Johan Peitz - Let's make SOMETHING

12Feb/124

Pixelizer 0.2 released

Hello there! I'm happy to bring you Pixelizer 0.2! This is the latest version of my AS3 component based game developing frame work.

0.2 is a huge improvement over 0.1 and not at all backwards compatible. While all the changes can be found here, the main ones are:

  • tree hierarchy for entities
  • new flexible collision system
  • object pools
  • less code needed to init classes

A little more info, demo, and download can be found here: http://johanpeitz.com/pixelizer

If you try it out, please let me know what you think! I'm happily taking requests and suggestions.

1Dec/110

Old but gold

I was rummaging through some old folders when I suddenly stumbled on my first attempts at Flash! Should be early 2007. It's two interactive movies with some game-like interactions. Please enjoy - I did! :D

Oh,  you'll have to click each one in order for keys to work.

The Toaster

Fire deadly slices of toast towards an unseen and unknown enemy! Move with the arrows and fire with space. If your current toast gets burned, you wont be able to move until you've fired it.

[kml_flashembed publishmethod="static" fversion="9.0.0" movie="flash/olds/toaster.swf" width="400" height="300" targetclass="flashmovie"]

Get Adobe Flash player

[/kml_flashembed]

Toaster Attack

Toasters are attacking your home town! Move your tank with the arrow keys and fire with the up arrow. Destroy as many toasters as you can! Shoot enough toasters for a nice animation. :)

[kml_flashembed publishmethod="static" fversion="9.0.0" movie="flash/olds/shooter.swf" width="400" height="300" targetclass="flashmovie"]

Get Adobe Flash player

[/kml_flashembed]

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4Sep/110

BIG Jam ’11 – Post Mortem

So, BIG Jam eventually came an end (last Monday actually) - what a weekend! It started out slow, mostly because I had a terrible cold and that I didn't know anyone. But on the final day I'm finally felt a lot better and I had met amazing people and made some great friends!

The jam sessions were very rewarding. I didn't think I would get that much done in so few hours but it obviously was possible. I really liked the presentation format where people had to show off their jam results for all to be amazed by. I saw some really awesome stuff! Before I forget everything I thought it would be a good idea to make a little post mortem of the whole thing. It's mostly focused on the actual jamming, but here goes:

Things that worked less well:

  • Being sick
  • Too few talks
  • Bad eating habits
  • Bad UI sucks

Things that worked well:

  • Cooperating
  • Solo jams
  • Sticking to the scope(s)
  • My fairly new component based engine
  • Nobody notices a good ui, but it makes all the difference

To summarize...

  • Jams are intense, make sure to be well rested and eat properly!
  • Talks are fun and everybody enjoys them, why not talk about something yourself next time?
  • Team up! Proper presentation (in my case pretty graphics) really do a lot to prototypes and you can focus on the coding.
  • Don't be afraid to go solo on a jam. It is very rewarding to pull off a game on your own in such short time.
  • Stick to the scope! It is way to easy to get carried away halfway through production. Don't.
  • Come prepared! Having a framework that allows for rapid prototyping is critical in order to get anything done. This jam I barely wrote a single of line engine code.
  • If there is time (which there always is early on so do this right away), plan your ui. This can be anything from meters or plain text. But make sure it's there. When it is presentation time, it will make is som much easier for people playing (and not playing) to understand what's going on.
  • Player feedback! If something (ANYTHING) happens in the game, regardless wether is is by player input or not, make it show. Make updated ui elements flash, activated game objects blink, etc.

The games:

Alien Circus
gfx by Marek
code by me
Cat Escape
gfx by SquirrelSquid
code by me
Eat and/or die!
gfx by me
code by me
Chicago IX
gfx by me
code by me
Shooting Range
gfx by me
code by me

That is all I think. There's also some photos of the whole event here (courtesy of @zoewi). All in all I had so much fun, big thank yous to all who participated in anyway!

30Aug/110

Shooting Range – last 3 hour game

Last jam game! I was pretty exhausted from the earlier days but decided join the final jam and make a final game. This time the theme was 'mysterious enemy'. I didn't really come up with any ideas so I just made things up as I went along.

I did know that I wanted to make at least one platformer during the weekend and since this was my final shot I went with that as base and started adding stuff. End result has you running around while jumping to avoid laser beams shot by a mysterious enemy.

Watch those lasers!

>>> PLAY HERE <<< (You need to reload the page to restart the game - sorry! )

That is all the games I made at BIG Jam! I'll make a summary post when things are back to normal. :)

29Aug/114

Chicago IX – a 5 hour game

Yesterday's jam sessions formed around making a game inspired by an album cover. I quickly chose the cover of Chicago IX, an album that have, and still could, listen to again and again. The cover shows a platform that is used to scale high buildings, and I assume it is used for everything from window cleaning to painting. Anyway, I decided to make a game about that.

In the game (which is extra fun if played with a friend) little guys walk around on the platform while it is rising. Since the guys are walking around the platform will tilt and it is up to you to balance it back again by tugging at the ropes. If you get to the top with one or more guys still on the platform, you continue to the next level which sports more guys on the platform but essentially the same gameplay. However, as the weight increases on the platform it eventually becomes harder to control, increasing the difficulty of the game.

Whoops!

Gotta save 'em all!

>>> PLAY HERE <<<

Have fun, and try playing it cooperatively with a friend!

28Aug/112

Eat and/or Die – 3 hour game 3

This time I decided to go solo. The theme words where 'delicios' and 'suicide' and I decided to make a game about eating (something a lot of other people did too).

The object of the game is to raise your cholesterol to 100% and explode. Delicious suicide indeed. To do this you have to eat falling cakes, and avoid falling veggies. Sounds easy but you must also make sure you don't draop too many food items on the follr as it will end up in game over. So there is some balancing there that the player has to do. Also, if you eat too many veggies and end up at 0% cholesterol, you die of starvation (bad ending!).

Eat! Eat! Eat!

>>> PLAY HERE <<<

Have fun getting to all the 3 endings!

28Aug/110

3 hour game number 2 – Cat Escape

Another game made in 3 hours! This time with graphics by SquirrelSquid and code by me. Theme words were 'cat' and 'free' and the concept we came up with was something like this:
Play as a cat and find keys so that you can free your friends trapped in cages. Dogs try to stop you but they can only move like the towers in chess. Get to the key before they catch you.
All levels are randomly generated so some times they are very easy or very hard. Luckily, if you get caught a new level will be generated for you.
I'm quite happy with the concept, but the actual prototype obviously needs more work.


Get to the key!


>>> PLAY HERE <<<

Enjoy!

27Aug/110

Alien Circus – made in 3 hours

So here I am at the Berlin Indie Game Jam making games with 29 other lunatics. First activity: make a game in 3 hours. Two words were pulled out of a hat to be used as common theme for all. Zero Gravity, and Acrobatics. I teamed up with Marek (graphics artist of Spirits fame) and we started brain storming.

Here is the result of 3 hours frantic development, crashing computers and drawings photographed with an iPhone:
Alien Circus

Watch out for the spikes!

>>> PLAY HERE <<<

Enjoy, and let me know how many jumps you got as most!