White Noise

Wiebo de Wit's thoughts about game development and more…

ScrambleRND released

Hi there,

A little surprise for you if you’re interesting in classic arcade games. I’ve been creating this nice little remake over the last few days, and now it’s done.

Here’s ScrambleRND:

scramble-title

It’s a remake of the classic 2D scrolling shoot’em up. I took the Vectrex version gameplay and made it look like an Atari 2600 game. Also, the terrain is randomized for a little extra fun.

Instructions are in the readme file. You can download the game from my PC games page.

Have fun! And here are some additional screenshots.

scramble1scramble2scramble4

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16 responses to “ScrambleRND released

  1. Christiaan Kras ☮ (@Htbaa) 08/09/2012 at 11:34

    Nice! Got killed a lot during the saucer attack and when those meteors came in :-). Had some odd deaths as well where my ship would just drop to the bottom of the screen and crash. Couldn’t figure out why but thought that maybe it had to do with holding to many keys on the keyboard at once, though I doubt that really.

    Nice to see so much Lua scripting!

  2. Tam Toucan 09/09/2012 at 23:33

    Heh, that was nice surpise. Very nice remake. I can tell because got killed trying to bomb the base, as I always used to :)

    • Wiebo 10/09/2012 at 10:42

      Haha, it is a bit difficult, but simple once you know the trick. Hug the 2nd building before it while moving down and stay low on the building right next to it. Good luck! :)

  3. Matthew Smith 10/09/2012 at 02:38

    Nice! Would love to see something like this done in Monkey Wiebo!

    • Wiebo 10/09/2012 at 08:46

      I was planning to port the engine to Monkey, but I decided that I am going to develop for the desktop, for the time being.

  4. Matthew Smith 10/09/2012 at 02:51

    So – you could start with you .exe and build new scripts for another game? If so I’d love to look at Asteriods!

    Your a clever guy Wiebo!

    • Wiebo 10/09/2012 at 08:45

      Haha. It’s nothing new, Matthew. Using scripts for game logic has been around for a long time. The only thing I need to re-compile between games is the set-up and ‘object factory’, which creates and renders objects. All the rest is taken care of in the entity systems and scripts.

      But, talking of Asteroids: that was the first game I’ve made with this engine. I could send it to you or release it.

      • Wiebo 10/09/2012 at 11:40

        I might move more stuff to the script side of things though: loading of resources, rendering, etc…

      • Matthew Smith 12/09/2012 at 05:53

        True about scripting, but you have a very clever knack of putting together great frameworks!. Yeah – would love to see your Asteroids (is that too personal?? haha)
        Once you bed down the engine, a great way for people to use it would be only requiring scripts to build a game – the engine handles the rest. Menus etc, might be an interesting issue though…

      • Wiebo 12/09/2012 at 14:40

        Thanks Matthew. :)

        I’ve packed the Asteroids clone and put it on the web for you : http://members.home.nl/wdw/files/
        It’s very basic though :) Watch out for the rough edges!

  5. skid 10/09/2012 at 12:28

    I’m finding it a bit tough going steering with my right hand. Please consider adding joystick support in a future update.

  6. a gamer 27/10/2012 at 10:26

    how to change controls

    Q and A is not good choice

    Z and X is better

    i have changed the lua script :-)

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