Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles

ZappedCow

31
Posts
6
Topics
79
Followers
9
Following
A member registered Mar 30, 2016 · View creator page →

Creator of

Recent community posts

(1 edit)

The blood update
This week we added the first monsters to the game. There are some greenish goblins you can smash! A GIF has been added to the original post. Also we have a discord server with some early prototype available. If you are interested and would like to help the development of the game through meaningful feedback, feel free to join! We don't bite.

Project update #1

The rendering engine as been reworked almost from scratch, it now supports multiple layers, animated tiles and tire marks on the ground! Another major change is going away from "room to room" scrolling to a smooth scrolling. Honestly this is less charming (in a retro way), but it is much better for gameplay and player comfort. On the gameplay side key/door has been added for making puzzles. Finally the car collision has been improved which is a subject I will go into details during this project update. But before that, let's have a mandatory downscaled-to-3MB-to-fit-the-limit GIF to show the current state of the game:



Collision detection

Usually collision in MonoPunk is handled using axis aligned bounding boxes (AABBs). This is generally perfectly fine for platformers, top-down RPG/shooters, shmup and so on. But Dungeon Racer is a bit different story. The level layout is and will remain square (this is the dungeon part!). But the collision between the car and the edges of tile/entity quickly became a frustrating nightmare. This is what happened when the car was driving too close from an edge:

The problem is that the hitbox cannot be too small otherwise frontal collision looks strange. But then when arriving at a 45 angle near an edge, the car collides. Here is a quick rundown of the options I listed:

  1. Use unaligned boxes so that the hitbox rotates when the car rotates. The best way to do that would be to use a 2D physic engine such as Box2D, set all bodies to trigger and use the engine for collision detection only. This seems a viable approach but I was not found of using and physic library and all  its side effects.
  2. Use a circular hitbox. This seems like a good solution. Circle to AABB hit check math is easy, the hitbox doesn't rotate. But still I though it would be better to have etched corner on the tiles.
  3. The last solution is to use pixel mask which means using a bitmap to store collision information of an object. This is quite easy to implement, should be fast given the low resolution, and allows for ANY shape.

Although all options are viable, I choose to go with 3. Not only this seemed a nice addition to MonoPunk, but also it solves all my issues. MonoPunk has been improved in a way that it supports most types of collision pair. So that you are not force to use pixel masks everywhere as this could be costly. So for example it is possible to collide an AABB against a pixel mask. This is also very convenient for map collision as most tiles doesn't need a pixel mask. Here is how collision now looks like:

What's next?

There is still work left on the car physic, this will conclude the core engine of the game. After that focus will be put on user interface and level design to have a first working 'race' in order to validate the core mechanics of the game.

(4 edits)

This is the devlog of a game that should never have existed... Sorry. Let me introduce you to...

"Super Dungeon Racer"

What's that? It's dungeon crawler racer. Drive your car through Zelda style dungeons, collect loot, avoid traps and solve puzzles.

-> https://discord.gg/6hcnvxv <-

early protoype (10/11/2018)

early protoype (23/11/2018)


Why do a devlog? I figured out it would be an interesting exercise to take the time to reflect on the development on the game. I will also try to give some insight on the technical/design aspects. Sharing can only be good right?

Who are we? Two guys trying to break reality and make games. I'm taking care of the game design and programming. Bahototh  is doing the pixel pushing.

 The game is currently being developed in the frame of GitHub's GameOff 2018 jam (theme: Hybrid). As the jam is about open source I decided to take the opportunity to make my own engine available. This is an engine I have been using, breaking, improving, hacking and cleaning during the last 3 years.

MonoPunk: https://github.com/jlauener/MonoPunk

The aim is to create a small dungeon crawler were the main character is a car. It's a bit like an hybrid between Micro Machine (for the car control at least) and Zelda. The game is procedurally generated from a set of predefined room templates. Currently we are  heading towards a "time attack" game were you have to reach checkpoints in order to continue playing. It might be infinite or not. More details should come once the mechanics are fleshed out.

Dungeon Racer: https://github.com/jlauener/DungeonRacer

Disclaimer: Dungeon Racer is at the prototype stage and no binaries are provided yet. We might have alpha/demo later during the jam.

Hey! Really like the idea behind this card. Remind me of the Pinball Construction Kit, somehow. There was a small problem with a section of transparent color (alpha 0) which broke the cart. Here is a fixed version.

Played your game for a while and liked it! Especially how ships from different factions are going from island to island. It gives some realism to the game.

It took my sometime to understand I need to go where there is the arrow and the white water to interact with the harbor. Also combat during combat I would have liked to see the enemy HP, maybe. So yeah it lacks a bit of feedback but overall a great game!

Very interesting concept. Especially like how you can select which enemy/item is in battle using the grid system, that's brilliant.


However as already pointed out, it's very difficult to get a grip on the combat system. Besides missing feedback, I think the main issue is that first combat is already very complicated. It would be nice that the game starts simple with few enemies/items, and characters with single ability. This way the player can slowly get used to the game system as the game complexity ramp up.

I totally understand you ran out of time on this one. It's quite impressive what you got done.

#LOWREZJAM 2018 community » Resources · Created a new topic Pix64

Pix64 is a fantasy console I made for previous year edition of the Jam. To make games you simply feed the console with 64x64 PNGs files following a given palette. No coding required. Only pure pixel pushing! You can use this fantasy console to make a legit #lowrezjam entry.

