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	<title>OMGWTFGAMES!!1! &#187; games</title>
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	<description>games, served indie side up</description>
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		<title>Two adventure games for fans of lowres pixel art</title>
		<link>http://omgwtfgames.com/2010/05/two-adventure-games-for-fans-of-lowres-pixel-art/</link>
		<comments>http://omgwtfgames.com/2010/05/two-adventure-games-for-fans-of-lowres-pixel-art/#comments</comments>
		<pubDate>Sat, 15 May 2010 07:25:57 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[pixelart]]></category>
		<category><![CDATA[retro]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=315</guid>
		<description><![CDATA[I figure the bunch of talented artists playing GrandMasterPixel may occasionally read this blog, so I thought I&#8217;d highlight two pretty cool pixel art games I discovered (between dealing with GMP support requests, feedback, suggestions and bugfixes). First up: The Maze of Madness (2.0), by Phil Hassey. This is one part text-based choose-your-own-adventure and one part pixel [...]
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			<content:encoded><![CDATA[<p>I figure the bunch of talented artists playing <a href="/games/grandmasterpixel">GrandMasterPixel</a> may occasionally read this blog, so I thought I&#8217;d highlight two pretty cool pixel art games I discovered (between dealing with GMP support requests, feedback, suggestions and bugfixes).</p>
<p>First up: <a href="http://www.galcon.com/maze/"><strong>The Maze of Madness</strong></a><strong> (2.0), by Phil Hassey</strong>. This is one part text-based choose-your-own-adventure and one part pixel art. Players themselves build the world, by creating &#8216;locations&#8217; which consist of a pixel art image and a series of actions or exits. It also has inventory, where you draw the objecs ! I can remember when this game first started, with just <a href="http://www.galcon.com/maze/play/1/">the original Maze</a>, but since then Phil has expanded things to enable people to make completely new mazes too. It can all get a bit crazy and psychedelic, but it&#8217;s worth a look.</p>
<p><img class="aligncenter size-medium wp-image-316" title="The Maze of MADNESS (at the beach)" src="http://omgwtfgames.com/wp-content/uploads/2010/05/mom-300x114.png" alt="The Maze of MADNESS (at the beach)" width="300" height="114" /></p>
<p>Second, and more recently released - <a href="http://playpen.farbs.org/index.php?title=Main_Page"><strong>PlayPen</strong></a><strong>, by Farbs</strong>. Similar in many ways to <em>The Maze of Madness, </em> but with higher resolution images and &#8216;hotspots&#8217; for navigation between locations rather than simple text links. Pretty cool that it has been based on the MediaWiki codebase too &#8211; it could basically be used to create Pixel-pedia. There is even a Tumblr blog of the <a href="http://bestofplaypen.tumblr.com/">Best of PlayPen</a>. This make me think I should probably do something like a &#8220;Best of GrandMasterPixel&#8221; tumbelog highlighting the best pics in GMP, but I&#8217;m hoping the the rankings pages will mostly fulfill that role once I overhaul them to include more than just best of all-time overall rankings.</p>
<p><img class="aligncenter size-medium wp-image-317" title="PlayPen (looking at the cactus)" src="http://omgwtfgames.com/wp-content/uploads/2010/05/playpen-300x207.png" alt="PlayPen (looking at the cactus)" width="300" height="207" /></p>
<p>Both these games are really designed for desktop browsers, and while they <em>kinda sorta</em> work on the Android browser to play the adventures they won&#8217;t work very well if you want to contribute content by drawing. I&#8217;d stick with the desktop browser if you are checking &#8216;em out.</p>
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		<title>Woo hoo ! GrandMasterPixel beta available on the Android Market.</title>
		<link>http://omgwtfgames.com/2010/03/woo-hoo-grandmasterpixel-beta-available-on-the-android-market/</link>
		<comments>http://omgwtfgames.com/2010/03/woo-hoo-grandmasterpixel-beta-available-on-the-android-market/#comments</comments>
		<pubDate>Sat, 13 Mar 2010 07:09:21 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[grandmasterpixel]]></category>
		<category><![CDATA[releases]]></category>
		<category><![CDATA[android]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=295</guid>
		<description><![CDATA[I decided I needed to avoid losing momentum on GrandMasterPixel &#8230; so I&#8217;ve pushed through to &#8216;beta&#8217; and made it available on the Android Market. I hope the server backend doesn&#8217;t melt (actually it&#8217;s hosted on Google App Engine, so I think it will be just fine .. but some optimization wouldn&#8217;t hurt ). Thanks [...]
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			<content:encoded><![CDATA[<p>I decided I needed to avoid losing momentum on GrandMasterPixel &#8230; so I&#8217;ve pushed through to &#8216;beta&#8217; and made it available on the Android Market. I hope the server backend doesn&#8217;t melt (actually it&#8217;s hosted on Google App Engine, so I think it will be just fine .. but some optimization wouldn&#8217;t hurt <img src='http://omgwtfgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ). Thanks to the small number of users who played the game during the alpha phase &#8211; you&#8217;ve drawn some cool little pics !</p>
<p style="text-align: center;"><strong><a href="market://search?q=pname:com.omgwtfgames.gmpixelpaint">Download GrandMasterPixel (beta) from the Android Market</a></strong></p>
<p style="text-align: center;"><strong><img class="size-full wp-image-290  aligncenter" title="GMP_market_qrcode" src="http://omgwtfgames.com/wp-content/uploads/2010/01/GMP_market_qrcode.png" alt="GMP_market_qrcode" width="195" height="195" /> </strong></p>
