Monday, July 25, 2011

Jump or Die Released!

iTunes Link

In my final quarter at my college, I need to have three completed games in my portfolio to graduate. While I am working on a rather large project that takes up most of my time, I decided that to fulfill this requirement I would make two really simple games. I present to you the first of those two games: Jump or Die. Jump Or Die is a very, very simple side-scrolling 'platformer' built with the ridiculously robust UDK. Sure, UDK is complete overkill for a game like this but because I've spent the majority of my recent time in UnrealScript, I felt it would be fastest for me to make it with UDK. Even for a very simple game like this, I've still had my share of problems that I had to work through and learned far more than I intended, as this was supposed to be a 2-day game max. The odd little quirks that had to be overcome to make this is a discussion for another day, and so now here is info about the actual game.

Jump Or Die


You are a blue box racing for your life.
You must jump over everything in your way and reach the end.
Tap the screen to jump, tap and hold in order to jump higher and further.

Available in English, French, German, Italian, and Chinese

iTunes Link: http://itunes.apple.com/us/app/jump-or-die/id449394637?ls=1&mt=8



Yeah, the game description says it all.

If you decide to buy a copy, take solace in the fact that you're helping me, a fellow UDK'er, to do bigger and better things, and if you like the game, well, BONUS!

iTunes Link

 

Monday, January 31, 2011

Global Game Jam 2011

Design and build a game in 48 hours.

I was there last year, I was there this year along side An-Tim Nguyen, Cordell Felix, Michael Sanchez, Samuel Gonzalez, Evan Hill.

iPod + iPad + Kinect game with UDK

Tuesday, January 18, 2011

Kinect Controller

I bought a Kinect controller. It ships soon.

I don't own an Xbox 360.

This should be fun.

Wednesday, December 1, 2010

Google Translate is amazing.

Ok, so this isn't my usual form of posting at all, but I found this to just be too great.

Click the following link which directs you to Google Translate with a phrase already written. Just click Listen, and you will have your socks blown off.

Google Translate Awesomeness

Thursday, November 25, 2010

VOTE FOR WARM GUN NOOOOOOOOWWWWWWWWWWWW

So for the past 3-4 months I've been working as Lead Programmer for Emotional Robots, Inc on UDK-based game Warm Gun.

Its a post apocalyptic post World War 3 Old Wild West + a bit of steam punk multi-player shooter.

We need you to vote for us for the Indie of the Year 2010 award at IndieDB.com! At the time of this writing we are rank 27 out of 2,661. Just a few more ranks and we can be listed on the front page as one of the popular games!


It only takes one click to vote, however if you're extra nice you'll register/login an account as registered account votes weigh more than guest votes. Also, there can only be one guest vote every three minutes so if it is saying you can't vote, just watch our trailer as someone just voted right before you did! Each person can only vote once though, so tell you're friends and family! Please!

VOTE HERE VOTE HERE VOTE HERE VOTE HERE

VOTE HERE VOTE HERE VOTE HERE VOTE HERE

VOTE HERE VOTE HERE VOTE HERE VOTE HERE

VOTE HERE VOTE HERE VOTE HERE VOTE HERE

VOTE HERE VOTE HERE VOTE HERE VOTE HERE

HERES A TRAILER NO WAY:


Warm Gun teaser trailer - Indie DB

Allar's Dev Diary #16: Day 7, Tower Defense Side Project

Day 7 (11/24/2010)


12. Getting Towers to Track Their Targets



Today I decided to switch gears back into actual tower development, as that is the real nature of the game isn't it? In any case, we need a way for our enemies to be registered as enemies for our towers. We don't want our towers to be attacking every actor that is within its range, it should only track and attack enemy targets. To do this, I've decided to make another Interface that way I can make any class an enemy instead of having all my enemies derive from a single class. Right now there is no actual use of the interface than to register a class as an enemy, but I've decided to throw in a function that could be used to allow for classes implementing this interface to decide that a particular instance of it is not an enemy. Today I haven't created that checks this or requires this, but I think it might come handy in the future.