A student org for game makers and fans. Join our Facebook group or Slack chatroom (wha?) and say hi!
Meetings are in the MLK Library's Mezzanine, every Thursday at 7:15pm. Stop by! You don't have to be a member or anything.

Never made a game before? Tell  sortingh.at what you want to make. It'll give you tools and tutorials!

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gorbino
Mar 7, 2012
8:37pm

Meeting Tomorrow!! March 8th!

There is a meeting tomorrow at the usual place at the usual time (hint: Art Building, room 241 at 7:15 pm)! We'll be announcing the winners of the game challenge and hand out prizes, courtesy of Microsoft!

Kelsey Higham
Mar 2, 2012
8:09pm

Platformer Challenge Voting

Edit: Votes are actually due Tuesday, March 6th. That's way earlier. Ack!

Note: If you've already voted for your own game, that vote will be ignored. You can still send in another vote for someone else's game. I'm sorry for not mentioning that sooner!

The entrants to the Platformer Challenge are available to play. Play them! Then vote for the one you like the best by

  1. replying to this email thread,
  2. replying to this Facebook post,
  3. or emailing your vote directly to sjsugamedev@gmail.com.

Rules

  1. You gotta play them all first!
  2. You can't vote for your own game.
  3. You gotta vote by Tuesday, March 6.

Cannonball's Quest

Directions:
Z to jump

Made for The Platformer Challenge

9 Lives to Steal

AD Move Left and Right

SPACE Jump
H Drop Bone
U Drop Bomb

Made for The Platformer Challenge

Agent Saya

Agent Saya is a platform game based on our flash visual novel version of the same name. The flash version was made for Art 175 Flash Game Development.

This game focuses on testing the physics of the character's animation motion, for example, getting hurt in different positions depending on the location of the hit.

(Update: fixed some AI bugs and change player 2 controls, no major changes.)

F1 = list of controls

Player 1 controls:
W = up
S = down
A = left
D = right

Q = switch weapons
C = shoot
V = melee
B = jump

Made for The Platformer Challenge

World of Dads

This is the game I'm working on for John's flash game development class. It's a satirical platformer about game development. I've only got like one good joke in it right now but I'm still working on it.

In cutscenes: Use your mouse to click things, or Space to advance
In game:
to move your character around

Made for The Platformer Challenge

Myxa

Hey everyone. The game my partner and I made for the platformer challenge is Myxa. It's a simple 2D platformer complete with spikes, angry-browed enemies, lots of chasms, moving platforms, coins, and a dash of frustration. Control Myxa, a gelatinous, amorphous mass of cuteness and save your blobby slime-mold companion from eternal solitude! See if you can get the highest score by jumping on all the enemies and by collecting all the coins. Movement is very simple:

Press to move.

Press Space to jump.

Notes and Comments:
- Created with GameMaker 8.1 (Lite), Microsoft Paint and Adobe Photoshop (sprites, background, etc.)
- My partner and I have not used GameMaker since high school and middle school, respectively
- Learned a lot through making this game; thanks for reading/playing!

Made for The Platformer Challenge

Learning Unity - 2D Platformer

I'm a total noob learning Unity. I basically took their 2D platformer tutorial and messed around with the backgrounds, so I didn't get to play with any scripts yet...
This is a useful exercise because all the things are wrong teach you how to do it right next time ;)

- Here is the web version

i am a beginner so:
The graphics are inefficiently processed--i think they are ridiculously large, so it wouldn't run that well on a mobile phone, and ther eare at least 64 draw calls.

It is taken from the unity 2D tutorial

Made for The Platformer Challenge

Kelsey Higham
Feb 29, 2012
2:19pm

If you want to submit a game for the challenge,

Make sure your team (or yourself) is listed HERE by 6pm tonight!

That's the deadline. If you try to list your team after that, you will literally die.

Edit: The dying thing has since been disproven.

Kelsey Higham
Feb 25, 2012
8:48am

Dave & Buster's Trip!

On March 22nd, instead of having a regular meeting, we will be going on a field trip to Dave & Buster's.

