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Arowx

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A member registered Feb 18, 2014 · View creator page →

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Do ID have "Doom [Retro Remake] Level 1" copyrighted?

Also, it is legal to copy a small portion of something or a larger portion for educational purposes.  And this was a test of the Unity game engine and my skills at recreating the first level of DOOM in Unity.

Check out Fair Use https://en.wikipedia.org/wiki/Fair_use

I doubt it as it's just a remake of 1 1993 Doom level in Unity using none of the originals data or textures. And the original DOOM is open source on git-hub.

Any Theme or Restrictions?

Could try this Game Jame Theme Generator - https://letsmakeagame.net/game-jam-theme-generator/

  1. You Control The Environment, Not Player
  2. You Only Get One
  3. Endless Night
  4. Machines
  5. Save Yourself, Not The World

Any good voting poll systems we could use to vote on one?

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Fit the themes for the jam?

https://arowx.itch.io/gloves-ultra

Gloves Ultra is a web based helper app for FIST that can randomly generate characters, mission types and a building map with the option to play the map in a turn based style using FIST rules and D6 rolls.



PS What themes would work best in gloves?

  1. Anomalous exclusion zones (e.g. Stalker, Roadside Picnic)
  2. Non-fictional exclusion zones (e.g. Chernobyl, Area 51)
  3. Prisons or other areas designed to keep people in, rather than out (e.g. Escape from New York, the Prisoner)
  4. Dimensions and realms we are not normally meant to access (e.g. inside the psyche, isekai fantasy realms)
  5. Mythical traps and/or paradises (e.g. the Bermuda Triangle, Big Rock Candy Mountain)
  6. Anything vaguely related to the restriction of movement or knowledge
  7. Anything you want, because the theme is always optional

OK

I produced a basic FPS game in a recent game jam with a bit of a Sci-Fi horror theme that I would like to rework for this jam?

What do you think it would need to make it more spooky/horrible?

PS You can try the old JAM version here: Paroxysm : Alcatraz by Arowx (itch.io)

If you would like more people to try the JAM I think the calendar is one of the first places potential jam developers go to see what is happening.  Not sure why it's still not appearing, also no JAM calendar entry for Cover Up #2.

What if I went for a insect eye rendering with multiple 64x64 images making up a view of the world?

Maybe in a 2-3 high and 3-5 screen wide view?

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It depends on camera angle in perspective or even isometic camera could get around this.

I'm going to try a zoom optic for more distant things.

Could I even cheat and render to 64x64 but use super scaling tech to render it at higher resolution?

You posted this same comment in two places, is this a cut and paste error?

Thank You. Is the lighting too dark or the tone of the game?

Great work.

1. The clicking the sword cursor needs to be disabled for a second or even two when the options open as most of the time my next sword click was choosing a powerup before I had even read what they were.  Could it just be a spinning blade on the mouse cursor, then clicking could be used for other things (see points below).

2. Some obstacles on the map and maybe some droppable obstacles would take this up a notch especially to the TD crowd.

3. The defences could also be positionable towers.

4. The feel of the sword strike seemed off, maybe it's me or the trail but a few times I was convinced I had hit the enemy but appeared not to.

5. Or you could take it more RTS with swordsmen and archers that the player can select and command on the map.

Thanks for the great feedback, I'll try and improve this for a post jam update.

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Great feedback thank you.

I should have added an elevator, there was going to be an elevator scene/sequence with info on what is happening and what the secret base under Alcatraz is.

Only the stairs in the light house did not work, the player kept dropping through them before reaching the top level.

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So what about a 64 x 64 FPS, and threw together some assets models in Unity and managed to make this mockup:


The image shows the number of enemy robots left a health bar and ammo, a green crosshair over the distant (few meters away) red robot.

Will add a scope so player can go ADS on distant enemies.

The idea is a free flowing FPS game but in a maze with 4096 enemie robots to destroy.


Closer look at enemy robot and changed the players gun colour as it looked like part of the robot.

Should I try and make this?

The original idea was going for two type of enemies, the demons and angels.  So a gauss rifle or smg would work best on the demons and a laser rifle on the angels.

So Rifles, SMGs and pistols.  Also thinking of using flares and themite greades and smoke to block or displace the relevant enemies.

Nice work, great sound fx and atmosphere.

Would have loved to be able to throw or drop the lantern to make the puzzle aspects a bit easier.

Could really see some fun mechanics with swarms of shadow beasts and torches and flamable barrels or tar.

I would like to add a go faster option but the Robots only choose at random and so are easy to beat.  So to add a go faster button would need me to upgrade the robots so they pick the best scoring group they can.

Think I've fixed the score placing update, apparently sorting an index based on a score is easy to do but tricky to understand.

Minor update added music and a sound effect.

