Projects

Posted by Jani_Nykanen on June 24, 2021, 2:37 p.m.

I haven't written anything for a while, so let us have a look at some projects I have been working on, from oldest to newest. Click the titles for links. You should find a link where to play in the github repo readme.

I have stopped working on all these projects (except one listed below "Future"), so they are either finished or I have abandoned them.


Owl Platformer

First, I was working on an "owl platformer", which was supposed to become some kind of exploration game. I stopped working on it for certain reasons (I kind of stopped working on *any* programming-related project for a few weeks, and when I "recovered" I didn't have motivation to continue this old project, so I moved to another one). The project was promising, but sometimes your personal life makes you quit projects. That happens.

Since the controls are not mentioned in the game, they are the following: arrow keys for moving, z for jumping and x for spinning.


Yet Another Metroidvania

I used 50% of Owl Platformer's code to create this. It was supposed to be a sequel to A Graveyard for Fools. I stopped working on this when I realized that finishing it would take several months, I don't want to spend so much time working on a single project, especially one that would not give me any technical (programming-wise) challenges.

The controls are arrow keys and Z,X,C.


Well, that sounds fun!

Something made for Ludum Dare whatever-the-number-was. It didn't fare too well, but not particularly badly, either.


Yet Another Unfinished Platfomer (with hand-drawn art)

This game is 90% finished, it only lacks of title screen, story intros and sound effects (and more "music", i.e. background noise). It wasn't particularly fun to play, so I stopped working on it. And maybe some personal reasons, I don't really remember.


Mushrooms!

A sequel to PUZZLEggs, which I made for js13k 2019. The game is technically a mess, and beating it without passwords is impossible since it leaks memory, and since it is a real-mode application, it will eventually run out of memory. It also some other, weirder memory issues.


Future (no you cannot click this)

So yeah, I haven't finished many projects this year, and to be honest, I don't really care. I have more fun "unfinishing" stuff than finishing it. Also since I'm doing my PhD in maths full time I don't have that much time for programming any longer (or will or motivation or whatever), so I prefer shorter project that are interesting to work with, but not necessarily worth finishing. Also, I also have more projects than I showed here, but those are not in playable condition so I decided not to share them here.

But the future… well, here's a short video of something I'm working on (created using TypeScript & WebGL, no libraries):

It will be something very simple and the game itself won't be long because it would nice to get something released again. I haven't published a game on Itch.io or Game Jolt since last A Graveyard for Dreams last December…

Comments

Zuurix 2 months, 3 weeks ago

Just ran "Well, that sounds fun!" and I love how smooth it is. I hope I can find time to play the hand-drawn game as well, you know how much I adore the graphics of that one.

Whenever I play your games I think I can feel how experienced you are from all those programming challenge projects. You make neat little games and considering your IRL stuff and resource restraints, well, that's just impressive.

TL;DR

+1

Jani_Nykanen 2 months, 3 weeks ago

Quote:
I hope I can find time to play the hand-drawn game as well
You must be very busy since it takes only a minute or two to beat it…

Zuurix 2 months, 3 weeks ago

Well, I'm like "Hey I should play this tomorrow once I'm done with X" and then "Tomorrow" something happens that takes 100% of my attention and I forget it for weeks.

F1ak3r 2 months, 3 weeks ago

I spent the two minutes to play through the hand-drawn game, think that was my favourite. All the animations really make it vibrant, though it was sometimes difficult to tell what I could and couldn't walk on.

Who died?

Jani_Nykanen 2 months, 3 weeks ago

Quote:
…though it was sometimes difficult to tell what I could and couldn't walk on.
I think that is a common issue in many games with hand-drawn art, and I couldn't come with any nice way to solve this issue. If I had added colors, then I could probably have added some "color hints" to tell the player where they can stand.

Quote:
Who died?
I hadn't really decided.

Cpsgames 2 months, 3 weeks ago

The one with hand-drawn art is very cool. I'd like to see more of that.

Quote:
Future (no you cannot click this)
I clicked it anyway. Wot you gonna do about it?

Jani_Nykanen 2 months, 3 weeks ago

Quote:
I clicked it anyway. Wot you gonna do about it?
Tell your mum. She does not like that you click things.