Build a Game This November with GitHub Game Off
github.blog
github.blog
2 player co-op. One player pilots a tank with a forward facing gun. The other controls a turret with a big gun, small gun, and grappling hook. Power ups can be grabbed by the hook, as can terrain and enemies. View is top down arcade style. Gameplay is shoot em up style with weapon and tank power ups. Tank would have shields, and an energy system that can be allocated to shields, repair, guns, or engines, in various proportions. Pilot controls this allocation.
Enemies wouldn't use the same formations and paths each run, so you can't learn their patterns. Gameplay could be as fast or slow as you want.
Feel free to steal this idea, or pour scorn upon it. I've had this idea for 35 years now.
I wish I could keep all the verbs for that sort of game in my head. It feels like every game I completely forget I have an ability, and miss opportunities to use it.
That's probably why I stick to counter strike and it's 5 actions/verbs: shoot, scope, jump, move/walk, and throw. (and maybe buy, but that's getting into the weeds...)
No need to outsmart my enemy when my crack hands can just out-react them ;P
I really want to make a game based on strict limitations but to write it in code and not some graphical editor.
I'm two hours in witu phaserjs and I've just done boilerplate with cameras and scenes. It looks great but it's overkill for me.
Edit: thank you all. So many great leads here.
* LIKO-12.........https://liko-12.github.io/
* PICO-8..........https://www.lexaloffle.com/pico-8.php
* Pixel Vision 8..https://www.pixelvision8.com/
* TIC-80..........https://tic80.com/
Or PuzzleScript https://www.puzzlescript.net/
[1]https://dev.to/soorajsnblaze333/how-to-create-a-simple-physi...
[2]https://dev.to/soorajsnblaze333/how-to-create-a-simple-physi...
I did have to pin p5.js to v0.5.4 as apparently p5.play hasn't been updated and didn't play nicely with newer versions of p5.
It's a credit card sized game system which you can program with the Arduino IDE.
It's got similar functions to PICO-8, but instead of lua you write it in Nim, and instead of an integrated editor, you use whatever editor you want.
Perhaps most of all though, the author also wrote some pretty cool games with it, which are also open source, so it's proven tech and you can learn from them.
"Bitsy is a little editor for little games or worlds. The goal is to make it easy to make games where you can walk around and talk to people and be somewhere."
Play some Bitsy games here: https://itch.io/c/90743/bitsy-games
However, you will probably enjoy Phaser the most of all listed once you get comfortable around it. It's not that complicated.
But you're probably right. I just like being able to make toy games in a weekend without dealing with the plumbing a lot.
Turtlespaces.org
I feel like Phaser is interesting as their samples/demos feel very "single page"[1] but can be inverted into something with scenes like you mention. It's often the first thing I reach for if I want to hack something in 2D, but often those hacks become larger things so quickly!
[1] http://labs.phaser.io/edit.html?src=src\tweens\single%20prop...
Which I find kind of interesting. Even though LD has been around for a long time, I would've thought a Github-sponsored game jam would get a lot more participation. This blog post says that their previous jam had over 200 submissions, whereas the latest LD had nearly 3300 in a 72-hour period.
LD 48 is still scheduled for April 2021
Don't scare me like that!
1. Terrible, terrible tooling
2. Hostility from browser vendors themselves
3. Many APIs are still non-standard/officially "experimental", even if implemented
4. Possible performance issues for ordinary programs, likely issues for many games
5. People will make fun of you for this
What. Using a mature language and not relying on feature of the day will produce a game you can compile 5 years from now and it will just work.
Use SFML or something to provide a cross platform way to create windows and interface with the system and you're pretty much set.
If doing all the drawing and physics code is too much for you to do, use a game engine or a physics library. Those will also compile in 5 years from now and run on other people's computers (assuming you get the source).
>easy ways to make things that will run on someone else's computer and will still run in 5 years without futzing around
SFML does that. Java does that. Godot engine does that. Bullet physics does that. And yes, a javascript engine also does that.
Moving the goalposts involves introducing new constraints or altering old ones after the fact. That's not what's happening here, except for maybe on your end. You can choose to ignore them or not, but they're right there in the question:
> what are the easy ways to make things that will run on someone else's computer
No amount of handwaving and category errors are going to adapt these constraints or any other constraints of the world we're actually living in to be more favorable to your suggested solution.
And in the spirit of open source, I couldn't not recommend the open source game engine Godot, which is rapidly closing in on its proprietary competitors like Unity and Unreal: https://godotengine.org/
Does anyone know if there's an Open-Source game store? where I can browse/install games that I can contribute and make PR's to!
Hit me up if you wish to collab ;)
>Heck, we’ve even had Commodore 64 and NES games submitted!
I certainly hope those games weren't intended to circumvent the logic of the 10NES checking Integrated Circuit chip as that would be a clear violation of the DMCA.