Actually, I've made 2 HTML/Javascript games with this tileset. A programming game and a sokoban game.
The first one is available here (in french). Some levels are still missing: "while" loops (like 1,2,3), recursive functions (1,2,3), or multithreading (1,2,3).
The sokoban game is not packaged (not enough levels... level design is really a pain in the neck). As I added some enhancements to the classic sokoban, I've just made levels to present those new game functionalities. For example: 1,2,3,4,5,6,7,8,9,10,11,12.
There is a huge bug concerning svg display on webkit. Chrome may have some issues with both games (I am waiting for the fix). Firefox works fine. I didn't try IE (don't think it works).
For my opinion, you really can do what you want with SVG, even complex graphics.
But I agree that it is clearly harder to use SVG in games than pixel based sprites. I guess it should be possible (adobe flash uses vector graphics very well), but I don't know any good library to do this kind of stuff with SVG. Anyway, for the moment, that's not a problem for me, because :
. It allows building a lot of non-action games (where a high frame rate is not really important)
. You can easily convert SVG into bitmap (inverse is not really possible) and upgrade this export if necessary. I tried something like that for the LPC. Graphics have been done under descriptive formats (SVG and .blend, I don't even use any bitmap textures) then I exported them into bitmap format for my shoot'em up game on GNU/Linux. The result was kind of good.
Yes, this scaling issue is the bug I was talking about. It can be clearly worse (I still didn't understand how it works... or how it doesn't work. The "face to the player" is actually the initial state of the robot, and that's just weird). Sokoban on iPad (with safari), for example, is just awful, and because of that, it is hardly playable. Anyway, the bug is opened on chromium bug tracker, so, I'm just waiting.
As you contacted me, I am answering here. I'd just like to give you an advice. As you can see on my profile page, I am a huge fan of SVG format. Because: 1. it is clearly well-designed for sharing stuff (and borrowing), 2. even non artist can do pretty things.
So, my advice is: just use Inkscape. You can do cool stuff on your own.
I did this in less than 5 minutes (as it is not my native language, write this comment in english took me more time). It can be improved, but for my mere example, I guess it is fine.
As it is SVG you can publish any resolutions you want. Here is a 117x117 bitmap export (what a weird resolution ?!?).
You may use it or not. Do as you want, the icon is obviously CC0 too. (Of course, If you use it, I DON'T want any money, this was just an advice )
I didn't know that the game would be compiled in 64bits. I have never used this kind of architecture so I can't say if it will work. Anyway, as the error log says, I guess you could add -fPIC in the CFLAGS line of the makefile.
Great job. I am happy to see that my assets (the shoot'em up graphic kit) are not so different than the others even if they are built in a SVG format. Of course, they should have to be more detailed.
Just a point, could it be possible to change my full name in your comment with my local login (Johann C)?
New game made with the splashouille engine : 'GNU versus the zombie rotten tomatoes' : a classic vertical shoot'em up game. Sources (under GPL3) are available from my github.
This current first version has been made for the LPC.
Actually, I've made 2 HTML/Javascript games with this tileset. A programming game and a sokoban game.
The first one is available here (in french). Some levels are still missing: "while" loops (like 1,2,3), recursive functions (1,2,3), or multithreading (1,2,3).
The sokoban game is not packaged (not enough levels... level design is really a pain in the neck). As I added some enhancements to the classic sokoban, I've just made levels to present those new game functionalities. For example: 1,2,3,4,5,6,7,8,9,10,11,12.
There is a huge bug concerning svg display on webkit. Chrome may have some issues with both games (I am waiting for the fix). Firefox works fine. I didn't try IE (don't think it works).
For my opinion, you really can do what you want with SVG, even complex graphics.
But I agree that it is clearly harder to use SVG in games than pixel based sprites. I guess it should be possible (adobe flash uses vector graphics very well), but I don't know any good library to do this kind of stuff with SVG. Anyway, for the moment, that's not a problem for me, because :
. It allows building a lot of non-action games (where a high frame rate is not really important)
. You can easily convert SVG into bitmap (inverse is not really possible) and upgrade this export if necessary. I tried something like that for the LPC. Graphics have been done under descriptive formats (SVG and .blend, I don't even use any bitmap textures) then I exported them into bitmap format for my shoot'em up game on GNU/Linux. The result was kind of good.
Yes, this scaling issue is the bug I was talking about. It can be clearly worse (I still didn't understand how it works... or how it doesn't work. The "face to the player" is actually the initial state of the robot, and that's just weird). Sokoban on iPad (with safari), for example, is just awful, and because of that, it is hardly playable. Anyway, the bug is opened on chromium bug tracker, so, I'm just waiting.
I made art and code.
Hi,
As you contacted me, I am answering here. I'd just like to give you an advice. As you can see on my profile page, I am a huge fan of SVG format. Because: 1. it is clearly well-designed for sharing stuff (and borrowing), 2. even non artist can do pretty things.
So, my advice is: just use Inkscape. You can do cool stuff on your own.
For example, for your app icon, I looked for smiley faces on OGA and wikimedia commons. I found this ( http://commons.wikimedia.org/wiki/File:Smiley_green_alien.svg ). It's SVG and CC0. That's great ! I chose 4 of them and just arranged them with Inkscape.
I did this in less than 5 minutes (as it is not my native language, write this comment in english took me more time). It can be improved, but for my mere example, I guess it is fine.
As it is SVG you can publish any resolutions you want. Here is a 117x117 bitmap export (what a weird resolution ?!?).
You may use it or not. Do as you want, the icon is obviously CC0 too. (Of course, If you use it, I DON'T want any money, this was just an advice )
Add scissors for weekly challenge
GNU versus Zombie rotten tomatoes.
I didn't know that the game would be compiled in 64bits. I have never used this kind of architecture so I can't say if it will work. Anyway, as the error log says, I guess you could add -fPIC in the CFLAGS line of the makefile.
But, I really don't know if it will work.
Great job. I am happy to see that my assets (the shoot'em up graphic kit) are not so different than the others even if they are built in a SVG format. Of course, they should have to be more detailed.
Just a point, could it be possible to change my full name in your comment with my local login (Johann C)?
@Nushio
Thanks for your review. I just added a comment on your blog.
As I said, I really think you are the first (and only) one to compil and play one of my games. Congrats !!!
New game made with the splashouille engine : 'GNU versus the zombie rotten tomatoes' : a classic vertical shoot'em up game. Sources (under GPL3) are available from my github.
This current first version has been made for the LPC.
I guess I finished the 'GNU versus zombie rotten tomatoes' development. For the LPC at least.
So, there are 3 playable characters but only 1 stage which is really, really hard. I don't try but I think it may be easier in two players mode.
As I said it runs fine at 480x640 and 60fps on a 1.6GHz computer without any hardware acceleration.
Hope you could have fun with it. Here comes two more snapshots.
The public repo is here: https://github.com/PoufPoufProduction/tomatoes
For compiling under GNU/Linux, you need SDL, SDL_image, SDL_mixer and libConfig (version 9), and my own framework called splashouille here : https://github.com/PoufPoufProduction/splashouille
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