know, my old job was teaching computer science at a local university and my new job is as a senior software engineer for a company that does mainly government management software. The main reasons for the change are that it's much closer (10-15 minute commute instead of a 45-60 minute one) and that it will hopefully give me more time. When I was teaching I'd spend a lot of time preparing materials and even more time grading. Those two things combined took a terrible toll on my nights and weekends. I did have to give up my three week, work from home breaks between quarters, but I get every other Friday off and have four weeks of vacation. So hopefully that will even out. Combine all of that with a bit more money, a spiffy title and promise of a lot of coding (a good thing I think), and it seemed like I should make the change. There are some things that I'll miss though. I'm getting the feeling that I won't have a lot of opportunity to work ultra-retro, ASCII games into my current job. But like I said, hopefully overall the change will be for the better.

So why am I going on and on about all of this you ask?  Why should you care?  You came here to read about (and more importantly download and play) game, right?  All excellent questions. The reason you should care about all of this is that I should have more free time now. And the amount of free time I have is directly proportionate to the amount of time I have to write to games. So, assuming that my master plan works out, from now on I should have more time to write games. Rebecca and I have been talking about some game ideas that we want to get started on after we finish up Mario TD.

In conclusion, I plan on having more frequent updates, better content, etc. You know, all those things that blog posters always promise and rarely provide.

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Mario TD v0.9.0


Version 0.9.0 is finally here!  With this version the game is almost feature complete. There are just one or two things left to add. Then the only thing left will be to add sound and music to all the levels as well as create some new levels. Rebecca is working on that, so hopefully it won't be too long before the game is finally done.

This version brings a lot of minor changes. The most noticeable change is the addition of a startup screen and screens to tell you when you've won or lost (all of which will probably get replaced or changed at some point). A very handy and related change allows you to replay a level with the same number of coins and life as when you originally got there. A few of the other minor changes you'll notice include a new enemy type (only on the last level at the moment) and a redesign of some of the existing levels. The original versions of some of the first couple of levels were pretty basic. Now they look at least a little more respectable. The majority of the other changes were minor bug fixes and such.

The requirements and "installation" procedure are still the same as previous versions.

Download Mario TD v0.9.0

And of course the obligatory screen shot. That's a pretty snazzy startup screen, isn't it?

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Donkey Kong - ASCII


So here's my original ASCII game. The one that started the whole ASCII-mania. Okay. Mania's probably too strong of a word, but you know what I mean. Anyway, I didn't post this one sooner because in its original version it would only play one level. I wanted to make it play multiple levels. It actually looks for all the levels in the same directory as the executable when the program starts up, so you could add more later. My favorite is the last one. I know that they're all beatable. I hope they're not too hard. I also hope that they're not too easy. Oh, yeah. In case you couldn't figure it out the point of each level is to get to Donkey Kong without getting hit by a barrel.

As always, you need the .NET Framework 2.0 installed. To run it you simply need to unzip the files and put them all somewhere.

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Space Invaders - ASCII


This was an exam that I gave earlier this quarter. I let my students vote on the theme and they picked Space Invaders. I think this one turned out pretty well. The only thing I think I might add to it is a way to beat it, or at least have it keep track of a high score. Well, maybe in version 2. It does have multiple levels though. When you beat all the enemies in one wave then a new wave with more enemies gets created. The first wave starts at 12 enemies wide and the waves max out at 20 enemies wide (there are always five rows of enemies)

Use the arrow keys to move your ship and the space bar to fire. You get your first extra life at 20,000 points, the next at 40,000, the next at 80,000 and so on. Your ship is destroyed if you get hit by an invader bullet of if an invader touches you. If you don't move for long enough then the game will start playing by itself!

As always, the .NET Framework 2.0 or higher is required to play this game. It should work on any remotely recent hardware. To play just decompress the zip file and put the .EXE file somewhere on your computer. Then double click on it to play.

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Mario TD v0.8.1


I had a little bit of time so I worked on Mario TD. I probably should have been grading, but this was more fun. At Rebecca's suggestion I slowed down and thinned out the enemies. That was probably a good idea. I have to remember that not everyone has played all the levels 400 times.

The most noticeable change is in the UI. It always bugged me that the upgrade buttons were on top of the map, so I moved them off to the side. I added in some little explanations about what the buttons do when you mouse over them too. I really like how the images gray out when the buttons are disabled. I wanted to do that, but I was afraid I was going to have to make my own buttons that did that, but lo and behold the .NET buttons already know how to do that!

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Mario TD Screenshots

I decided I should post some images to sell the game a little better. Here are images from a couple of the current levels.

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Mario TD v0.8

This is the first joint venture between Rebecca and me. We wanted to do something not too complicated for our first "real" game together. So we decided to do a tower defense game based on Mario. More specifically, Super Mario Bros. 3.

The game isn't in its finished state quite yet. The levels it currently has are just some levels I created for testing purposes. Fortunately, now that I've finished the level editor making new levels will be much easier. Also, Rebecca has some feedback from this version that I haven't addressed yet. It mostly has to do with the game being too fast and too hard. So my next steps will be to slow things down a bit and see if that makes it easier but not too easy. Also, only the first level has music and only a couple of things have sounds. Fortunately, adding more music and sounds will be relatively easy at this point.

