Our game made for Sensei Game Jam 2016 just got released!
An arcade-styled Carmageddon-ish 2D endless runner featuring tremendous vector graphics and a soundtrack made in more than 5 minutes! Also, that’s probably the only Sensei Game Jam game NOT made in Unity! Actually, we haven’t used any game engine at all – that’s almost plain C++, baby!
Get it at the top of the page!
We’re proud to announce that our newest game – Sepulcrum – has just been released!
This is an entry for the Ludum Dare 36 Jam, so don’t forget to comment on it’s page on ludumdare.com after you play it!
Get Sepulcrum at the top of the page!
We’ve missed a few Ludum Dares… well, actually we weren’t doing any programming at all for some time. But the important thing it we’re back and plan to do our best at Ludum Dare 36!
We’re like a phoenix raising from the place phoenixes raise from! Like a turtle hatching from it’s egg at the beach, except we’re not turtles nor are at the beach! Like a beautiful larva morphing into an ugly butterfly!
Who are we then!?
- Kacper “kacperski1” Herchel – That’s me. Doing programming, wonderful vector art, mediocre pixel art, meh sounds and plain bad music! Interests: fast cars and Dr Pepper,
- Maciej “Macron” Ziółkowski – That’s not me. Doing master-level programming, wonderful placeholders, mediocre placeholders, I shoot you not, he does all kinds of placeholders! Interests: placeholders,
There’s also THCobra who will not really help us, but may give us an idea or two… and that’s it, ’cause almost everyone else willing to help is currently on vacation. Damn.
What are we gonna use!?
- Programming – C++ with the astonishing IDE of Code::Blocks and SFML libraries. No game engine – let’s reinvent the wheel!
- Graphics – Inkscape for muh wonderful vector art, GIMP for muh mediocre pixel art and all the placeholders,
- Sound – Audacity and all these open source sound generators. Maybe freesound.org ’cause we’ll probably go for the Jam like always.
- Music – I’m crappy at music, but if it’s really needed I’m gonna use LMMS for that. Brace yourselves.
- Target platforms – I am using Arch Linux, and Macron’s using Win10 + a VM with Antergos, so we’ve got the PCs covered. Sorry, OS X/macOS users.
- Communication – Hangouts! We’ve ditched Skype as it was just getting shittier with every release.
- Food – Various combinations of whatever we’re gonna find in our fridges. For me, probably toasts and instant soups.
- Drinks – Dr Pepper all the way!
That came out way longer that I originally assumed, so let’s end it here. Happy Ludum Daring, everyone!
(This post has been written on ludumdare.com first and I just copied it here as I’m lazy.)
No updates in about a month… but that doesn’t mean we’ve been slacking off! Well, maybe a bit. But stuff’s been done and still is being done.
Macron’s focused on porting Kamil the Cat’s Unbelievable Slippers Are Gone to the new engine to test it out a bit, that’s also gonna give us information on what functions are missing from it.
In the meantime we’ve started to write down the story. The basic problem we have is that we have a bazillion ideas but it’s hard to mix and connect them into something that could be called a game… but it could be worse, we’re moving forward and that’s important.
The beginning of the game. Top secret stuff, don’t tell anyone.
I’m also writing the inventory interface right now. Our R&D team has confirmed that point and click games indeed use inventory systems.
Coding the inventory interface!
Little something I made for Victorion999 aka Arcadius the Turtle (as it’s his birthday today!).
Not really from a Kamil the Cat game, but definitely Kamil the Cat-related. Low quality as it had to be finished today.
It turned out really cool so I’d love to include it in the upcoming game… but with different music of course, as this one – Birthday Party by Kim & Buran – is licensed under an Attribution-NonCommercial 3.0 International License.
The new Kamil the Cat on Windows!
You probably had no idea about that before, but due to a few problems with Lua not being really friendly with MinGW and SFML (the coding stuff we use) we haven’t managed to run the game on Windows… until today!
The game worked fine on Linux the whole time ’cause configuration is much easier there. I’m using Linux as my main OS so that was not a big deal for me, but Macron had to use a virtual machine just to be able to code our game. And today he has managed to find a combination of stuff that works! Yay!
Also, check out the screenshot above. Looks good, doesn’t it?