
Thursday, December 11, 2008
Wednesday, December 10, 2008
Monday, December 8, 2008
Sunday, December 7, 2008
Death Geode Update 2
Also of note, I got some much needed inspiration and encouragement the other day and have started work on writing Balding Man again. Hopefully we'll still manage the original release date of 4/1/09.
FINALLY
I might also hold off to make some changes to the sound effects and music (available on the website). The music is certainly good; I don't mean to insult Mr. Clyffe's abilities, but I'm worried that it doesn't really fit the game.
Thursday, December 4, 2008
Different Raycasting


For now I'll just hand out the source with a Linux binary.
Source
Page Up/Down - angle
Right/Left Arrow keys - Forward/Backward
Up/Down Arrow keys - Straight up and down
Tuesday, December 2, 2008
Raycasting

Each triangle is like a flashlight. This renders at 4-6ms per frame instead of 100-130ms per frame, plus it adds realistic shadows and lets me easily change the widths and direction of the light.
More

This is the whole finished cave segment.

Monday, December 1, 2008
More Cave Lightning

Death Geode
The geode itself has been grown right at the heart of Neo Nano New York, just above the omninet's primary backbone, giving her one of the fastest connections on the planet as well as all the bosons and fermions a femto-engineer could ever want. The future was bright.
Or so it seemed.
The antiforce nano-missile and its antimatter payload felt otherwise. It felt that it was falling straight toward Neo Nano New York at ten meters per second and rising.
Moments later, Iota found herself swimming in mineral-rich hydro-water surrounded by the shattered remains of millions of geodes and seed crystals. They were all growing. She found her ED 18600 floating nearby, mumbled something bad-ass, and started decrystallizing shit.




Download: Linux (455.2 KiB)
Cave Lighting

I'll see about the promised Death Geode stuff later today. No promises, though.
Monday, November 17, 2008
Death Geode 1
Monday, November 10, 2008
It's Real!
Thursday, November 6, 2008
Second Law Games website is online
Thursday, October 16, 2008
Notice
Thursday, October 2, 2008
Friday, September 26, 2008
what?
That last post is actually completely pointless and I don' t understand why I bothered to create it. I must have still been reeling from the thing.
Now I'm just reeling from the last post.
It will be a neverending chain.
Every week or so.
Sunday, September 21, 2008
Purity Name Change Made Possible
That was a big relief, but it does mean that my game's name isn't original any more. This doesn't mean I'm going to change it completely. I might just add a subtitle that never actually shows up in the game but still distinguishes it from the other one.
Sunday, September 14, 2008
A GNU Dawn
This version brings back the window frame because there's basically no cross-platform method for positioning windows with SDL and the window kept showing up at the bottom right of my screen. Now at least it's possible to move it to a nicer location.
Download: Linux
I don't have a whole lot of LInux experience, so I don't actually know if I can just pass around the binary and assume that it will work on other computers. I don't see any immdeiate reason that it shouldn't, though. Correct me if I'm wrong.
Oh wait. You can't. Because you're the Internet Void, and only people can test the game on other machines and let me know if it works. And we both know that no one reads this.
Yet.
When the time is right...
One last thing. Basically none of the Windows versions of my games are going to run correctly under Wine because I used clock() for timing instead of SDL_GetTicks(). In the future, I plan to stick to SDL_GetTicks(), so my games ought to run just fine in Wine.
Of course, they ought to also have Linux versions that run just fine without Wine.
Edit: Linux version += easteregg
Friday, September 12, 2008
Language: English Vs English
As you have no doubt noticed (assuming you've worked out ASCII and those other encoding formats), there seems to be two versions of English floating around and a whole lot of debate over which one to use where. It's starting to seem as if bringing English over to America during the British invasion of New England (not that I have a problem with the result, it's just that the initial act was a little rude) was a bad idea. If we'd just started with a fresh new language, we wouldn't have this problem. Instead of letting English evolve into two slightly different languages due to physical and cultural separation and then debating over which one is correct, we'd just have an extra language to translate, which wouldn't be a problem at all since we seem to be handling the ones we've got right now just fine (and even some "fictional" ones).
As it is though, we've got these two almost identical languages causing a lot of pointless flamewars over at Wikipedia when really, it does not matter the slightest bit which one we use. Anyone who knows English knows that "metre" and "meter" are exactly the same thing. Some argue that "meter" should be used for measurement devices and "metre" for the unit because then you can tell them apart by spelling. So they should also be pronounced "meatur" and "meatreh" so that you can tell them apart in speech, right? Alternatively, we can all just spell them however we want and tell them apart by context.
Language is such an imprecise communication tool that it's really pointless to argue over these sorts of things anyway.
I could leave it at that pretty elegantly, but I'm not one for being articulate, so here's an example:
"Give me that screwdriver."
"Would you please hand me the screwdriver?"
These two are exactly the same but some people are inevitably going to be offended by the first one. People demand all these little embellishments that makes language in general incredibly inefficient. There's no reason for this thing called "politeness," and there's no reason (outside of "art") for this thing called "connotation."
They are both inextricably linked to language, though, and as a result the part that matters gets clouded up by all these meaningless little details, and a lot of information gets lost in a flurry of emotions.
Emotions.
We could certainly do without some of them.
The above sentiment brought to you by some of the emotions we could do with out.
And the same to that one
Etc.
Sunday, September 7, 2008
gearGen and Linux
It took me about two hours to install Linux. I then spent 8 hours fiddling with xorg.conf and rebooting over and over again before I realized that I could just turn off overscan on my monitor. After that, I'm pretty sure Linux is actually more "user-friendly" than either Windows or Mac. It certainly seems to have a lot more fancy graphical stuff going on. And it seems you can download and install just about anything by typing "sudo apt-get install [program name]." I mean anything. "sudo apt-get install pi" downloads and installs a program to calculate pi.
Anyway, in celebration of my new operating system, and because doing it on a calculator was really tedious, I decided to write a good old-fashioned command line program. It's called gearGen and it prints out x and y coordinates for drawing gears. Those coordinates can then be converted to images using paint or the GIMP. This ought to help a lot with making sprites for a certain game. It turns out that just opening up paint and drawing a 32x32 gear from scratch is not at all easy.