This game also requires the .NET Framework 2.0. Also, it will NOT work on 64-bit operating systems. It uses managed DirectX for the sound, and apparently Microsoft decided they didn't need to support managed DirectX on 64-bit operating systems. In the future I may move over to XNA, but that doesn't help at the moment. If there's a lot of demand I can release a no sound version which works fine with 64-bits.

Speaking of sound, if you want to turn off or on the music you can press 'M'. If you want to turn on or off the sounds you can press 'S'.

Again, it's not all finished yet, but let me know what you think of it so far. I'll hopefully have time to finish it after the current quarter finishes up and I get done doing grades (mid-December) if not sooner.

Download Mario TD v0.8

To play the game simply unzip all the files to a directory on your computer and double click on the "Mario TD v0.8.exe" file.



P.S. Mario TD is the unofficial name of this game at the moment. It may change in the future.<< MORE >>

Gauntlet ASCII - Survival Edition


Okay. This may not be the best game to post on here first because this one needs some explanation as to its origins.

So currently for my job I teach computer science. This quarter I'm teaching an intro to object oriented programming class. For that class I give programming exams (where the students have to write some code that uses the stuff we've been talking about). For the past few quarters I've been letting the students in the class choose the theme for the exam. They don't get to pick what they actually get tested on of course, but I put in different themes to make the exam a little more interesting. Some common themes include Zelda, Mario, Warcraft (most Blizzard games actually), Megaman, etc. When I first started doing this the programs weren't really games exactly. They would just print out stuff like, "Link hits the Armos doing 23 points of damage. The Armos now has 87 hit points". However, one time the students requested Donkey Kong for their theme. I thought, "How cool would it be for them to actually create a Donkey Kong game?"  Since this is just an introductory class we do mostly console applications. We don't really get into graphical applications much. So I got the idea of creating an ASCII version of Donkey Kong. I thought it would be much less intimidating for the students than a graphical game, plus I'd never really created a console game that wasn't just text-based. And that's how Donkey Kong ASCII was born (I'm planning to post it on here after I spiffy it up a bit with some more levels. It currently only has two and only plays one of them at a time.)

Alright. Now you know how I got on this whole ASCII game thing. Now to explain the existence of Guantlet ASCII - Survival Edition. This game started out as plain old Guantlet ASCII. One of my students suggested Guantlet as an exam theme, so I thought I'd try it out. I wanted to have more than one level (a staple in the original Guantlet) so I created a random level generator. That worked out well. Then I started getting the enemy and enemy generators going. While testing that I'd run over to one side of the map and hide. I just wanted to make sure the enemies were being spawned correctly and were moving correctly. I already had the health decrease and food features implemented, so while watching the enemies spawn and move I'd dart out every once in a while to grab some food. I found that it was actually kind of fun to hide out and avoid the enemies. So I decided to make that into my game instead of following the actual Guantlet games more faithfully. Whew!  So now you know where Guantlet ASCII - Survival Edition came from.

For this game you'll need to have the .NET Framework 2.0 installed on your computer. As long as you have that and remotely recent hardware you should be fine in running the game. For some other games I may make an installer that will install the .NET Framework if you don't already have it, but for this humble little game I thought that might be overkill. The idea behind the game is that you just have to stay alive until the timer runs out. Your health slowly decreases. If one of the baddies gets you then your health runs out very fast. You can pick up food (yellow @ symbols) to boost your health back up a bit. You move using the arrow keys and shoot using the space bar. P will pause or unpause the game. Other than that, let me know what you think of the game: too easy, too hard, stupid and pointless, the best thing you've ever seen, etc.

Download Gauntlet ASCII - Survival Edition

P.S. This game is not a joint venture with Rebecca. So if this game really sucks it's all my fault. Don't blame her for it.
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A Brief Introduction

Hello. This entry is a (hopefully) brief introduction to this blog and what it's about. That seems fair, right?  You're new here, I'm new here. Introductions are in order.

Hi, my name is Jon. Pleased to meet you. I'm a software engineer and I like video games (I use the term loosely to mean computer and console-based gaming). I like to play them and also like to create them. My little sister, Rebecca, also likes games. One day we decided that we should make a game together. Then we decided we should make more than one game together. But what's the point of making a game if nobody ever plays it, right?  That's where this web page comes in. This is where we're going to put our games so people can find out about and play them. Isn't that nice of us?  Now, I'd like to add a little disclaimer there. I'm not promising that our games are the ONLY thing that's going to be on here. For one thing I've written some games on my own that I'm also planning on posting here. So that's one deviation. And I suppose we might want to post some other random stuff from time to time as well. But we'll generally try to stick to the topic of gaming and whenever possible stick to the games we have created. Sound fair?  Okay, good.

Well, I think that's about it for this post. I think I'll go and add some more posts with some actual games to download. I think that might be appropriate given above discussion.
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