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Northalicious

11
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A member registered Nov 16, 2014 · View creator page →

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YEAHHH

Rood >:(

I'll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.

Thanks lol! Sooo basically my second half of development was utter chaos, and I never even finished the game past the first level for this "demo", but I definitely hope to finish it in the future. Yeah, the idea was to get the highest number and I even had a tutorial system plannnned but I never actually finished it. Oh, and yeah, the campaign mode is supposed to be singleplayer, but I never managed to get animations implemented to show what the AI was doing to actually show that the AI was doing something. Overall, this is was definitely a learning experience for me lol

Thank you so much!! It's really fun to make art this way!

Thanks! That audio clip was the real initial conversation that inspired this game lol

Thank you!

Also oh

I'll do that from now on lol

Thank you! :D

(Also, you'd think that, but I had to do a lot of work just to make it feel good. The eight-direction design of the joystick is kinda fiddly)

(3 edits)

Hello, and welcome to my rip-off of VideoBall brand-new game!

I don't really know how these devlogs work, so I'm just gonna copypasta my general ideas for this thing.

Explosive Bowling
Minimalistic Bowling Game

Two Sides- Colored Pins
Players hold down to gain more throwing power which is represented by a growing white circle around the ball
First team to get all pins on other side into the goal gets a point
Play to 10 points

Specials
Once a player makes in a random number of pins they randomly get a special

Block- Temporarily places a block on the field
Mini-Goal- A block that acts as another goal for that team
Moving Block- Temporarily places a moving block on the field
Removal- Resets a random number of pins back onto the field.

So, there you go. I'll add a gif of what I have so far if I stop being lazy.

For now, that's that!

Day One

Basically this was 3:00 AM when the jam started, so I didn't get much done past *basic* movement.

Day Two

Late last night (again >:V) I fixed up movement, and hooked it up to an XBox 360 Controller. I'm attempting to get GameCube controllers to work, but for now my barely functioning GamePad will have to work I guess. I also added pins, made movement feel ***extra nice >:]*** and made the map auto-generate pretty(er) colors. Seriously, I friccin love how it autogenerates it. Makes my job easier. 

Day Three

I added a basic controller connection screen and (FINALLY) recorded a gif. So, enjoy this low-framerate 20 second gif. I also made pins heavier.


Goals for today:

- Get in a basic Menu

- Get GameCube controllers working >:V (Optional)

- Color the pins and the player(s)

- Add some music (Optional)

- Add some GUI elements

- Try to make shapes look smoother.

Maybe I could get an HTML5 demo ready? Who knows!?

Day Four (So Far)

Goals Completed:

- Get GameCube controllers working (They don't work as well as XBox 360 tho >:V)

- Color the pins and player(s) (Colors subject to change)

- Add some music (Poof I made some in like 10 minutes)

- Add some GUI elements (SCORE COUNTER!!!)

Goals Cut:

- Get in a basic menu

I mean, I *kind of* added this one, but I feel like the game doesn't need a proper "main menu", so it goes straight from the logo splash animation to the controller connection screen.

- Try to make shapes look smoother.

Not only do I think this is impossible, but the defined pixels look fine. I did up the polygon count of the circles, though. (But like that will cause performance issues T_T )

Stretch Goals:

- YOU CAN SCORE POINTS

- All four players exist and can be controller :D

- Invisible triangles were added to the corners to prevent balls from getting stuck (/r/NoContext) Might make them visible later on if I don't feel too lazy.

- TECH DEMO

Obviously this is missing a majority of what will make the game (A) Fun and (B) Balanced, but if you want to test out the controls on preferably your XBox 360 Controller/X-Input Gamepad you can check it out here: (DRIVE IS FULL. I'LL UPLOAD IT ASAP)

I would add the method for GameCube controllers, but it's too long and convoluted to explain for just a tech demo. Sorry, Nintendo fans.

Also, there's currently some HTML5 issues, so that's why it's just a .exe

...k bye

1. Hi there! What's your name? Want to introduce yourself?

Yo. I'm Dean "ICanEditzComicz/ccooldean" K. I've made *one* full game so far. I also make memes on my mildly successful youtube channel that I'm currently neglecting.

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

I wanna make a new game, man! And this is the perfect motivation for it. Plus, I've always wanted to do a jam.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

ViViD is what has inspired my one and only game "This Game Is Impossible"

I also accidentally came up with the idea for DDLC before it ever came out, but was never able to make it myself so I'm glad at least someone could ^^

4. Do you have experience with game development? What did you do/with what engine?

GameMaker 8.1 is where I started and stuck for honestly wayyyy longer than I should have. Now I'm on GameMaker: Studio, but have periodically dipped my toes in the lukewarm pool that is GameMaker: Studio 2.

5. Tell us about something you're passionate about!

VIDEOGAMES AND MEMES

6. What are your goals for this game jam?

To make a game I enjoy.

7. Any advice to new jammers (if you're a veteran)?

No 'cause I'm not lol

8. If you're a returning jammer, what can the admins do to improve your jam experience?

HET I'm not lol