When: Tuesday, January 1, 2008 - 1:00am
Ultra RTS is a strategic military simulation game that puts you in command of your armed forces on a battlefield. Kill all your enemies and capture all the bases and you will command your army to a decisive victory! Spread out too much and weaken your defenses, give too much ground, and you and your armies will be destroyed. History will be decided by your strategic brilliance - or incompetence. Will your armies survive or be obliterated into the ash heap of history? Download now at https://gamejolt.com/games/UltraOptimizedRTS/262170! I created this simple fun little strategic military simulation using some advanced optimizations I learned in my CS 134 Game Engines class. Optimizations include: Grid-based and bucket optimizations for collision detection, enemy detection, base capture detection, nearest instance finding. Slowing the update rate for the AI such that each frame of the simulation only one AI unit's "thinking" code is being executed at a time. The result of this is the simulation can have many more AI units simultaneously without any noticeable drop in simulation performance. (I've had up to 400 units in the screen simultaneously and it was still running at 80 fps) Grid based drawing optimizations - only objects in grid coordinates that are on-screen are drawn.
Lead your humble tribe of humans from it's primitive, caveman origins to a prospering, world conquering civilization. Explore vast, beautiful procedurally generated worlds - hunt and scavenge for food to feed your starving people! Meet, collaborate, and compete with other civilizations - trade resources and grow your civilization's economy - wage wars of epic proportions for glory and for the motherland! Research new technologies, build horrendous weapons of mass destruction - discover cures for infectious diseases - construct buildings for your humans to live and work in - all in this epic real time strategy game that lets you recreate a unique and exciting new history for humanity every time you play it!
Reflect the ball back at your opponent with the w,a,s,d keys for player 1, or the up, down, left, right keys for player 2. Select your character with (f) for player 1, or (k) for player 2.
3D first & third person game prototype for arcade cabinet. Controls: Player 1: (Left side of screen) W FGH ASDCVB F - Move Left H - Move Right W - Move Forward S - Move Backward A - Turn Left D - Turn Right G - Shoot C - Switch between Third Person / First Person View Player 2: (Right side of screen) ↑ JKL ←↓→NM, J - Move Left L - Move Right ↑ - Move Forward ↓ - Move Backward ← - Turn Left → - Turn Right K - Shoot , - Switch between Third Person / First Person View
A fast-paced arcade game where the bunny must eat all the apples before the wolf eats the bunny. This is my first time making a game. ↑ ←↓→ Use these keys. That is all.
Aim higher or quicker! Keep breaking your previous records by achieving higher score or shorter clear time. Created for ART/CS 108 class and for my achievement, in this platformer RPG game, you will be a random adventurer Cail, who seeks for random adventures and is through vast and perilous stages. It is highly recommended to try finding ways to gain more score or find shortcuts in game, because you’ll figure out them. For instance, you can hit enemies’ back to deal more damage and quickly make him to defeat… and much more! *Controls will be explained alongside tutorial stage. Move: ←→ OR AD Climb ladder: ↑↓ OR WS Jump: Z OR E OR H/J/U Attack: X OR R OR Space OR K/L/I Select/Continue (Menu/Dialogue) : Attack OR Enter Cancel/Pause: Esc OR 1 *Pausing does not guarantee your character's safety. Make sure you're in secured place. Note that each weapon has different controls to attack. Sword: Normal attack (+combo) : Attack Jump attack (midair) : Attack Stab up (normal/midair) : ↑ + Attack Stab down (midair) : ↓ + Attack Version History: 188.8.131.52: First release 184.108.40.206: Fixed glitches on "HITS" graphics. Fixed errors due to Gamemaker behavior changes. Added support for WASD control scheme.
This creative project is presented to the faculty of the school of Art & Art History San José State University in partial fulfillment of the requirements for the degree Bachelor of Fine Arts Presented by Glenn Pham Gallery Date: November 18 to 21, 2013 Reception at 6 PM on November 19, 2013 Location: USA, CA, San José State University, Art Building, 2nd Floor, Black Gallery Description: This is an altitude infographic simulation game. The player plays as normal 50 miles tall girl who crash landed on Earth. Unaware of her height for the planet, she must explore and find her items, which was scattered throughout the continent, before returning back to space. For controls, check the upper right corner of the interface. For more information check out the link at http://bit.ly/AltitudeBFA
Made by the Game Dev Club in 5 minutes probably! Use the ↑ ←↓→ ARROW KEYS
A simple puzzle/Action game written entirely in C++ and OpenGL. The game was based off Bumper Balls from Mario Party. We just wanted to add in a new twist
Defend your world from incoming alien invaders using your orbital defensive turbo laser cannon turret. Earn weapon upgrades such as rapid fire, damage increase, knockback bonuses, explosive upgrades, and more as you progress through the game and see how well you did in the high scores. Don't let the aliens disable your planetary shield, or the game is over! Controls: USE THE MOUSE TO AIM AND CLICK TO FIRE
A lunar lander simulation game where you try to land safely at a target without running out of fuel or crashing.