<p style="text-align: center;"><img class="size-full wp-image-296  aligncenter" title="Arena_002" src="http://omgwtfgames.com/wp-content/uploads/2010/03/Arena_002.png" alt="Arena_002" width="320" height="480" /></p>
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		<title>New title screen for GrandMasterPixel on Android</title>
		<link>http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/</link>
		<comments>http://omgwtfgames.com/2010/01/new-title-screen-for-grandmasterpixel-on-android/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 09:19:06 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[grandmasterpixel]]></category>
		<category><![CDATA[releases]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=282</guid>
		<description><![CDATA[So after making some mockups, I decided to go ahead with the idea of making a title screen for GrandMasterPixel. I&#8217;m not a big fan of superfluous title screens, but this one contains some useful information and navigation buttons so it earns it&#8217;s pixels. Also, thank you, thank you, THANK YOU, to the people who [...]
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			<content:encoded><![CDATA[<p>So after making <a href="2010/01/grandmasterpixel-front-page-mockups/">some mockups</a>, I decided to go ahead with the idea of making a title screen for GrandMasterPixel. I&#8217;m not a big fan of superfluous title screens, but this one contains some useful information and navigation buttons so it earns it&#8217;s pixels.</p>
<p><img class="aligncenter size-full wp-image-283" title="GMP new title screen" src="http://omgwtfgames.com/wp-content/uploads/2010/01/GMP_new_frontpage_magic.png" alt="GMP new title screen" width="432" height="811" /></p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 469px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Also, thank you, thank you, THANK YOU, to the people who have been play testing. I really appreciate that you&#8217;ve taken the time to try out the game, even though it is still evolving &amp; a little unpolished at this stage. While I&#8217;ve only been given a little bit of feedback so far (* nods to @kelseyhigham *), I&#8217;ve seen the pics that a few of you have submitted when I&#8217;ve been playing myself. It&#8217;s been a great encouragement to keeping banging away at making GrandMasterPixel more playable.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 469px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Next on the list is implementing &#8216;notifications&#8217;, so you can easily see when one of your pics has been defeated, or if you have levelled up. And then some optimization of the Arena judging interface, which I don&#8217;t think is snappy enough. And then more types of Rankings lists (daily, weekly, all time etc). And then &#8230; and then &#8230; and then. Lots more to do !</div>
<p>Also, thank you, thank you, THANK YOU, to the people who have been play testing. I really appreciate that you&#8217;ve taken the time to try out the game, even though it is still evolving and a little unpolished at this stage. While I&#8217;ve only been given a little bit of feedback so far (<em>nods to </em><a href="http://twitter.com/kelseyhigham"><em>@kelseyhigham</em></a>), I&#8217;ve seen (and judged *mwahhahaha*) the pics that a few of you have submitted when I&#8217;ve been playing the game myself. It&#8217;s been a great encouragement to keeping banging away at making GrandMasterPixel more playable as a social game. I&#8217;ve released a new version (1.0.6), and if everything is working as planned. existing users should get an update notification on their mobile device.</p>
<p>Next on the list is implementing &#8216;notifications&#8217;, so you can easily see when one of your pics has been defeated, or if you have levelled up. And then some optimization of the Arena judging interface, which I don&#8217;t think is quite snappy enough. And then more types of Rankings lists (daily, weekly, all time etc). And then &#8230; and then &#8230; and then. Lots more to do !</p>
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		<title>Unveiling my uber-secrect Android game : GrandMasterPixel</title>
		<link>http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/</link>
		<comments>http://omgwtfgames.com/2009/12/unveiling-my-uber-secrect-android-game-grandmasterpixel/#comments</comments>
		<pubDate>Tue, 29 Dec 2009 11:22:03 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[grandmasterpixel]]></category>
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		<category><![CDATA[android]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=244</guid>
		<description><![CDATA[For the last few months I&#8217;ve been spending some time developing a game for the Android mobile platform. Up until now, I&#8217;ve just eluded to it as my &#8216;uber-secret Android project&#8217;, but it&#8217;s time to let the cat out of the proverbial bag. Introducing &#8230;. (drum roll please) &#8230; GrandMasterPixel ! GrandMasterPixel is essentially a low-res pixelart [...]
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			<content:encoded><![CDATA[<p>For the last few months I&#8217;ve been spending some time developing a game for the Android mobile platform. Up until now, I&#8217;ve just eluded to it as my &#8216;uber-secret Android project&#8217;, but it&#8217;s time to let the cat out of the proverbial bag.</p>
<p>Introducing &#8230;. <em>(drum roll please)</em> &#8230; <strong>GrandMasterPixel</strong> !</p>
<p>GrandMasterPixel is essentially a low-res pixelart competition, with light combat RPG elements.</p>