Read the event page for details!

Kelsey Higham
Feb 24, 2012
12:15am

Now you can embed YouTube videos on your game pages!

(Check it out in action on the award-winning demo game, MOVE RIGHT.)

Here are the instructions

If you're feeling adventurous, you can do a screen recording of your game, with CamStudio or QuickTime or something.

Once you have a video, upload it to YouTube. When you're adding or editing your game, there's a field you can paste a YouTube URL into.

This is all totally optional! Screen recording is hard and weird sometimes, so if it seems like too much trouble, don't worry about it.

Also: Multiple screenshots!

Also, you can upload multiple screenshots now! You only need one, but if there's more than one screen you REALLY want to show off, now you can. Again, check it out on MOVE RIGHT.

A fine tradition

The Game Development Club has a fine tradition of recording people as they present their games to the Club. You can see some examples by clicking on the screenshots here.

Hopefully, we will be able to revive this tradition in the near future, now that we have a good place for the videos to go.

Which brings me to my main point

Are any of you willing to record people as they present their games? Smartphones come with HD cameras nowadays, or you can rent a fancy camera from the Instructional Resources Center.

Kelsey Higham
Feb 23, 2012
11:52pm

GDC

Tonight was the GDC Info Night, mandatory for those intending to attend GDC!

If you DID come

Keep an extra-close eye on your email inboxes! We need to arrange carpools and other things, so there'll be a whole lot of last-minute planning flying around.

If you DID NOT come

If you didn't come to the meeting tonight, it's too late to sign up to go to GDC with us! You can still carpool with us, but you'll have to pay the full $75 fee at the door for entry. Sorry about that – we only have so much money to fund people with, and this is the method we chose to allocate it.

Kelsey Higham
Feb 23, 2012
11:43pm

Get ready to present your games!

Your games for the Platformer Challenge are due at the beginning of our next meeting: March 1st at 7:15pm.

There are two things you should do by then!

  1. Upload your game to the website.
  2. Prepare an under-five-minute presentation of your game.

Here's what will happen at the meeting:

  1. Developers will spend up to five minutes each showing off their games.
  2. Then, players will spend like forty minutes playing the new games, on the computers built-in to Art 241.
  3. Once you've played each game, you will cast your vote for which you think is the best!

I was lying

You don't actually have to prepare a presentation. You just have to avoid going over five minutes when you're talking up there. If you have a tendency to ramble, or forget what you have to say? Maybe make a notecard. Otherwise, don't worry about it.

We've had problems with people rambling for fifteen minutes, in the past, which is why I was asked to blog this note.

Kelsey Higham
Feb 18, 2012
12:36am

If you didn't attend the meeting on Thursday,

Kristi has written a summary of the event, in her typically-thorough style, for your convenience!

Click "feb 16: work meeting!", under Recent Events. →

Kelsey Higham
Feb 16, 2012
9:04pm

Are you in a group for the challenge?

If so:

  1. Wait until Kristi sends out an email asking for people to report what group they're a part of,
  2. and reply to it!

If not:

  1. Reply to the same email, with the message "I'm not in a group! Does anyone want to team up with me?"
Kelsey Higham
Feb 16, 2012
9:01pm

GDC Info Night

If you want to attend GDC, and be funded by the school, you simply must (it's mandatory!) attend the Info Night. It's at 8pm, right after the February 23rd meeting.

Kelsey Higham
Feb 12, 2012
10:20pm

A GDC trip, the Platformer Challenge, and an Arcade Cabinet!

That much and more was covered in the last meeting! Read all about it in Kristi's thorough summary.

Our next meeting will be a regular work meeting, so bring your working pants and a desire to learn.

Kelsey Higham
Feb 2, 2012
11:00pm

The first Game Dev Club meeting of the semester is this Thursday, February 9th, at 7:15pm!

(Edit: The meeting will actually start at 7:15pm, not 7pm.)

It will take place in the Art building, room 241.

I don't actually know what we're going to do yet but IT'S THE FIRST MEETING, ARENT YOU EXCITED?

