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shoot em up - T.W.T.P.B.
Stylized 2d arcade shoot 'em up game with tons of action and strategic elements. Unleash special abilities to eradicate the invading aliens that threaten the Empire.
Free Downloadclick here to play T.W.T.P.B. |
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Puzzle Game - Caribbean Pirate Quest
Take your parrot and your peg leg and go treasure hunting in this humorous adventure puzzle game.
Free Downloadclick here to play Caribbean Pirate Quest |
new Astro-Creeps features
Yes Per, I have removed your first place score at your request...
Per Stenbeck was good enough to report the exploit that he used to get the insanely high score of over 4 million points. That exploit is now fixed.
Also suggested by Per is the new support for powerup-selection / combinations. You can now select exactly which powerups you want to have in play, and each combination has it's own highscore list. I suspect that Per wants to prove that he is the best in the world with no powerups whatsoever... 
Have fun and thanks for playing!
/johno
Shoot em Up - T.W.T.P.B. Soon to be Finished
Our pc shmup game T.W.T.P.B. is nearing completion and we're pushing an early update. This update is exclusively available for download via hUb only. This download includes the following updates:
- Some headlines are fixed
- Nicer demo nag splash screen
- Keyboard settings should now work in WinXP
- Fixed the right keyboard keys in the ability description texts
- Fixed the look of the sensitivity and volume sliders
More T.W.T.P.B. Polish in iteration 27
Iteration 27 of our pc shoot em up game - T.W.T.P.B. is available for download. This iteration features mostly polished items. We're bracing for one final iteration of T.W.T.P.B. now and we hope to make it in one big push! Iteration 27 is available as automatic download via hUb or manual zip archive. The update features the following changes:
- Memory consumption reduced
- Keyboard menu navigation partially implemented
- Music volume settings
- Sound effect volume settings
- Click in the communiques and all text is shown immediately
- Difficulty setting screen has been fine tuned
- Some spelling and grammar error fixed
As usual we'd like to hear your comments and suggestions. The following iteration is probably the last regular iteration so this could be the last time to make your voice heard! Visit the t.w.t.p.b. forums and make yourself heard!
Bloom | |
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Hello all, It's certainly been a busy autumn. I've been doing a lot of lecturing at GameMaker in Arvika, which has been lots of fun, and help me sort out my thoughts concerning my book. I also managed to meet up with Trygve Reenskaug in Oslo to discuss various aspects of Immediate Mode programming, which was great fun. I have managed to release a new game called Bloom, with much assistance from my girlfriend Madeleine. You can of course play it on hUb. I wrote in an earlier blog post that I wanted to a 3d-game as my next project. Bloom is not 3d, but I'm still interested in making the move into the new dimension. Some of things that however are deterring my are the added complexity for the user (handling more axes of movement, etc) as well as the complexity of doing anything resembling character animation. While working at Jungle Peak Studios in 2007, hObbE helped us to develop a really nice animation system called Skeletor, based on a Maya 2007 toolchain. This system was never used for any commercial release, and since them Maya has moved on to newer versions and the exporter hasn't been updated. It is really frustrating to see how complex something like this can be, both from a content creation point of view (you need to build things in a special way) and from a code point of view (the exporter wasn't trivial to write). It seems to me that to be able to have any large amount of character animation, you need to use some kind of skinning solution (i.e. you have a skeleton of bones that animates the mesh of the character). Alternatives include skeletal systems with rigid meshes attached to the bones, but this tends to look very mechanical. Also, Quake 3 Arena (as well as Ground Control) used frame-based characters, in which the vertex positions for each frame were stored in the animation. This works, and is simpler than skinning, but tends to cost lots of memory. I know that Quake 3 Arena compressed the floating point coordinates for each vertex into shorts (2 bytes per axis) in order to save RAM. The animation thing has really been getting me down, because I think that compelling characters / avatars that are animated well are an important part of any game. On the other hand, all characters in Bloom use 2 frames of animation, and that seems to work... If anyone has any insight on 3d animation, or is interested in more details on what I've been up to with my business lately, check out http://www.johno.se. Now go and play Bloom! |
Submitted by johno
Mon, 11/24/2008 - 15:06
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Challenge your friends in mini golf worlds
A new version of Mini Golf Worlds is available for download on hUb
The new version features:
- 5 courses of 9 levels each and more levels created by the community
- Create challenges for other members of the Spell of play community
- New menus, find your friends easier
- Get the full game for free on hUb
Mini Golf Worlds, a pc mini golf game