<div id="attachment_248" class="wp-caption aligncenter" style="width: 389px"><img class="size-full wp-image-248" title="GrandMasterPixel Arena screenshot (Android emulator)" src="http://omgwtfgames.com/wp-content/uploads/2009/12/GMP_screenshot_arena_full_phone.png" alt="GrandMasterPixel Arena screenshot (Android emulator)" width="379" height="729" /><p class="wp-caption-text">GrandMasterPixel Arena screenshot (Android emulator)</p></div>
<p><em><span style="font-style: normal;"><br />
</span></em></p>
<p>The basic gameplay is as follows:</p>
<ul>
<li>Draw a pic. Make it look good. Submit the pic to the Arena &#8211; this costs &#8216;submission credits&#8217;.</li>
<li>Judge some battles in the Arena between other artists pics by touching the one you think should win &#8211; judging one battle costs one &#8216;judging token&#8217;, and earns you one &#8216;submission credit&#8217;.</li>
<li>&#8216;Judging credits&#8217; recharge over time, so if you run out, just come back later.</li>
<li>Pics have &#8216;hitpoints&#8217;. Losing a battle loses the pic hitpoints &#8211; when the pics hitpoints reach zero, that pic is dead and can no longer battle.</li>
<li>Artists (that&#8217;s you) begin with only limited colors in their palette. You earn more colors based on <strong>(a)</strong> the number of pics you have submitted (&#8216;leveling up&#8217;) <em>and</em> <strong>(b) </strong>how successful your pics have been in battle (eg, &#8216;achievements&#8217; earned based on the number of wins before dying).</li>
</ul>
<div id="attachment_249" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-249" title="GrandMasterPixel drawing mode screenshot" src="http://omgwtfgames.com/wp-content/uploads/2009/12/GMP_screenshot1.png" alt="GrandMasterPixel drawing mode screenshot" width="320" height="480" /><p class="wp-caption-text">GrandMasterPixel drawing mode screenshot - me drawing an 8-bit Mario-like guy, with blue skin since that&#39;s all the colours I have at this level.</p></div>
<p>The idea behind this system is that players need to use all their creativity to make interesting pics, even with limited colors. Credits to submit new pics are only earned by judging, and judging is rate limited &#8211; this means players should be encouraged put some effort into each pic they submit, since submissions are a somewhat limited resource. In the current design, only half the colors are accessible based on number of submissions (eg, quantity) &#8211; the other half can only be earned by submitting pics that are successful in battle (&#8216;quality&#8217;, as subjectively judged by other players).</p>
<p>I think some interesting dynamics may emerge here, but I&#8217;d rather not speculate too much before letting a bunch of players loose with the game.</p>
<p>Check it out and <a href="http://friendfeed.com/grandmasterpixel">give me some feedback on FriendFeed</a>, or<a href="http://twitter.com/OMGWTFGAMES"> tweet me @OMGWTFGAMES</a> ! <a href="http://www.grandmasterpixel.com/download/gmpixel-paint.apk">Download a time-limited alpha version of GrandMasterPixel for Android with this link</a>. Or scan the QR code below with the Barcode Scanner app using your phone. In order to install it, you will need to allow applications from &#8220;Unknown sources&#8221; under the Settings-&gt;Applications menu.</p>
<p><img class="aligncenter size-full wp-image-251" title="GrandMasterPixel direct download QR code" src="http://omgwtfgames.com/wp-content/uploads/2009/12/GMP_qrcode.png" alt="GrandMasterPixel direct download QR code" width="195" height="195" /></p>
<p>There are still lots of features left to implement to make it more game-y, and a few bugs to swat, but I&#8217;ve spent a surprising amount of time developing and polishing this little game so far already, so I thought it was time to put something out there and get some feedback.</p>
<p>In future posts I may detail some of the lessons I&#8217;ve learned about developing Android applications, social games on Google App Engine and some general game design issues I&#8217;ve come up against in this project.</p>
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		<title>Belated Ludum Dare #14 &#8220;entry&#8221;</title>
		<link>http://omgwtfgames.com/2009/04/belated-ludum-dare-14-entry/</link>
		<comments>http://omgwtfgames.com/2009/04/belated-ludum-dare-14-entry/#comments</comments>
		<pubDate>Wed, 22 Apr 2009 01:21:45 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[processing]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[starwars]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=114</guid>
		<description><![CDATA[Well, it&#8217;s not an official entry, since it&#8217;s way too late. You can see what I was trying to achieve here and here. Essentially, I was attempting to entertain myself in the boring parts of a plane flight from Rome to Melbourne, via Hong Kong, by making my Ludum Dare entry. Various problems, mainly to [...]
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			<content:encoded><![CDATA[<p>Well, it&#8217;s not an official entry, since it&#8217;s <em>way</em> too late. You can see what I was trying to achieve <a href="http://www.ludumdare.com/compo/2009/04/17/ludum-dare-from-10000-feet/">here</a> and <a href="http://www.ludumdare.com/compo/2009/04/19/nice-experiment-didnt-work-out/">here</a>. Essentially, I was attempting to entertain myself in the boring parts of a plane flight from Rome to Melbourne, via Hong Kong, by making my Ludum Dare entry. Various problems, mainly to do with finding working laptop power, prevented me from submitting it by the deadline.</p>
<p style="text-align: center;"><a href="/wp-content/uploads/games/compactor/applet/index.html"><img class="aligncenter size-medium wp-image-116" title="Compactor LD14 Screenshot" src="http://omgwtfgames.com/wp-content/uploads/2009/04/compactor_ld14_screenshot-300x180.png" alt="Compactor LD14 Screenshot" width="300" height="180" /></a></p>
