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The Shadowland Prophesy
by mcc
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Run Hello
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Xaxxaxoxax
by mcc
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Run Hello
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Markov Space
by mcc
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01/26/12 : Roxy: Break some glass.
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MS Paint Adventures
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01/26/12 : Roxy: Clear some space.
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MS Paint Adventures
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01/26/12 : Roxy: Break bottle.
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MS Paint Adventures
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01/26/12 : Roxy: Retrieve mutant kitten.
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MS Paint Adventures
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01/25/12 : Roxy: Take cat.
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MS Paint Adventures
From CNN.com:
• Deadly train crash called 'act of terror'
• 3 Americans killed in China plane crash
• White House crashers met Obama
• Wife: I used golf club to free Tiger
• Mendes: Shun fur for holiday gifts
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Made in 48 hours for the Ludum Dare 23 competition. The game is over when the music stops. Download Mac version Windows version Source code You can find the Ludum Dare competition entry page for the game here. The game is based on this cellular automata. It requires an OpenGL 2.0 compatible computer to run.
A game I made on the last day of Molyjam 2012. I am so, so sorry. Inspired by this tweet. Mac version Windows version Source code This game requires an OpenGL 2.0 compatible computer.
Made at the very end of Pirate Kart V for use at their GDC booth (along with the other 955 games). Mac version Windows version Source code The page for this game on Glorious Trainwrecks (the site for the Pirate Kart jam) is here.
An experiment I created over the last month for the fourth Super Friendship Club game pageant, theme: “Universe”. I would go so far as to call it a “video game”. Arrow keys steer. Mac version Windows version Linux version Source code Notes: These license disclosures apply to the game and should have been included in the attached Readme file. Also, [...]
CLICK HERE TO JUMP TO THE PRETTY COLOR-CODED FULL RESULTS This explanation will look a lot like that of previous years, but: Every year since 2004 I’ve been hosting this Game of the Year poll for the users of some forums I read. There are a lot of GOTY polls out there, but this one I think [...]
Hello anyone out there: I’ve got this Game of the Year poll that I run on some web forums I frequent. The way it works is that you rank your favorite games of the year– up to 20, though vote for as many or as few as you want– and the script will sort out [...]
Ludum Dare is a periodically held competition to make a game in 48 hours. For this weekend’s Ludum Dare (theme: “Alone”), I waited until the last minute, started a game Sunday morning, and over about seven hours banged out the first and only 3D game I have ever made. It’s called My Own Footsteps and [...]
Found out yesterday that (1) a group of indie games folk are crashing the IGF with a “pirate cart” of over a hundred indie games, and (2) Klik of the Month Club is doing a competition today with the theme “violate Atari’s intellectual property”. Of course I had to do something, so I made this [...]
So this is SUPER arcane, but: I’ve been starting to use DVCS lately, and I sort of hate it, but I hate it less when I can use Mercurial to do it. Unfortunately most people doing DVCS are using Git, which means if you are using Mercurial you basically have to be using hg-git so [...]
Here is a video game I made in 48 hours for the Ludum Dare competition. It is called You Don’t Fit. Download Mac version Windows version Linux version (requires SDL and Freetype) Source code You can find the Ludum Dare competition entry for the game here; feel free to check back Monday if you would like to vote on it. Thanks to [...]
So a month or two ago, indie developer Ivan Safrin released a game engine called Polycode. Ivan has been working on Polycode for several years and has been using it as the secret ingredient in some of his game releases, like TigSource Assemblee winner BitWorld. I took a look at the released version and was [...]
This is a little music toy I made for PCs and mobile phones. Download Mac version Windows version Linux version (requires SDL and Freetype) iPhone version (or search app store for “Drumcircle RH”) Android version (requires Android 2.3) Source code What is it? Drumcircle is a radial drum machine: you place tiles corresponding to notes or drum samples, and they play as the clock [...]
I have just released the source code to my games, because why not. The source code for Jumpman and iJumpman can be found here. The source code for The Snap can be found here. The code, art and music is available under the Creative Commons “Attribution-NonCommercial 3.0 Unported” license, which means it is free to use for noncommercial [...]
Short version: Here’s an open source C++ game framework that lets you write your game once and immediately have it run on Mac, Windows, Linux, iPhone and Android 2.3. It packages together all the basic libraries you need to get started with writing a game, and makes mobile porting easy by abstracting away the incompatibilities [...]
A first person shooter Download (1.0, r219) Mac version Windows version Linux version (requires SDL and Freetype) How to Play The Snap is a two-player deathmatch shooter with time travel. Time in the Snap arena takes place in a loop. 20 seconds or so after the start of each game, the events of the game will begin to repeat themselves. You [...]
Mac build (r212) Windows build (r212) Status: Added select-screen “previews” to the levels that didn’t have them or where they had them but they looked wrong. Fixed a bunch of visual and controls glitching. Finally got to do some playtests and concluded that just literally no one notices the subtle glow that the “you are controlling this [...]
Mac build (r199) Windows build (r199) Status: Rushed one last feature in: Health drops. At periodic intervals, if the level is set up for it, there will be a flash in the time bar up top indicating a health container has just appeared somewhere on the timeline. If you get the health container, you restore some health. [...]
Mac build (r188) Windows build (r188) Status: Objectively not a very big change but probably important, a complaint I’ve been getting from playtesters for a long time is that there’s all these copies of yourself on screen and you can’t keep track of which one you’re actually controlling (or, as, one report the other day pointed out, [...]
Mac build (r181) Windows build (r181) Status: One more day on that increasingly-terrifyingly time-consuming controls configure screen, and I do believe I’ve fixed all the problems with it now. The controls file should save in the right place, not become garbled, your choice of auto-aim vs free-aim should be honored. As one more wrinkle I made the [...]
Mac build (r179) Windows build (r179) Status: Fully featured controls config screen– you can choose gamepads in addition to the keyboard now, and you can choose whether to use auto aim mode or not. The defaults for both players have been changed to use auto aim mode (meaning, 2 players can actually play on 1 keyboard using [...]