gearGen code: (C=C+1)
Thursday, September 4, 2008
Game: Freedom
My art game is called "Freedom." The goal is to reach the opposite side of the tunnel. Use the right arrow key to move. When the tunnel changes colors, you change direction and speed.

Download: Windows
Linux
Following the lead of other artists, I have also written an analysis of my game (though it is pretty short).
Freedom represents the journey of a nation as it struggles to remain free in an imperfect world. On the path to freedom, obstacles can cause the people to lose sight of the real goal (to go backwards). There are two ways to reach freedom. Either "stay the course" (hold right) and keep moving in whatever direction seems to be forward, or try to adapt to the rest of the world; when something goes wrong, pull out quickly and wait for the situation to resolve itself before moving forward again (press and release right as the color changes).
However, this analysis merely skims the surface of a deeper meaning. Strangely, the bitmap responsible for holding the numbers used in displaying the final score is located in the root directory instead of in the "bmp" folder. Additionally, it seems as if the images for "4" and "7" have been removed and replaced with hasty mspaint scribbles. No matter what the end result, there is always the potential for capitalism, which is supposed to enforce individuality, to corrupt the system as a whole.
One might argue that the numbers 4 and 7 were chosen at random; however, a closer look reveals that 4 and 7 were the two numbers of the "system" font that did not adapt well to the modified font used in the game. This reveals the exact nature of the capitalist corruption. Those things which do not fit, rather than being carefully (and expensively) repaired are replaced with cheaper, lower quality components.
Additionally, the hexadecimal number 47 represents the letter "G" in ASCII. If "G" is taken to means "GAMES" or "GAMEPLAY," it can be said that the corruption of hex 47 represents the state of the commercial games industry. the gameplay is cheap filler that creates simple context for beautiful graphics and the occasional "GIMMICK."
Etc.
Wednesday, September 3, 2008
Thursday, August 28, 2008
Fancy Compass

Wednesday, August 27, 2008
Wow, already?
This is a game of two players, one keyboard. Player one (red) uses the arrow keys and right ctrl while player two uses wasd and left shift. F actives Spirograph Mode.
If the void offers any feedback, I may very well take the time to work on improving (finishing up) the game. In fact, I may do so even if the void doesn't offer feedback and I instead have to rely on feedback from the real world.