<p style="text-align: left;">This is the product of about two laptop battery charges (~2.5 hours), and one hour to polish, fix the odd bug and package .. so in total it&#8217;s about a ~6 hour game. It&#8217;s based on the garbage compactor scene from a particular space opera that had it&#8217;s heyday in the late 70&#8242;s and early 80&#8242;s. You could imagine it was one of the ideas that was considered, then discarded, before the early arcade developers went &#8220;Nah, we should do a <a href="http://www.arcade-history.com/?n=star-wars-upright-model&amp;page=detail&amp;id=2623">3D X-Wing game with vector graphics</a>. That would be much cooler&#8221;.</p>
<p style="text-align: left;">You are the (inexplicably) green hero. You play with the arrow keys. You move bits of junk (grey) such that you can jam the compactor before it crushes you. Some bits of junk (white), are too large to move. There is only one level and no sound.</p>
<p style="text-align: left;"><a href="/wp-content/uploads/games/compactor/applet/index.html">Play it here</a> <em>(Java applet, requires the Java plugin that you most likely already have installed)</em>.</p>
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		<title>Phobocore &#8211; new game release</title>
		<link>http://omgwtfgames.com/2009/02/phobocore-new-game-release/</link>
		<comments>http://omgwtfgames.com/2009/02/phobocore-new-game-release/#comments</comments>
		<pubDate>Sat, 28 Feb 2009 07:01:38 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[pygame]]></category>
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		<category><![CDATA[rabbyt]]></category>
		<category><![CDATA[releases]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[galcon]]></category>
		<category><![CDATA[phobocore]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=92</guid>
		<description><![CDATA[Here&#8217;s a new game I&#8217;ve been developing on-and-off for a few months now. I&#8217;ve become pretty busy at &#8220;The Day Job&#8221; recently, and due to commuting time I haven&#8217;t found time to add all the features I&#8217;d like. I thought rather than sit on this game for many more months, I&#8217;d just release it as [...]
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			<content:encoded><![CDATA[<p>Here&#8217;s a new game I&#8217;ve been developing on-and-off for a few months now. I&#8217;ve become pretty busy at &#8220;The Day Job&#8221; recently, and due to commuting time I haven&#8217;t found time to add all the features I&#8217;d like. I thought rather than sit on this game for many more months, I&#8217;d just release it as is. It&#8217;s polished enough to play &#8230; but you&#8217;ll need a friend (if you live in Melbourne &#8230; I&#8217;m happy to drop round and play it with you <img src='http://omgwtfgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ).</p>
<p><strong><em>Phobocore</em> is a two-player hotseat game, where the aim is to capture all the planets onscreen by shooting them. It&#8217;s sort of a cross between </strong><strong><em>Asteroids</em></strong><strong> and <em>Risk/Galcon</em>, with a respectful nod to open field overhead shooters like </strong><strong><em>Robotron</em>, <em>Bezerk</em></strong><strong> or <em>Gauntlet</em>.</strong></p>
<p style="text-align: center;"><a href="http://omgwtfgames.com/wp-content/uploads/2009/02/phobocore_screenshot.png"><img class="aligncenter size-medium wp-image-97" title="Phobocore screenshot" src="http://omgwtfgames.com/wp-content/uploads/2009/02/phobocore_screenshot-300x224.png" alt="Phobocore screenshot" width="300" height="224" /></a></p>
<h3><a href="/downloads/phobocore_v0.9.zip">Download Phobocore (v.09 for Windows &amp; Linux) [10.3 mb]</a></h3>
<p>The experience of creating this game has been quite enlightening so far. It really got me thinking about aspects of game design I hadn&#8217;t thought deeply about. I threw around lots of ideas relating to &#8216;resources&#8217; and &#8216;defenses&#8217;, particularly thinking about how RTSs like <em>Starcraft</em> require balance in play style between defense building, offensive <span class="variant">maneuvers </span>and resource gathering. Good players must multitask and proiritize to get the upperhand on their opponents. Key questions like <em>&#8220;Should captured/neutral/enemy planets be solid objects or unhindering ?&#8221;</em> occupied more than one dinner time conversation, bearing out all the ways these would changed the game. I had great fun testing the effect of different game rules, and how these changed the dynamics of the gameplay (with huge thanks to my long-suffering girlfriend for playtesting. The next best thing to writing an AI player <img src='http://omgwtfgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ). If you are keen to fiddle with these game rules yourself, you can throw various flags in the <em>phobocore.py</em> sourcecode to test how these variations change the play style required to win.</p>
<p>I also spent considerable time tweaking things like fire rates and the &#8220;planets-held to ammo recharge rate&#8221; ratio to try and make the game somewhat fun. It works pretty well for players that are equally matched, but much like <em>Galcon</em>, once one player gets an edge, it can be hard to recover and things are over pretty quickly.</p>
<p>Big features I&#8217;d love to add in the future: an AI compurer player for single player mode, and maybe network play. I need to work on the collision detection, improve the graphics, add background music, and add a help screen / tutorial screen and slap on a license (probably GPL for code and Creative Commons for audiovisual assests).</p>
<p>Have fun &amp; feedback is, as always, welcome !</p>
<h3><span id="more-92"></span></h3>
<h3>Here&#8217;s the README.txt</h3>
<pre>┏━┓╻ ╻┏━┓┏┓ ┏━┓┏━╸┏━┓┏━┓┏━╸
┣━┛┣━┫┃ ┃┣┻┓┃ ┃┃  ┃ ┃┣┳┛┣╸
╹  ╹ ╹┗━┛┗━┛┗━┛┗━╸┗━┛╹┗╸┗━╸
Copyright Andrew Perry, 2008, 2009.

