News

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.)

mtucker
Nov 13, 2011
11:34pm

The Leveling Challenge!

Don't forget that the leveling challenge has already begun! The theme for this game challenge is, as you may have guessed, leveling. This can mean whatever you want it to mean as long as you are prepared to defend the meaning. You could have a game with a character that gains levels, or build a structure with multiple levels, or simply progress from one level to another.

The official challenge page is up right now so don't forget to submit your works-in-progress so we can see how your game is shaping up!

The deadline for the challenge is Dec. 1st and we will be looking at any prototypes that are ready at this Thursday's meeting.

Get crackin'!

Kelsey Higham
Nov 13, 2011
7:00pm

The Digital Game Museum is having a fundraising tournament!

It's at the Hacker Dojo in Mountain View, on the 19th, from 3pm to 10pm. Here's more details at Eventbrite.

mtucker
Nov 7, 2011
1:35pm

Source Engine Workshop!

Hallo! The Game Dev Club is hosting a workshop on the Source Software Development Kit (SDK) this Tuesday, November 8th. It will take place in the Art Building in room 241 and is expected to run from 7:00-10:00pm. This workshop is intended to give an overview of how to work with the tools provided (for free) by the Source SDK and how you can use these tools to get started on making your own game levels and mods. We will try to make it informative for both artists and programmers, but it is also open to anyone with an interest in making games.

A more robust explanation of the event and the software you'll need is over yonder in our "Upcoming" sidebar ------------->

Oh, and don't forget to bring a computer! (We've got a number of desktops in the room, but there probably won't be enough for everyone.)

Kelsey Higham
Nov 6, 2011
1:30am

Check it out, new digs!

The beta website is now the main website!

If you have suggestions or ideas, I set up a Google Moderator page, where you can suggest things and vote on them, anonymously or nonymously. Go vote on what you think I should fix first!

Pong Elements

Player 1 controls: up = w, down = s Player 2 controls: up = upArrow, down = downArrow Red Ball (Fire) - Faster ball - Will reverse the paddle control on hit Blue Ball (Ice) - Slower ball - Slower Paddle on hit Green Ball (Grass) - Make extra ball - Stuns paddle on hit Yellow Ball (Electric) - Ball will disappear for a second - Paddle will speed up on hit If you have some feedback, feel free to email me at: ssybrik@.hotmail.com


Made for The Pong Challenge, Fall 2011 Edition

Blaster Pong

Blaster Pong V1.2, Still in Development. It is set on being a RPG version of pong. While adding defenses and bonus's to those that level up and conquer in order to deplete their opponents health. Controls Player 1(left player) up - w down - s Player 2(right player) up - up arrow down - down arrow


Made for The Pong Challenge, Fall 2011 Edition

Hardcore Pong

File Type: .exe Description: Hardcore Pong is a game developed using Game Maker 8 Pro Edition. The game is a multiplayer fast-paced competitive take on pong. The game features a variety of unique ball types that spawn randomly each round. At the players disposal they also have a set of abilities that they can use to mess with their opponent or to protect themselves. There is no game ending score limit to the game but players can determine the limit themselves. Controls: Yellow Player W - Up S - Down A - Cycle Through Abilities D - Activate Ability Green Player UP ARROW - Up DOWN ARROW - Down LEFT ARROW - Cycle Through Abilities RIGHT ARROW - Activate Ability System Requirements: Graphics Card (With Updated Drivers) Kitten Image was obtained from http://www.deshow.net/d/file/animal/2009-07/cute-kitten-631-4.jpg


Made for The Pong Challenge, Fall 2011 Edition

Don't Die Faux Indiana Jones

A game where you try to dodge the ghosts for as long as possible until you grow bored or your fingers freeze up and you can't play anymore. Use the Arrow Up and Arrow Down keys to move.


Made for Game Jam on Game Night, on the Game 13th of Game October

Another space fighter

F1 to open help in-game. Space game with one boss. Grab the gem in the middle to start the fight. Defeat the 4 forms to win. Boss gets harder with each form. You only have 1 life to win. Made with GM:8 Pro


Made for Game Jam on Game Night, on the Game 13th of Game October

CardFlipper

Click a green card, any green card, to flip it face up. Drag it around and let go to put back to where it was. Let go of a card over a symbol card and it will stay there. That is all.


Made for Game Jam on Game Night, on the Game 13th of Game October

SNAKE SIXX POINT OOH

Snake-type game, Windows executable + source. You have thirty seconds to collect the food. But the food is moving, and you eat it when it collides with you.


Made for Game Jam on Game Night, on the Game 13th of Game October

Don't Blow Up

Arrow keys to move, Z to slow down, dodge everything, get a high score, and most importantly, DON'T BLOW UP. Shamelessly made in Game Maker 8.1. NO MORE WATERMARK IN THE GAME THANKS TO SORTING OUT LICENSING STUFF


Made for Game Jam on Game Night, on the Game 13th of Game October

Hasty Hellraiser

Left/Right to move, Up to jump, move to the right, reach the princess press R to reset room


Made for Game Jam on Game Night, on the Game 13th of Game October

Forever Alone

File Type: .exe Source Type: .gmk (Game Maker 8 Pro) Description: Here is a short game I made for Ludum Dare 20 using Game Maker 8 Pro. Ludum Dare is an online competition in which participants have 48 hours to create a game from start to finish based on a theme. This competition's theme was "It's Dangerous to go alone, take this!". The plot was naturally the first thing that popped into my head when reading the theme (besides Zelda). The game was made entirely with GML (Game Maker Language), so the source might be hard to digest for people who don't understand the syntax. However, the source can still be useful for finding out how levels were designed, and how the art assets were tied together. You guys are free to use anything included within the source. Other Programs used were: SFXR (Sound Effects), PxTone (Music) Controls: Arrow Key movement Space bar to jump Context Sensitive actions performed with Enter key System Requirements: Graphics Card (with updated drivers) - Because I just had to have uselessly excessive particle effects! :D


Made for Miscellaneous

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