To celebrate the start of 2018 edition I added MacOS/Linux support. You can check it out here: https://zappedcow.itch.io/pix64




PS: Yeah this is kind of a shameless plug... Still felt like it's worth sharing :)

PS2: I'm not so sure about how well the MacOS/Linux build works as it has been barely tested. Any feedback/help welcome :)

A 64x64 deck-building game, such a lovely idea. I'm already looking forward to try your game! It's seems quite ambitious for a 2 week project though if you stick to the core stuffs and prioritize your work I think it's definitively doable.

Good luck and (more important) have fun!

(1 edit)

4x4 tile/sprite set. CC BY 4.0 license:

 https://zappedcow.itch.io/micro-dungeon-set

:D


Auto next works the same way, so currently there is the same bug. Does it answer your question?

Thanks for reporting that, should be fixed next release. As a workaround you can name your carts 'cart_01, cart_02..., cart_10'. This fixes the sorting.

Very good idea! Didn't managed to get fast enough for the last part though !

Pix64 community » Carts · Replied to Graic in Carts

That's impressive. I knew there was the 1 hour jam. But doing a game in 1 minute! i guess that's the power of Pix64 :D

Pix64 community » Carts · Replied to Graic in Carts

Oh yeah that's strange. Quite a bug actually! I should be able to fix that on a next release (hoping no existing carts rely on this "feature").


PS: Sorry for the late reply..

Pix64 community » Carts · Replied to Graic in Carts

Made an simple AND gate inspired by your cart :) This one doesn't have a latch but it should be easy to add one.

You are welcome!


By the way I just released (coincidence with the jam?) a new version of the Pix64. You can check the devlog here:

https://zappedcow.itch.io/pix64/devlog/24614/pix64-v11

Pix64 community » Carts · Replied to Graic in Carts

Those defend carts... Very good use of the player color! I'm always thrilled to see new, unexpected, use of those simple pixels :)

Pix64 community » Carts · Replied to Graic in Carts

Oh. That's brilliant! Provided an uterly huge PNG size we could be a computer :D

Pix64 community » Carts · Replied to Graic in Carts

Haha made it! I have to say it's quite an interesting cart.

You can run Pix64 (untested) using the following command within the Pix64 folder:

mono Pix64.exe

Normally mono is supported and installed by default on most Linux distributions.

Hey, thanks for your interest in Pix64 :)

You can zip your image(s) and publish the game as such. Check those jam entries for example:

https://srgovindan.itch.io/boy

https://tiagor2.itch.io/route-64

Pix64 community » Carts · Replied to donnadie in Carts

Impressive collection. I like how you explored the breakout mechanics and use of the Jam's theme.

Fakeout is brilliant! If I get to do a next release, could I include it within the console? (credits will be given).

Pix64 community » Carts · Replied to Tiago R² in Carts

Those sprites.. There are like HD for Pix64 :D Very good, still struggling to beat last level!

Pix64 community » Carts · Replied to J8chi in Carts

Oh very nice mood and good use of the color mechanics.


I think I need to add multi carts support to new release.

Will try next release, if I get time to do a next release ;)

This is a good idea but it would defeat the purpose of having all the game data on a pixel image :( I'm aware the sound effects are annoying though, I plan to improve them.

Another approach would be to store the sound effects as WAV files in a 'sfx' folder than Pix64 load at start up. You then are free to put whichever WV file in your local Pix64 'sfx' folder.

Thanks a lot. Yes the idea was to stay minimalist. This is good feedback about the doc I could put that on the itch page and in the readme.

Some good ideas there. The ability to destroy enemies I'm not sure but what is very good is the "glue" idea. This would allow the player to move objects. So yeah a movable color. You can use it to block enemies or change their path, destroy a barrier (maybe). But also it could block yourself if you don't play it right. Could open more puzzle possibilities to the game. Definitively something I will think about :)

Make a good game.

Your game is your prize :p

This was brilliant using multiple carts to create a story. Also using the mechanics not only for gameplay but also to express emotions. I liked it alot!

Thanks a lot!

Nice! Thanks for sharing :)

Ok this is a shameless self plug... But there is a mini tiny pixel based fantasy console I made called Pix64. Just make game by editing a 64x64 PNG and feeding it to the console!

https://zappedcow.itch.io/pix64

I though it could be worth mentioning for the jam.


Pix64 community » Carts · Replied to Yirggzmb in Carts

Sweet, thanks for posting the first Pix64 cart!

Are you going to release a comicbook about shluuuups during this domi-year?

Pix64 community » Carts · Created a new topic Carts
(2 edits)

To post a cart simply add the 64x64 png!

EDIT: Instead of posting your cart as a reply, consider making a new topic in the Carts category. It makes discussion easier and also shows Pix64 is alive on the tool's page.

Pix64 community » Bugs/Requests · Created a new topic Bugs/Requests

Before posting a bug request please make sure you are using the last version of Pix64.

Oh no I think I died at the very last mission :( Bloody asteroids!

Overall a great entry!

Nice RL and for once it's not set in a dungeon! I think you managed to capture the 'farwest' feeling both in terms of gameplay and arts, props for that.

Small thing: First time I played there was not music/sfx. Then I went to the options and noticed volumes were at the minimum.