A two player hotseat game of screen domination.
It's pink vs. blue.
Boys vs. girls.

┃: GAMEPLAY :┃

Phobocore is a a simultaneous two player game. The goal is to capture
 as many planets as possible.
* You capture planets by shooting them - eventually they will turn to
  your colour.
* If you shoot a planet enough, it becomes locked to your colour -
  these planets cannot be re-captured by the enemy.
* The more planets you capture, the faster your ammo refills (orange
  bar). The more locked planets you hold, the more powerful your
  bullets become.
* You can fly through neural (white) or enemy planets. You cannot fly
  through your own planets.
* Shooting the enemy freezes them momentarily, however they also
  absorb your bullets for their own ammo store.
* Powerups occasionally appear - these give you more ammo, and can
  provide the vital edge you need to capture more planets than your
  opponent.
* The red bar goes up the more planets you lock. Once you have locked
  30 % of the planets on screen, you win.

┃: CONTROLS :┃

Player 1 (pink, left ammo bar): W,A,S,D and space
Player 2 (blue, right ammo bar): Arrow keys and right-CTRL

┃: OPTIONS :┃

Commandline options:

-f          run the game in full screen mode

┃:   TIPS   :┃

Early on, every bullet counts. Fire accurately and efficiently.

It may seem frustrating at first, since you can't shoot very fast.
Early in the game, aim to quickly but efficiently capture as many
planets as possible, and pick up powerups if you can. Don't waste
ammo locking too many planets early in the game - it's more about
quantity not quality at this stage. As you capture more planets,
your fire rate will go up.

Once you have a reasonable fire rate established, start focusing
on locking planets too. This will increase your bullet power,
meaning you can also capture/lock planets faster.

Take opportunities to steal any weak planets owned by your opponent
(the smaller ones) with a quick circular spray of bullets - this
will seriously impact on your opponents fire rate, frustrating
their efforts to capture/steal/lock more planets.

