1. Corporate Soccer released! 5 | ♥ 1

    [ Play the game ]
    [ Official NoFuture gamejam website ]

    Every day, during the 10am coffee break, Red Insurances and Blue Ventures struggle for domination abroad space station Corpo 117.

    Choose your side, take the ball, kick their face.

    Corporate Soccer is a 2-4 players soccer platformer.

    You have to bring the ball into one of the goals in the upper corners. Everything is allowed: this is the future, eh? Jetpacks, violence, teleportation, bumpers and even more violence!

    You will need gamepads and JoyToKey to play with your friends. Sorry about that, the reason is simple :
    • Flash doesn’t support gamepads,
    • Most keyboards on the market cannot detect more than 3 key strokes at the same time.

    Don’t worry, JoyToKey is pretty simple to use: you just have to bind each gamepad buttons to each player keys.

    The game itself was created in about 48h hours using Haxe language. Sounds were generated using LabChirp.

    Credits: music by Electric Children.

  2. Testers needed! 5 | ♥ 1

    Hi everyone,

    I’m working on a game for the NoFuture contest and I need tests. Problem is: it’s Sunday, I don’t have friends and it’s a multiplayer game.

    So I desperately need your feedbacks!

    Play the game here.

    Objective : bring the ball in opposite goal (goals are in upper right corner)

    Controls:

    • player 1 (red) : WASD + Shift to kick
    • player 2 (blue) Arrow keys + Control to kick

    Tips:

    • press down key to leave a thin platform,
    • maintain up key to use jetpack (the ball will partially follow you),
    • press down to kick the ball to the bottom.
  3. GreenWitch 1 | ♥ 1

    We released GreenWitch on Arkadeo on Monday! The game is a violent cross-over between Gauntlet and a Tower defense. It’s heavily based on Atomic Creep Spawner engine (see these articles for technical details & tutorial).

    I tried to focus on super minimalist controls : click to move, auto-fire, long-click to cast turrets.

    Art is made by @Carduus, code by me (using Haxe, as always).

     

     

  4. Teacher Story 1 | ♥ 5

    After almost one year of hard work (and 2 reboots), we finally released Teacher Story, our turn based tactical RPG with teacher & students.

    You can play it here: teacher-story.com (you might need an invite code: blogDN_WwMKSrWv).

    The game was initially planned for a September 2012  release… So we are a little bit late :) The original gamedesign evolved a lot and we are pretty happy with the final result.

    Server-side code by Irvie, art by Hiko, client-side by me (everything using Haxe).

  5. Tabletop RPG map editor (v0.3) 6 | ♥ 1

    Another release with all major features implemented:

    • save / load to disk (uncompressed XML format),
    • export PNG image
    • local auto-save (cookie) / reload on page refresh
    • map panning
    • more assets (rocks, trees, furniture, blur…)

    Controls:

    • Left click: add/remove, depending on context
    • Right click: tools
    • Middle click: scroll map
    • R: rotate current asset on map
    • Arrows: pan the map (be careful not to lose border elements)

    Here is the link: Tabletop RPG Map Editor 0.3 (require Flash 11.2)

    Next features:

    • performance tweaking,
    • text labels,
    • area painting (rectangles).
  6. Tabletop RPG map editor (v0.2) 3 |

    I’ve improved the map editor I’ve been working on this weekend (see previous post).

    Main changes:

    • added generic assets (generic furnitures, trees, crates, doors…)
    • large map (256×256),
    • scroll using middle click,
    • toolset is available on right click,
    • visual improvements.

    A demo is available here (Flash Player 11.2 required).

  7. Tabletop RPG map editor (v0.1) 1 |

    For the last 20 years, I’ve been playing tabletop RPGs with friends on a very regular basis. I’ve spent a huge amount of time writing scenarii and missions. I did it with traditional pen & papers at first, and with Google Docs afterwards.

    Problem is: it’s ok to write missions with Google Docs, until it comes to drawing the map of, say, a dungeon in Warhammer, or a haunted house in Cthulhu. Most of the dedicated tools are either:

    • old: like with a Win95 interface with almost zero attention to ergonomy
    • bloated: the tools allows EVERY single thing related to drawing a map, and therefore, is too complicated for my simple needs.
    • ugly: the tool uses lots of terrible textures where I just want to draw walls and doors.

    For some times now, I’ve been using Photoshop to paint my maps. But let’s face it. It’s a great tool, but it has not been designed for that purpose. And it’s not free.

    So I’ve decided to work on my own tool, with the sacred KiSS principle in mind (Keep it Short & Simple).

    Here is a demo (Flash Player 11.2 required). Note: you can rotate doors using right click.

    Features I plan to implement for 1.0 release:

    • focus on making a simple greyshades render, printer friendly, no fancy texture or icon.
    • focus on ease of use and ergonomy,
    • free & open source (haxe required),
    • save/load on disk,
    • export as PNG,
    • new tool: text labels,
    • new tool: furnitures assets (mostly rectangles and circles),
    • new tool: symbols (cross, arrow, …)
    • bigger maps, with scrolling,
    • I may also fork the project to build a simple map editor for small game projects (developer oriented, like for a Ludum Dare game). This version would feature JSon save/load, adding generic data to cells (like doors, monsters, whatever you want)…
  8. Budget Squad post-mortem 1 | ♥ 1

    So it’s been 3 weeks now I released my LD entry. Here is a quick post-mortem for Minnie & Malism: Budget Squad (hey did you play it already?). Sorry for my bad english, as always.

    What went wrong

    • theme: I was definitely NOT confident with the Minimalism theme. I like to spend lots of time of particles & art, and most people actually expected minimalist games to have minimalist art, which is a shame, imho. I really regret I didn’t take this opportunity to work on another kind of art style.
    • gameplay: as I gave up on the minimalist art style, I only had one solution left for the theme. The gameplay. I didn’t have any idea until satursday evening, which is incredibly late for a LD… Therefore, I didn’t have much time left for polish and to develop the themed gameplay properly. Anyway, I really believe the gameplay fits the theme (a minimal equipment that creates lots of constraints in a shoot em up). It’s not as obvious as other entries, but I think it’s still ok. Actually, I was planning to give up if I couldn’t fit the theme into my game (which I believe is the essence of Ludum Dare).
    • the lack of a decent state machine: the way I handled game sequences (intro, gameplay, dialogues, outro) was… horrible. Seriously, the code works but it was a little Vietnam to write maintain. I will HAVE to use a better architecture next time.

    What went right

    • scoring: I didn’t have time to put more focus on the combo based score system. Anyway, it really works well imo and adds replayability. Usually, that’s not something I have in my LD entries, so I’m proud of that.
    • level design: once again, my level editor was Photoshop. Color coded pixels in a grid that define wall positions & enemies. The result is a really big level with lots of secret places to discover… and a potato :)
    • sounds & music: as always, LabChirp was an amazing tool to create nice sfx quickly. I also used AutoTracker with some modifications, which also works great. However, autotracker musics tend to sound like each other, so I’m not sure I will use it again.
    • intro: I had some spare time to make a proper intro… which is cool :)