As usual, everyone is welcome! It doesn't matter whether you're a master gamesmith, or whether you've never touched a controller in your life.

(Nor whether you've touched a WASD.)

Kelsey Higham
Jan 8, 2012
7:35am

Now you can preview a game before submitting it!

This should help a lot with that keyboard stuff. I'm sorry it took so long.

Misfit Ninja

This was a project for the Fall 2011 Art104 Game Studies Course taught by James Morgan. Made with Game Maker 8 Pro, this project took an estimated 80 hours over a one month period to finish. There is no plot, and the game design was inspired by the frustratingly awesome Super Meat Boy.

Objectives:
Navigate the levels trying to achieve the fastest time possible, and collect cherry blossoms for an added challenge. Each level has an optimal route which will cut down completion times by half, try to find them!

Controls:
Along with the game exe, you will find an Xpadder profile for a Xbox360 controller with the optimal layout for the game, to switch on Xbox360 controller button displays go into the game options.

Keyboard Controls:
(Xbox controls are explained in game options)

Movement:
Jump/Select: Spacebar
Sprint: e
Replay Level: r
Back to Map: b
Main Menu: Esc

Made for Miscellaneous

Kelsey Higham
Dec 19, 2011
11:15pm

Little keyboard keys!

Now you can put little button things on your game pages!

Check it out: WHOA.

<kbd>W</kbd><kbd>H</kbd><kbd>O</kbd><kbd>A</kbd><kbd>.</kbd>

When you're posting a game, there's code you can copy and paste. That said, read on if you want to do anything sophisticated.


Beginner: Buttons

To make a regular button, just wrap a letter or phrase in keyboard tags, like so:

Press Shift to jump.

Press <kbd>Shift</kbd> to jump.

Advanced: Invisible buttons

Let's say you're using arrow keys:


to move.

<kbd>↑</kbd>
<kbd>←</kbd><kbd>↓</kbd><kbd>→</kbd> to move.

That won't do. Shift the top button over by adding an invisible button before it.


to move.

<kbd class=invisible> </kbd><kbd>↑</kbd>
<kbd>←</kbd><kbd>↓</kbd><kbd>→</kbd> to move.

(Tip: If you get confused, click and hold on an invisible button to make it temporarily visible: right→←there.)

Double advanced: Boxed buttons

Let's say you want to include arrow keys in the middle of a sentence:

Press
to move.

Press <kbd class=invisible> </kbd><kbd>↑</kbd>
<kbd>←</kbd><kbd>↓</kbd><kbd>→</kbd> to move.

That won't do. Keep the buttons all on one line by putting them in a box.

Press
to move.

Press <kbd class=box><kbd class=invisible> </kbd><kbd>↑</kbd>
<kbd>←</kbd><kbd>↓</kbd><kbd>→</kbd></kbd> to move.

So, to recap:

  1. <kbd></kbd>
  2. <kbd class=invisible></kbd>
  3. <kbd class=box></kbd>

You can see them in action in the two example games, MOVE RIGHT and Kill the Bunnies.

Don't worry, you don't have to memorize this stuff; when you're posting a game, there's some code you can copy and paste.

Town Defender

Created as a final project for the Art 104 Game Studies Class (Fall 2011). Currently in Beta version.

Controls:
Arrow Keys to move, Z to attack.

Story:
The Plague has spread throughout the lands, corrupting all that it comes in contact with. You are the village's last hope!
Defend them from the onslaught of incoming monsters! Once the Town Crystal is destroyed, it's game over.

The player can automatically respawn after death. They must defend the town as long as they can before the crystal is destroyed.
Monsters slowly grow stronger after each wave.
----------------
To Fix:
-Monsters grow stronger as Wave Level increases. Player currently has no way of getting stronger or to heal.
-Score does not reset when the game restarts.