Try not to fence yourself in. Keep in mind that planets you capture
become blockades for you, but become open space for your opponent.
Rather than spraying a whole 360 degree circle of bullets to capture
all the planets in your vicinity, try doing 270 degree sweeps,
leaving yourself a exit small hole of neutral or enemy planets.</pre>
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		<title>The Processling of Towlr</title>
		<link>http://omgwtfgames.com/2008/12/the-processling-of-towlr/</link>
		<comments>http://omgwtfgames.com/2008/12/the-processling-of-towlr/#comments</comments>
		<pubDate>Tue, 23 Dec 2008 02:56:50 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[browser based]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[mine]]></category>
		<category><![CDATA[processing]]></category>
		<category><![CDATA[towlr]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=69</guid>
		<description><![CDATA[I made a Towlr. It&#8217;s a puzzle. It comes to you without instruction and without explanation. Discover their secret for a delicious reward. It is possible. You may become frustrated. You may even have a minor hissy fit. This is quite normal. (Thanks to Mike Kasprzak of Sykhronics Entertainment for hosting this monstrosity. Respect to [...]
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			<content:encoded><![CDATA[<p>I made a <a href="http://www.towlr.com/processing">Towlr</a>. It&#8217;s a puzzle. It comes to you <span class="gamelink">without instruction and without explanation. D</span><span class="gamelink">iscover their secret for a delicious reward. It is possible. You may</span><span class="gamelink"> become frustrated. You may even have a minor hissy fit. This is quite normal.</span></p>
<p><span class="gamelink"><a href="http://www.towlr.com/processing"><img class="aligncenter size-medium wp-image-70" title="The Processling of Towlr" src="http://omgwtfgames.com/wp-content/uploads/2008/12/processing-300x166.png" alt="The Processling of Towlr" width="300" height="166" /></a><br />
</span></p>
<p><em>(Thanks to Mike Kasprzak of <a href="http://www.sykhronics.com/">Sykhronics Entertainment</a> for hosting this monstrosity. Respect to the other Fathers and Mothers of Towlr&#8217;s)</em></p>
<p>No related posts.</p>]]></content:encoded>
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		<title>Ludum Dare #13 : &#8220;Roads&#8221; entry : Badass Frog</title>
		<link>http://omgwtfgames.com/2008/12/ludum-dare-13-roads-entry-badass-frog/</link>
		<comments>http://omgwtfgames.com/2008/12/ludum-dare-13-roads-entry-badass-frog/#comments</comments>
		<pubDate>Mon, 08 Dec 2008 00:50:04 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[pygame]]></category>
		<category><![CDATA[rabbyt]]></category>
		<category><![CDATA[releases]]></category>
		<category><![CDATA[What I'm Playing]]></category>
		<category><![CDATA[browser based]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[mine]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[processing]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=61</guid>
		<description><![CDATA[So, here&#8217;s my LD48 #13 entry. It&#8217;s a very simple little Frogger clone, &#8220;ported&#8221; to a bunch of platforms by the power of Java + Processing + Mobile Processing. Bad Ass Frog Escapes from LA The Hollywood-script-worthy Backstory The year is 2010. You are the last Frog in LA. Your name is Kurt Russell, but [...]
No related posts.]]></description>
			<content:encoded><![CDATA[<p>So, here&#8217;s my LD48 #13 entry. It&#8217;s a very simple little Frogger clone, &#8220;ported&#8221; to a bunch of platforms by the power of Java + <a href="http://www.processing.org">Processing</a> + <a href="http://mobile.processing.org">Mobile Processing</a>.</p>
<h2><em>Bad Ass Frog Escapes from LA</em></h2>
<h3>The Hollywood-script-worthy Backstory</h3>
<p>The year is 2010. You are the last Frog in LA. Your name is Kurt Russell, but you are no relation to the actor, and you&#8217;ve never met him.</p>
<h3>Controls</h3>
<p>Arrow keys to move.<br />
Space to restart after the game ends.</p>
<h3>The Game</h3>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="240" height="291" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="archive" value="/wp-content/uploads/games/badassfrog/applet/bad_frogger_clone_mobile.jar,/wp-content/uploads/games/badassfrog/applet/minim.jar,/wp-content/uploads/games/badassfrog/applet/tritonus_share.jar,/wp-content/uploads/games/badassfrog/applet/jl1.0.jar,/wp-content/uploads/games/badassfrog/applet/jsminim.jar,/wp-content/uploads/games/badassfrog/applet/mp3spi1.9.4.jar,/wp-content/uploads/games/badassfrog/applet/tritonus_aos.jar,/wp-content/uploads/games/badassfrog/applet/minim-spi.jar,/wp-content/uploads/games/badassfrog/applet/core.jar" /><param name="mayscript" value="true" /><param name="scriptable" value="true" /><param name="image" value="loading.gif" /><param name="boxmessage" value="Loading