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bateleur
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« on: February 06, 2011, 07:48:51 AM » |
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Post your stuff here!  Here's the thing I made for the Two Players, One Keyboard theme: http://www.fastram.co.uk/2011/pushoff/One players is on WASD and the other on arrow keys. Push each other off!  
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AnthonyHJ
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« Reply #1 on: February 06, 2011, 08:09:31 AM » |
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My game from last night is up at http://www.freyas8.co.uk/2player1keyboard/ if anyone wants a look. I think it needs some instructions, but it should make sense if you experiment. It's still got some bugs... Edit: (Sunday night) My Egypt/regression/it-came-from-the-deep game is half-ready, but the assets I used from the flash-drive apparently include Final Fantasy VI backgrounds, so I might have to make / source my own art assets before I upload it...
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« Last Edit: February 06, 2011, 02:05:43 PM by AnthonyHJ »
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  Working on  Past Mistakes  and looking for an artist
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Perrin
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« Reply #2 on: February 06, 2011, 10:41:45 PM » |
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If you've got time it would be also great if people could post their games up on here: http://cambridgeindies.com/It's fairly quick to do, create an account then click on the big add game link. The site was set up so we've got links to all the games made at the Cambridge jams. As I couldn't make most of the jam I'm looking forward to seeing what people did.
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Terry
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« Reply #3 on: February 07, 2011, 10:20:36 AM » |
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I only worked on two games at the jam, and neither are actually finished yet, so I guess I'll just post some a screenshot for now: 
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Haighstrom
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« Reply #4 on: February 07, 2011, 11:57:03 AM » |
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« Last Edit: February 07, 2011, 12:23:49 PM by Haighstrom »
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Jasper Byrne
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« Reply #5 on: February 07, 2011, 01:47:23 PM » |
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I like the look of Happy Worker, man! I'll be giving it a look when I can...
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Alistair Aitcheson
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« Reply #6 on: February 07, 2011, 02:43:17 PM » |
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@Haighstrom Really like Meteor Storm! I love the indirect control over the guys, and would love to see this expanded a bit. It makes me think of Missile Command, in the way it's all about defence (and indeed compromise), and Populous because of the little indirectly-controlled people. Really nice stuff  Also, the unusual aspect ratios are pretty neat. Myself, I didn't get much game dev done at all. I made raining men and sliding tiles, but they didn't develop into anything. I think I spent most of the time chatting and watching what everyone else was up to (which I do not regret one bit  )
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Jonathan Whiting
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« Reply #7 on: February 08, 2011, 01:40:12 PM » |
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Trying to do a tiny bit of tying up for my jam games as I go, so releases will be a bit staggered.. First two though: Tremor and sunkEdit: .. and my Collaboration jam entry with Ashley Gwinnel, Meat and Greet
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« Last Edit: February 08, 2011, 02:05:38 PM by Jonathan Whiting »
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Draknek
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« Reply #8 on: February 08, 2011, 03:50:20 PM » |
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Beautiful Bullet Bounce: a collaboration with dontkickpenguins Haven't uploaded a recent version of my co-op bungee jumping game yet.
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« Last Edit: February 08, 2011, 03:59:14 PM by Draknek »
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increpare
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« Reply #9 on: February 10, 2011, 02:59:16 AM » |
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american dream, a collab with terry, jasper, and tom. Have one other to upload as well.
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terrorbull
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« Reply #10 on: February 10, 2011, 09:46:17 AM » |
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Bateleur - I was really impressed with your two player keyboard battle. It looked lovely too. The only thing is that the player with fewer pieces has an increasing advantage in having a more moves-per-piece ratio. maybe that's intentional to balance the game out? And increpare - I just loved American Dream. So full of bathos ... The stocks part kept me endlessly amused on its own. Anyway, here's one of two that I made, together with Tom. It's not a computer game; it's a group game about being kettled, to play with other people who are also being kettled. It's called Metakettle!
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bateleur
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« Reply #11 on: February 10, 2011, 10:01:57 AM » |
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Bateleur - I was really impressed with your two player keyboard battle. It looked lovely too. Hurrah - thanks!  (The skybox is one of the Unity standard ones... I just turned it upside down.) The only thing is that the player with fewer pieces has an increasing advantage in having a more moves-per-piece ratio. maybe that's intentional to balance the game out? It's intentional, but not as a balance mechanism. Knocking pieces off is quite hard in the midgame, so the idea of giving an advantage to whoever did better in the early game is to try to increase the element of skill before everyone plummets to their doom almost randomly in the endgame! I may not have the mix quite right, though - it's only been playtested a few times. Suggestions welcome! (If I have time I may enter a more polished version in the Versus contest...)
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