Showing posts with label MCRgamejam. Show all posts
Showing posts with label MCRgamejam. Show all posts

Saturday, 5 October 2013

MCRGameJam - September 2013

Thought I'd post some pictures of our last game jam, it was by far our most successful one-day event. We had a great turnout, and tons of ludicrously amazing games came out of it. This time around we went with five themes instead of one: CLIMBING, INVERSION, ROBOTS, STEALING & HATS.

Giant thanks to everyone for turning up and making it a great day, I had a blast even though I was feeling rubbish from a chest infection battle the week before.

Also a huge congratulations to Mark for winning the developer vote for best game, his hat-snatching multiplayer entry was absolutely amazing.



The next jam is tentatively scheduled for the 3rd November, will confirm when it's all nailed down.

Anyway, photos after the cut!

Wednesday, 10 April 2013

Quick and dirty jam build: Unstoppable

I took part in last month's Manchester Game Jam, this time opting to do it from home due to my scarily pregnant wife (baby Isaac is here now, but that's a different blog post entirely!).

Anyway, in about a day or so (including a bit of pre-jam cheating, fight me) I put together a quick little arcade tunnel shooter sort of thing. It looks like this:



It uses Away3D/stage3d to create wireframe graphics a la Battlezone, ditching textures entirely and creating everything from smoothed wireframe polys at runtime. It ended up being reasonably simplistic, but I was really happy with the feeeeel of it: the physics on the ship turned out really nicely, and after adding some simple directional tilting you really get the sense of a floaty ship. The ship control physics are just 2D easing so it's nice and snappy: it doesn't actually move down the Z axis: the scenery and enemies scroll backwards instead and keep respawning when they drop off behind the camera. Collision detection was awkward until I realised AS3's Point3D contains a distance checker, which saved me a bit of effort.

Below are some images I snapped while I was working through it, as you can see I almost ditched the stark wireframe in favour of coloured flat shading (like the final stage in Rez) but reverted back in the end.

I also put the whole thing on Github if anyone wants to poke around, I built it with IntelliJ Idea and I've included the whole project as it's pretty tiny. The code is absolute filth, but you can see how easy it is to get some sweet retro effects in Away3D.

Oh, and try it out here.

Tons of pics after the cut!


Tuesday, 28 August 2012

Game Jam #2 @ Madlab - August 2012

So, last weekend we threw another Manchester Game Jam to coincide with the Ludum Dare, hosted once again by the good folks at Madlab. It went really well: lots of people turned up and made lots of amazing games, and there was a street party at the end. Everyone wins.


Ordinarily I'd write a super detailed giganto-post about how it all went down, but I'm so busy at the moment I'm going to let the pictures do the talking instead.

I will say this though:

THANKYOU!

I really mean it: to everyone who lent their time and effort (particularly Bob, I owe you one), to Madlab for hosting, to Larkin' About for making a bunch of fun trouble all weekend, to every game jammer who came out and made the weekend a success: thankyou. Let's do it again sometime.

Full photo set after the cut!

Friday, 24 February 2012

GameJam posters!

My insanely talented boss Adam has come up with some amazing artwork for the game jam I'm putting together, how cool are these?