Processing software..." /><param name="boxbgcolor" value="#FFFFFF" /><param name="test_string" value="outer" /><embed type="application/x-shockwave-flash" width="240" height="291" test_string="outer" boxbgcolor="#FFFFFF" boxmessage="Loading Processing software..." image="loading.gif" scriptable="true" mayscript="true" archive="/wp-content/uploads/games/badassfrog/applet/bad_frogger_clone_mobile.jar,/wp-content/uploads/games/badassfrog/applet/minim.jar,/wp-content/uploads/games/badassfrog/applet/tritonus_share.jar,/wp-content/uploads/games/badassfrog/applet/jl1.0.jar,/wp-content/uploads/games/badassfrog/applet/jsminim.jar,/wp-content/uploads/games/badassfrog/applet/mp3spi1.9.4.jar,/wp-content/uploads/games/badassfrog/applet/tritonus_aos.jar,/wp-content/uploads/games/badassfrog/applet/minim-spi.jar,/wp-content/uploads/games/badassfrog/applet/core.jar"></embed></object></p>
<p><a href="http://omgwtfgames.com/wp-content/uploads/2008/12/final.png"><img class="alignright size-full wp-image-63" title="Badass Frog Escapes from LA screenshot" src="http://omgwtfgames.com/wp-content/uploads/2008/12/final.png" alt="" width="240" height="291" /></a><br />
<strong><br />
This browser does not have a Java Plug-in (or you are using a stupid browser. <a title="Download Java Plug-in" href="http://java.sun.com/products/plugin/downloads/index.html"><br />
Get the latest Java Plug-in here.<br />
</a><br />
</strong><br />
<em>(if it looks broken, you are probably using Internet Explorer. <a href="/wp-content/uploads/games/badassfrog/applet/index.html">Try the applet here</a>)</em></p>
<h3>Downloads</h3>
<p>Download standalone version of <em>Badass Frog Escapes from LA</em> for:</p>
<ul>
<li><a href="/wp-content/uploads/games/badassfrog/badass_frog.win32.zip">Windows</a></li>
<li><a href="/wp-content/uploads/games/badassfrog/badass_frog.linux.tar.bz2">Linux</a></li>
<li><a href="/wp-content/uploads/games/badassfrog/badass_frog.macosx.zip">Mac OSX</a></li>
<li><a href="/wp-content/uploads/games/badassfrog/mobile/bad_frogger_clone_mobile.jar">Mobile Phone version (MIDP 2.0, largish screen phones, 240&#215;291)</a> &#8230; short link: <a href="http://is.gd/aDRQ">http://is.gd/aDRQ</a></li>
<li><a href="/wp-content/uploads/games/badassfrog/badass_frog.source.zip">Source code of the Applet version</a>, ready to be loaded into Processing</li>
<li><a href="/wp-content/uploads/games/badassfrog/mobile/badass_frog_mobile.source.zip">Source code of the mobile phone version</a>, ready to be loaded into Mobile Processing</li>
</ul>
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		<title>Sumotori Dreams : physics + AI + saki</title>
		<link>http://omgwtfgames.com/2008/11/sumotori-dreams-ai-saki/</link>
		<comments>http://omgwtfgames.com/2008/11/sumotori-dreams-ai-saki/#comments</comments>
		<pubDate>Wed, 12 Nov 2008 07:21:16 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[What I'm Playing]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[linux]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[tiny]]></category>
		<category><![CDATA[wine]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=50</guid>
		<description><![CDATA[Tipped off by dtx on #ludumdare, I discovered Sumotori Dreams, an 87 kilobyte game written by Peter Sotesz for the Breakpoint 2007 competition. It&#8217;s essentially sumo wresting meets physics simulation meets Funniest Home Videos. Runs nicely under Wine (0.9.12) on Linux too. Here&#8217;s a video: [youtube BgBuIJsjpuM] That&#8217;s some freaky, freaky drunken AI. No related [...]
No related posts.]]></description>
			<content:encoded><![CDATA[<p>Tipped off by <em>dtx</em> on <a href="irc://irc.afternet.org/%23ludumdare">#ludumdare</a>, I discovered <a href="http://www.fun-motion.com/physics-games/sumotori-dreams/">Sumotori Dreams,</a> an 87 kilobyte game written by Peter Sotesz for the <a href="http://www.pouet.net/party.php?which=450&amp;when=2007">Breakpoint 2007 competition</a>. It&#8217;s essentially sumo wresting meets physics simulation meets <em>Funniest Home Videos</em>. Runs nicely under Wine (0.9.12) on Linux too.</p>
<p>Here&#8217;s a video:</p>
<p>[youtube BgBuIJsjpuM]</p>
<p>That&#8217;s some freaky, freaky drunken AI.</p>
<p>No related posts.</p>]]></content:encoded>
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		<title>maximalist: GBGames LD#11 &#8216;minimalist&#8217; minigame meets survival horror</title>
		<link>http://omgwtfgames.com/2008/11/maximalist-gbgames-ld11-minimalist-minigame-meets-survival-horror/</link>
		<comments>http://omgwtfgames.com/2008/11/maximalist-gbgames-ld11-minimalist-minigame-meets-survival-horror/#comments</comments>
		<pubDate>Sun, 09 Nov 2008 08:39:05 +0000</pubDate>
		<dc:creator>perry</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[ludum dare]]></category>
		<category><![CDATA[pygame]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[rabbyt]]></category>
		<category><![CDATA[releases]]></category>