Tried to get the scoreboard to show places 1st - 5th to help players work out where they are but it's buggy.

PS Try using the full screen button bottom right of game window.

If you find any bugs or have any feedback please let me know as I might have time to fix them prior to the deadline.

Seeing a lot of activity on this project if you have any feedback on how to improve it or ideas for what other projects the developer might retro-remake then leave a comment.

For instance I made GLOVES https://arowx.itch.io/gloves-ultra

Would you consider opening up the JAM to digital entries?

What do you think of the new 3 level JAM version

Just not sure what you meant by amenities?  As I think of it referring to toilets/restrooms and features in a town that makes life better, so not sure what it means in the context of a game level set in a jungle?

Thanks for the feedback.

What amenities did you expect?

Commando by Arowx (itch.io)

Not submitted yet as still a Work in progress.

Please try it and let me know what you think of the controls, viewpoints (Top Down, FPP, TPP) and how it's going so far?

Found this in the FAQs is there an install option button in the itch.io app?

Itch.io App + WebGL [resolved] - itch app Development - itch.io

Excellent, cheers.

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Found this bigger cover image of Commando.


But also found this better looking Atari cover...


Then there is the Capcom art


And this capcom art with a more modern style gun and without the unneeded (*?) belts of ammunition.

Ideally I would make a game that uses the Capcom character and M16 style gun combined with the enemy elements  in the other covers.

Then there was this one but it's so unbelievable, no helmet, no sleeves, just a knife or a 4 round rocket launcher and grenades, hooked by their pull to arm rings.

*The commando seems to be holding a magazine fed gun but carries one or two loops of belt fed ammunition.

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OK Map centers on location of mission, re-rolling the mission re-rolls the location and re-centers the map.  Hope this helps.

Map can be a bit wonky though not always North South aligned.

New build might have new bugs.

My first attempt at an FPS style MV game?

ProcGen3DMV0.1a by Arowx for Metroidvania Month 21 - itch.io

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Well I managed to get the simplest FPS to nearly be a playable game.

Basically zombies moving in on the player and old school raycasting as a gun (DOOM original version).


No crosshairs or bullet counters but a score, also no shot delay mechanic and the no game over state.

Code weighs in around 878 characters

public class K:M{T t;float s=30f;List<t> z=new List<t>();int u=0;public U w;
void Start(){t=transform;t.position=v(0,1.5f,0); T g=c(Q.Plane,V.zero,v(100,0,100));
for (int i=0;i<100;i++){V p=A.insideUnitSphere+A.onUnitSphere*50f;p.y=0f;
T x=c(Q.Cube,p,v(1,2,1));x.name="Z"+i;z.Add(x);}}T c(Q q,V p,V s){T n=G.CreatePrimitive(q).transform;
n.position=p;n.localScale=s;return n;}void Update(){float a=Time.deltaTime; float b=a*s;
t.Translate(v(i("H"),0,i("V"))*b);t.Rotate(v(0,i("X"),0)*b);V p=t.position;
foreach(T e in z){e.LookAt(p);e.Translate(V.forward*a);}
bool h=I.GetButton("F");R y=new R(p,t.forward);H j;List<t> d=new List<t>();
if(h&&P.Raycast(y,out j,100f)){T r=j.transform;if(r.name[0]=='Z'){d.Add(r);u+=10;}}
foreach(T f in d){z.Remove(f);G.Destroy(f.gameObject);}w.text="SCORE "+u;}
float i(string s){return I.GetAxis(s);}
V v(float x, float y, float z){return new V(x,y,z);}}

And that's with a lot of class name to character assignments and changes to the names of inputs.

//game expects to be on the default camera in a scene 
/* Need to rename Inputs   
* Horizontal to H  
* Vertical to V   
* Mouse X to X  
* Fire1 to F  
* w needs to link to a TextMeshProGUI label for the score  * 
*/  
using T = UnityEngine.Transform; 
using G = UnityEngine.GameObject; 
using V = UnityEngine.Vector3; 
using I = UnityEngine.Input; 
using R = UnityEngine.Ray; 
using H = UnityEngine.RaycastHit; 
using P = UnityEngine.Physics; 
using Q = UnityEngine.PrimitiveType; 
using A = UnityEngine.Random; 
using M = UnityEngine.MonoBehaviour; 
using U = TMPro.TextMeshProUGUI;

Unless I can find or figure out some other ways to reduce the size of the code base in C# or maybe write a wrapper API that does things via one character method calls not sure I could create an FPS in 500 characters in Unity.

The questing is should I submit this as an entry?

Got the suspicion that this will not be ready in time for the Jams deadline but having fun making it.

Menu screen.

Thanks for the feedback.  I have updated and branched to another game/tool with this so might be able to improve it further.

Going for a retro BASIC look of the code, what do you think?