Preparing for Ludum Dare! Haxe, NME, Entity systems and semi-isometric projections

I have started looking over my toolkit for the Ludum Dare 23 contest that will take place April 21-22. This will be the third time I participate in this contest where the goal is to create a game from scratch within 48 hours. You are however allowed to use frameworks (or even Game Maker, but from a programmers perspective that is taking all the fun out of it) as long as it’s open sourced and declared in advance.

I know that I want to use some kind of Entity System, and that I want to create it myself. My last entry (Abandoned) was created using a game framework called Push Button Engine, which is using the basic priniples of an Entity System, but not strictly speaking. I’ve been curious about entity systems for quite some time now, and I have been trying to imagine how I would have used it if I had made Ripple with such a system.

I’m most probably use Haxe/NME as programming language and I’ll build for the flash player. There has been a lot of buzz around NME the last couple of months since you can deploy your games to Flash, Android and desktop (…and iPhone, although you need a mac/xcode to get the game on to an actual device).

I have also been wanting to make something in some kind of semi-isometric perspective (y-axis is isometric, x-axis is regular top-down) for quite some time. This will make the game a little easier to control since the controls are always flipped 45 degrees in a regular isometric game, which does not map very well to a keyboard, but still give that nice, retro fake 3d-feeling =)

Well, have a look at my initial semi-isometric projection written in Haxe and published with NME =)
Sorry, either Adobe flash is not installed or you do not have it enabled

Check back before April. I will probably do some kind of live coding, and I will post more details
/Tommislav

Abandoned: My Ludum Dare #21 Entry

Splash screen for Abandoned

Play the game over at the ludum dare site.

Note: This game was created as an entry for the 21:st Ludum Dare competition, where a game has to be created from scratch within 48 hours. All graphics, sounds and code has to be created during this time, and every participant has to work alone (no teams). It is permitted to use existing frameworks and personal code libraries if these are declared and shared before the competition starts (I used a slightly modified version of the PushButton Engine). The theme for the competition was “Escape”. Continue reading

Ghost4Koin – a game in less than 4 kb


In 2009 I gathered a team of co-workers from Isotop to enter a competition where you were supposed to build a game with a final result of less than 4 kilobytes.
Since I’m both interested in game development, optimization and low level actionscript this competition seemed even more compelling to me.

The game is released over at Wonderfl (http://wonderfl.net/c/7uqT), although it’s so optimized that it’s more or less impossible to understand anything =)

Continue reading

Metro.Siberia underground


Play the game

Navigate through three of the Siberian underground systems in this RSSGTG (Retro Soviet Style Gravity Tunnel Game).

A very simple and addicting game inspired by the well known helicopter game, but unlike the helicopter game this game contains do not contain randomly generated levels, so your skill is all that counts.

The game (and editor) was built by me, and the art and music was created by Simon Stålenhag.
The game has been played more than 7 million times since it was released in late 2007, and we have released one spinoff of the game called “People in planes”.
Me and Simon are still actively creating games together. You can see our common efforts over at http://blog.pixeltruss.com.

We hope you will enjoy!

Super Bobby World

Play the game

Wow, it really was a long time ago since I made Super Bobby World (2003). It was my, at the time, biggest “free-time”-project and I never imagined that I would ever create something more extensive. Well, that was before my 4-year-run with Ripple Dot Zero (still in development as of this writing).

The game is heavily inspired by one of my favorite platform games from the c64: Monty On The Run, but was mixed with some Super Mario and Zelda.

The lack of backgrounds, the way the levels are scrolling, and the small viewport were chosen for optimal performance. This was flash player 5, long before videos in flash, dropshadow filters and bitmap manipulation were available, and you had to be real gentle to it =).

Tetris

Even though I don’t even like the game tetris I have created the game from scratch twice. This is the first version with a highscore-list.
The second game is complete but isn’t very pretty, so I’ll stick with this one for now.