		<guid isPermaLink="false">http://omgwtfgames.com/?p=51</guid>
		<description><![CDATA[So here is my entry for mini-LD#5. It&#8217;s a cover of GBGames LD#11 entry, &#8216;minimalist&#8217;, turned evil. Download: maximalist (maximalist_0.12_miniLD5.zip, 4.6 Mb, md5: 68ada72418f029f9d7f5e81ca4792863) (see below for the README) Gameplay video [youtube i8gTYMhBjv8] You may wonder why the fullscreen resolution seems strange (800&#215;480). Well, if you owned an Asus EeePC 4G Surf (701), you may [...]
No related posts.]]></description>
			<content:encoded><![CDATA[<p>So here is my entry for mini-LD#5. It&#8217;s a cover of GBGames LD#11 entry, &#8216;minimalist&#8217;, turned evil.</p>
<p><strong>Download: <a href="/wp-content/uploads/games/maximalist_0.12_miniLD5.zip">maximalist</a></strong> (maximalist_0.12_miniLD5.zip, 4.6 Mb, md5: 68ada72418f029f9d7f5e81ca4792863)</p>
<p><em>(see below for the README)</em></p>
<p><a href="http://omgwtfgames.com/wp-content/uploads/2008/11/maximalist_screenshot1.png"><img class="alignnone size-medium wp-image-52" title="maximalist screenshot : title screen" src="http://omgwtfgames.com/wp-content/uploads/2008/11/maximalist_screenshot1-300x179.png" alt="" width="300" height="179" /></a></p>
<p><a href="http://omgwtfgames.com/wp-content/uploads/2008/11/maximalist_screenshot2.png"><img class="alignnone size-medium wp-image-53" title="maximalist screenshot : gameplay" src="http://omgwtfgames.com/wp-content/uploads/2008/11/maximalist_screenshot2-300x179.png" alt="" width="300" height="179" /></a></p>
<p><strong>Gameplay video</strong></p>
<p>[youtube i8gTYMhBjv8]</p>
<p>You may wonder why the fullscreen resolution seems strange (800&#215;480). Well, if you owned an <a href="http://en.wikipedia.org/wiki/Asus_EeePC">Asus EeePC <em>4G Surf</em> (701)</a>, you may not wonder so much.</p>
<p><strong>Libraries used:</strong></p>
<ul>
<li>Pygame</li>
<li>Rabbyt (including the pygame_font.py font rendering code)</li>
<li>My <a href="/2008/11/simplemenu-alpha0-release/">(alpha) simplemenu library</a></li>
</ul>
<p><strong>Tools used:</strong></p>
<ul>
<li>The Gimp</li>
<li><a href="http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html">Sfxr</a> (DrPetter saves the day, yet again)</li>
<li>Audacity</li>
<li>oggenc</li>
</ul>
<p>I used a scanner to &#8216;photograph&#8217; various items around the house (including myself) to provide source images for further manipulation.</p>
<p><strong>Assests:</strong></p>
<ul>
<li>&#8220;Squealer&#8221; font by Ray Larabie</li>
<li>A scan of my face</li>
<li>A carved wooden &#8216;skull&#8217; box on my desk</li>
<li>Some hand drawn sprites (exit and glowstick)</li>
<li>Me screaming into the microphone</li>
</ul>
<p>All in all, I had a fun, relaxed weekend making this game. I&#8217;ve got to remember to relax a little more during Ludum Dare competitions, it really seems to help.</p>
<hr />
<h2>The README</h2>
<h3>Installation, playing</h3>
<p>On Windows, run <em>maximalist.exe</em> .</p>
<p>On Linux or other platforms, run:<br />
$ <em>python maximalist.py </em></p>
<p><strong>Dependancies (Linux or other only): </strong><br />
Python (2.5 +) ( http://www.python.org .. you probably already have it)<br />
Pygame 1.7.1 ( http://www.pygame.org )<br />
Rabbyt 0.8.2 ( http://matthewmarshall.org/projects/rabbyt/ )</p>
<p>(hint for Debian/Ubuntu: $ <em>sudo apt-get install python-pygame python-setuptools</em>; <em>sudo easy_install Rabbyt==0.8.2</em> )</p>
<h3>Backstory</h3>
<p>You are venturing into a dungeon or something. You think.<br />
Actually, to be honest, you don&#8217;t know how you got here or<br />
what you are doing here. All you do know is that there&#8217;s<br />
something nasty lurking in the dark. The big bag of glowsticks<br />
slung over you shoulder is your only friend.<br />
All you want to do is Exit. And keep Exiting, until it&#8217;s safe.</p>
<h3>Gameplay</h3>
<p>There are 25 levels. Using a glowstick costs 5 points. Exiting a level gets you 10.<br />
Getting your brains chomped by a nasty halves your score.<br />
Try to get the highest score you can.</p>
<h3>Controls</h3>
<p>Move the mouse. Click the mouse buttons.</p>
<p>No related posts.</p>]]></content:encoded>
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