Possible Future Planned Content:
-Health Regen (Sprites created, but not sure how to implement)
-Powerups that grant new ways to attack (Sprites created, but not sure how to implement)
-More monster types
- Villagers rebuild their walls/buildings after being damaged (only when that wall or building is not being attacked)
- Resource collecting? (Collect wood and stone and give to the villagers so they can upgrade their walls/homes?)
- BGMs? (some kind of rockin' battle music)

Made for Miscellaneous

(Asteroids+1)

What if Asteroids had a leveling system? This was made for the Fall 11 Games Studies class.

Made for The Leveling Challenge

Shaken to the Core

The first of two games that I made for Game Studies. It's a platformer, move from left to right, just play it (controls are explained in-game).

Made for Miscellaneous

Kelsey Higham
Dec 8, 2011
11:06pm

Leveling Challenge Winners!

Scratch that actually two games leave.

Both teams win! Both teams get prizes! I don't fully understand either! Hooray!

We will not be taking questions; this press conference is over.

Have fun on your finals!

Kelsey Higham
Dec 7, 2011
3:59pm

Leveling Challenge Voting

Two games enter. One games leave.

There were two submissions to the Leveling Challenge, and the creator(s) of one of them will win ~fabulous prizes~. And you get to decide which/who!

Play both games:


Planes of Steel


Existens

Vote whichever way is most convenient for you:

  1. Comment on the Facebook post.
  2. Reply to the Google Group post.
  3. Mail your vote anonymously to sjsugamedev@gmail.com.

To vote for Planes of Steel, say "I vote for Planes of Steel!"

To vote for Existens, say "I vote for Existens!"

Now play them and vote!

Existens

You are a wisp that has the power to dash, ram, and shoot. The aggressive make their way to higher planes of existence in order to prove their worth and claim the ultimate title of "The Highest." Many threats will await you in your journey, and how you traverse through these realms determines whether or not you reach that title.

This is only a prototype and may or may not be improved in the near future, hopefully the former.

CONTROLS:

to move
Z to dash
X to ram
C to shoot left
V to shoot right

Made for The Leveling Challenge

Planes of Steel

If you've ever had something just not work, this game is for you!
In Planes of Steel (aka POS), you pilot a plane that doesn't quite work, navigating it through endless fields of flying blocks, bullets, and cherries, all while your plane's on fire!

Additionally, there's a simple leveling (or rather de-leveling) system implemented: Once on fire (i.e you go below level 10) your plane begins to slowly lose health, and also to slowly delevel. (In this case, the level could indicate the strength of your plane, or how many pieces are still attached).
Once you go below level 8, bombs are disabled, and it just gets worse from there.
To level up, and also to gain lost health, you must ram into floating wrenches, which are often clustered or inside blocks.
Lastly, there's a reward for leveling up past level 12: You get a top hat!

Controls:
Up/Down to move plane
Space to shoot
B to bomb.

Source code to be posted at neilbickford.com/POS/POSv05.gm81

"The plane slowly falls down due to mysterious reasons. We call it 'Gravity' "

Made for The Leveling Challenge

Squirrel Catcher

[still a very rough draft, needs a lot of polish]

Created in the Art 104 Game Studies Class during Fall 2011.

Catch the Squirrels! Run up to them and they'll get caught!

Buttons:
Arrow Keys = Movement
Space Bar = next page in NPC dialogue (not implemented yet)

Game does not actually advocate the catching of squirrels in real life.
---------------------------------------------------------
Possible Future Updates: (If a programmer would like to help me implement the features, I'd really appreciate it!)

> Fix dialogue positioning
> Squirrels should flee from player when player is at certain distance; also should run in random directions instead of just up and down
>Regenerating squirrels?
----------------
Programs used: Game Maker 8.0 Lite, Microsoft Paint (Sprites)
>Music? (Something happy-ish?)
>Timer to see who can catch the most squirrels?
-implement a run feature (and stamina too? -recoverable stamina: run too much and you get tired, walk to recover)
>Other familiar areas to explore?

Made for Miscellaneous

Kelsey Higham
Nov 18, 2011
12:53am

If you didn't attend the meeting today,

Read the absolutely outstanding summary written by the absolutely outstanding Kristi.

(I added a teeny bit of formatting on top of the original's.)

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