Download: Windows (Required SDL.dll and fmod.dll)
Sound effects made with pxtone, graphics done with openGL.
SWype or Expensive Spirograph
This is probably a good time to point out that I'm not one of those idiots who has never played Pong, but still raves about how great it is because it's "retro." I am sick and tired of most of the music in Mario. I love the retro aesthetic, but I am not a huge fan of the actual retro because most of it was garbage with a few clever ideas mixed in. Of course, the only difference today (in commercial games) is that the programmers don't also make the art and the music.
At the same time that I preach about good vs bad retro, I know that I am also preaching to an empty void. I want the empty void to be perfectly clear on where I stand here. Or at least less unclear.
Here are your screenshots:

Normal Mode

Expensive Spirograph Mode (I don't know why the background is gray in that one)
Tuesday, August 26, 2008
Hard Drive Update
I'm holding off on Contrecoup for the moment because I don't have 3d glasses yet and I'm still working out how I want to do the collision reaction (kill the player, randomly spin the player, push the player away, etc).
Meanwhile, I still haven't done any work on Purity, but I might do a little of that in the next couple of weeks.
Right now I'm getting ready to prototype a boss fight for another game and maybe work some on the code for the O.D.d.S.A.C.k.S. More data on that game when I release in ten years or so.
The other thing I'm doing is honing my programming skillz on Project Euler. I've finished 5 of the problems and right now my computer is around prime number 1.5 million for another. Maybe I'll go back later and figure out how to solve that one in 1 minutes instead of a few hours.
What you should take away from this, dear internet void, is that I'm still working on making video games and I might even finish one some day.
Wednesday, August 20, 2008
Gamma 3d; Game: Countrecoup
The game is a racing game about getting to the hospital in the one second or so between the coup and the contrecoup from getting hit on the head. The coup damages the bits of the brain that deal with processing signals from the eyes so that at any given time only one eye functions correctly. Each time you run into something, the correct eye fails and the other becomes correct. In order to see properly, the player must close one eye or the other.
Screenshots of the game so far follow.



The controls are currently purely keyboard based, but hopefully it won't be too hard to find information on adapting them for the 360 controller.
Friday, August 15, 2008
Purity Development on Hold
Thursday, August 14, 2008
The Future
The device of my dream, a simple plastic shape, literally has "all the mechanical complexity of a teapot." Could it be that this is the very same device? Could it be that this vision of the future is more than just a nocturnal hallucination?
Probably not, but I must still be prepared in whatever way I can. The things I saw in my dream must never be allowed to occur. We must always be capable of feeling pain. It is critical to our humanity.
I dreamed of a device...

Do you see this? This device represents the end of life as we know it. This device it the key to a viable powered exoskeleton. Combine this with humans modified to survive the removal of their skin, and you create powerful beings. This has the power to bring about wonderful change.
Unless, of course, the same changes that allow people to wear this armor also cause them to become corrupt. The same shark DNA that prevents bleeding and pain must also create callousness. That insensitivity, combined with the power of the machine-given strength, quickly becomes cruelty.
I don't know why they kept me in the first place. They didn't modify me for the armor, but they didn't kill me either. Not like they spoke of doing to the kid. Was I supposed to be the control group? I'll never know. They didn't like something I said and finally decided to get rid of me. I ran to the nearby town for safety, but they had already been there and killed or converted everyone. I had no choice but to grab on to the last car as it was leaving and hope for the best.
I expected to be shot at, but I never thought the bastards would sink so low as to pin me down and tickle me. Tickle me. All the training in the world is useless if you can't think. That kind of torture doesn't even require restraints.
And to think, mere days earlier the whole thing was just a small gathering of friends.
All this because of the invention of that simple plastic wheel.
Wednesday, August 13, 2008
Gunz update

Purity Guns


Tuesday, August 12, 2008
Purity Music
Monday, August 11, 2008
Spoiler Alert: Mapp of the Knovvne Worlde
In this version of the map, each room is given 1 pixel for every 20x20 block of tiles. The rooms with the white border contain save points. These are all the rooms I feel comfortable calling "complete."
Mapp of the Knovvne Worlde:

This version gives 1 pixel for every 4x4 block and is the highest resolution I'm likely to use. This example does not highlight the rooms with save points.
Detaylled Mapp of the Knovvne Worlde:

Sunday, August 10, 2008
Game: Cells
Cells is a simple puzzle game. The player is presented with a grid of cells each containing a value and a mathemetical operation. By observing changes in value, the player must determine the operation of each cell.