A strategy game where you command ghosts to chase after Pac-Man and prevent him from eating all the dots. You could try trapping him in a corner, or sneaking up on him, but be warned, Pac-Man is very clever! Controls: Use the mouse to command ghosts around, RTS style. Designed for Windows 8 touch screen tablet.
If you feel any of the following symptoms: The need to fly around in 3D space, the need to blow up asteroids, or the need to gaze upon large space ships, planets, and moons from a small star fighter, then you may have a serious case of space flight deprivation. Luckily, there is a cure. I came up with this cure for space flight deprivation in about 8 hours, it's not FDA approved yet, so use it at your own risk. Controls: W and S or ↑ and ↓ to increase / decrease throttle. Use the mouse to rotate the view. Hold the left mouse button to fire your space craft's turbo laser cannons. Hold Ctrl to rotate the view without rotating the space ship.
Swing through over 10 challenging levels! Avoid the seekers, and escape to the exit! Can you get the goal before they get you? Controls: Left Click
The highest score you can get is 1 million points. Can you get it? ↑ ←↓→ to move Z to fire your shot when tapping, fire your power shot when holding (slows down your ship) X to release a bomb C to auto-fire your shot
A sort of boss rush game I made in the middle of high school with an ol' version of Game Maker (GM7, IIRC). Music is absent, and the sound effects are rather crude, but this was one of my first efforts of making a shmup back in the day. Controls are as follows: ↑ ←↓→ to move around Z to fire your ship X to slow down your ship C to release a bomb The scoring system may take some explaining, seeing that it's a bit complex how scoring works in this game. Each turret is worth the amount of base points below your current score. You raise this by collecting coins that are released by the turrets when their health is critical (as indicated by a flashing red turret). After a while in critical condition, the turret will self-destruct, granting you the amount of points indicated below your current score. Coins are attracted to you when you're not shooting and fall freely when you are. You can shoot at a turret again while it's at its critical state to reset its self-destruct timer. This is helpful in milking turrets; however, keep in mind that each stage is timed, so it's best to be reasonable when milking the turrets. Also, the longer you stall time, the more powerful the turrets' attacks become, so proceed with caution (and get bonus multipliers as well for it, too). Raising the base value of coins requires that you collect all of the coins on the screen before letting another coin appear. The next coin that appears when all the coins are collected will have a base value raised by 10, up to 150 per coin. You can easily do this by getting dangerously close to one critical turret and raising the value like that. You also have bombs at your disposal as well. You gain 2 bombs per level you reach and 2 bombs per death. Bombing clears all bullets AND 150pt. coins on the screen, in which said bullets and coins are converted into light blue bonus medals that are automatically attracted to your ship. Said medals grant you your base shot value, which means that every bullet that hits an enemy will grant you that many points. If you get more of these after you max out at 10,000, the value goes towards the turret's base points. Using bombs is essential for getting a really high score.
A SHMUP game created since 2010 and revised during James Morgan's Art 104 Fall 2011. The game is not complete and it is still ongoing passively.
This is a text-based game that I made for Art 175. You play as a college student who uses the internet to get into different states of mind, which change your way of perceiving and reacting to the world.
This game was originally created for Ludum Dare's Mini-LD 10, which had the theme "domestic violence". I have no experience with domestic violence, so it’s more about that one time I was in a bad mood. Play until the end! The ↑ key is a convenient way of picking up crates. The ← → keys are a convenient means to move left and right. The ↓ key is a convenient way of ensuring that your work doesn't go to waste.
My very first video game from Art 104: Game Studies 2012! Made with Game Maker 08. Objectives: Collect staplers to kill your co-workers and go after your boss! Then once you gain his CEO powers, defend your newly acquired office building from stinky, pot-smoking hippies! Watch out for Anonymous! Controls: Move: ←↓→ Jump:↑ Shoot: Space Coffee cups: lives
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
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)
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).
[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?
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