Status: Complete, though the tutorial might not be very good (suggestions welcome).
Download (Windows): Cells
Game: Purity
Purity is a simple platformer about color, harmony, purity, descent/ascent, survival, nature, confusion, the inner self, order vs chaos, and probably god. It uses the GLAS Extended engine, with takes a few lines of code from the GLAS engine used in Bullet Hell and PlatClimber.
Long ago, in a stale world, the Unity, white, split from itself three colors: red, green, and blue. It allowed each color to spread to the far corners of the world. Over the years, each color grew in its own manner until finally there was no more space to fill. Then they began to fight each other for possession of the world. Unity, disappointed that its creations would claim to own parts of its world, sent the Purifier to cleanse the world of the three different colors and return the world to its original state.



Status: The engine is mostly complete and the world is about 10% complete. No music done yet; I am pretty terrible at composing and not patient enough to use Pixel's stochastic method. I'll probably come up with a music generator that uses Markov Chains or Iterated Function Systems.
Game: The Horror
The Horror is a creative re-imagining of Joseph Conrad's classic novel Heart of Darkness. Pilot your steamship down the Congo river to stop the evil Kurtz. Along the way, collect rivets, ivory, and good natives to repair your ship while using your Heart of Darkness to defend yourself from evil natives. Be careful, though. Use the Heart of Darkness too much and you'll become consumed by corruption and turn into another part of Kurtz's evil plan.
The game features procedurally generated landscapes and fancy VeCtOr GrApHiCs.

Status: Early development; on hold
Game: X-Treme Cave Explorer Deluxe Professional Edition
This game was started for the TIGSource Procedural Generation Competition, but never completed (also very buggy).
In the game, the player controls a special cave-exploring robot and explores a system of randomly generated caves. Along the way, the player collects and combines "genomes" that control the nature of the music, instruments, and landscape.
Status: Incomplete, can't guarantee it will work. At least on documented case of the game doing nasty things to a person's computer. Feel free to play with the source code.
More Info: TIGSource Thread
Game: X-Treme Sequoia Lightning Blast
While enjoying the Sequoia National Park from a lookout platform, a woman founder her hair rising from her head. Amused, her brother took her photograph. Five minutes after they left, lightning struck the platform, killing one person and injuring seven.
Based on the best-selling novel Fundamentals of Physics Sixth Edition, X-Treme Sequoia Lightning Blast reveals the truth of that day in an new interactive experience. When lightning strikes the platform, time freezes from everyone except you. Now you have no choice if you want to escape. Dodge, deflect, and absorb lightning to conquer nature and restore the normal flow of time.
Status: Engine complete. Still need graphics, sound, menus
Game: X-Treme Linear Hotplate Simulator
XLHS is a simple game about the nature of the universe and curvature of space. It places the player in the role of a metal bug on a unique hotplate; the hotplate is cold in the center and hot at the edges. As the bug moves to different areas, it does not notice the different temperatures and corresponding changes in its own size. For the bug, the shortest distance between two points on opposite sides of the hotplate (a straight line) is a curved path.
The title screen is a bit old. Just imaging that it says "Second Law Games" instead of "Macrosoft Etheration."
Add"church.mp3" for music. Barkley, Shut Up and Jam: Gaiden has a nice one.
Status: Complete
Download (Windows): XLHS
Game: BLDNG MAN
I still have nightmares...
I see the cave, the green monster. I am running with feet of lead and a dying
flashlight. Behind me I here my best friend screaming in agony and in my mind's
eye, I see bone break and flesh tear, and then see his arm on the ground. Then
it happens.
I look back.
Just for an instant, I look back.
And when I look forward again, my hair swings out in front of my eyes, and I
don't see it, and then I am falling, hitting my head on rocks, bashing in my
hair follicles...
And that's where my nightmare ends.
it doesn't make it to the part where the rescue party finds my half dead at the
bottom of that pit.
it doesn't make it to the part where they don't believe me when I tell them
about the green monster.
it doesn't go as far as the trial, where I am found guilty of murder and
sentenced to three months in prison.
It doesn't make it to the part where I get stabbed with a rusty shiv and lose a
kidney.
It doesn't go that far because nightmares never get better. Only worse.
I am
Balding Man
BLDNG MAN first appeared as a joke trailer in 2004, but by popular (not really) demand, I have started working on figuring out how to make a game out of it.
Status: Still figuring out how to turn it into a game.
Game: Bullet Hell and PlatClimber
The first is a bullet hell platformer with unlimited double-jumps. The goal is to survive. You get more points-per-second for maintaining a higher elevation and an extra 1000 points for touching the ceiling. The final score is found in stdout.txt
The second is a simple platformer inspired by Mole's Quest. The goal is to climb falling platforms to the top of the room in the shortest time possible.
Status: Complete
Download (Windows): Gravity Hell, Platclimber