Marshland Games has moved to http://www.marshlandgames.com/

This site will no longer be updated.

All games and text copyright © Kai Marshland 2012

Saturday, December 22, 2012

Skid 0.85a

Skid 0.85a is here

New features:

  • WAY more polishing
  • Splash screen
  • Nicer menus and icons
  • Customizable character look
  • More hotkeys

Wednesday, December 19, 2012

Skid - a version is up!

You may as well get the chance to play it.
Download - Windows
However, expect another release.

Wednesday, December 12, 2012

Skid

I have a new game that's almost complete: Skid.

Level 15 - Tilting at Windmills
You control the green cube, trying to get through mazes to the red cube, despite walls, moving obstacles, and more. However, you constantly accelerate, until you start skidding. Once you start skidding though, you cannot speed up again.

Currently there are 24 levels. Once I make a few more I should upload a version. I also want to add in sounds, music, and a few more hot keys.

Thursday, December 6, 2012

Ascendance 0.95a

Ascendance is just about done. It's complete, but I'm only calling it 0.95a because some issues may arise

Download:

Windows
Mac


Wednesday, December 5, 2012

Ascendance 0.9a

Ascendance is just about complete. Hopefully all the instructions etc. make sense.



Tuesday, December 4, 2012

Ascendance: more features

Out of the to-do list I created last time, I have completed everything except the better graphics. I have also done a large amount of polishing and a few more features.

Complete list of things I added:

  1. Thrusters (auxiliary boost to increase speed, which will use fuel when active)
  2. Gusts of wind
  3. Music
  4. Sound Effects
  5. Fuel warning
  6. More Upgrades
    • Filters (withstanding of clouds)
    • Thruster Power (strength of thrusters)
    • Thruster Efficiency (how much fuel the thrusters use)
    • Handling (how quickly you can turn)
  7. Meteors
  8. Ground impact
  9. Better turning code
  10. Better gravity
The next list of features is as follows:
  1. Better graphics
    • Ship model
    • Meteor model
    • Ground curving based on altitude
  2. More types of enemies
    • Pirates?
    • Lightning?
  3. Win animation

Monday, December 3, 2012

Ascendance

I have yet another new project: Ascendance.


Your spaceship bears the last remains of humanity, Earth having been ravaged by pollution. Yet before the refuge up space, you must get through poisonous clouds. Luckily, they are flammable and you can use missiles to blow them up.

You use the mouse to fire and the arrow keys to move right or left.

There are also upgrades to help.
As shown, you can currently upgrade:
  1. Missiles (the number of missiles you start with)
  2. Fuel (how much fuel you start with)
  3. Efficiency (how quickly you use fuel)
  4. Thrust (how quickly you ascend)
Be warned, however. The more missiles and fuel you have, the slower you go.





Still to go:
  1. Thrusters (auxiliary boost to increase speed, which will use fuel when active)
  2. Gusts of wind
  3. Better graphics
    • Player ship model
    • Ground
  4. Music
  5. Sound Effects
  6. Fuel warning
  7. More Upgrades
    • Filters (withstanding of clouds)
    • Thruster Power (strength of thrusters)
    • Thruster Efficiency (how much fuel the thrusters use)
I will no doubt add more than this, but this is the baseline.

Wednesday, November 28, 2012

Insult generator

I decided to make an insult generator this evening. Here it is! http://www.mediafire.com/?20dddjj85t7l3cs

It creates Shakespearean insults. You can add phrases to the text files in the "Insults" folder.

Monday, October 29, 2012

Drop: My next project

Now that I'm finished with Friendly Fire, I have started work on another project, Drop. You fly around a bi-plane, fighting enemy planes. However, neither side has guns: you must make do with bombs. When hit, the enemies drop a little powerup that gives you more bombs. Height is key.

However, it is not too far along. Currently, you can fly around, dropping bombs, and enemies bomb and drop powerups, for a grand total of perhaps 30%. Still to do:

  1. Better player model (5%)
  2. Better enemy models (5%)
  3. Better bomb models (5%)
  4. Better powerup models (5%)
  5. Explosions (5%)
  6. Upgrades (5%)
  7. Better AI (15%)
  8. Music & sound (10%)
  9. Random other stuff - polishing, whatever pops into my mind (15%)
Of course, this is all very tentative, but it should give some idea of what's going to happen.

Saturday, October 27, 2012

Friendly Fire 0.95a

Get it right here: https://www.dropbox.com/s/28rapqksr8nssqe/Friendly%20Fire.zip
And for macs: https://www.dropbox.com/s/5hku9buj51jaf9o/FriendlyFire_0.95a_Mac.app.zip

It has kamikazes, polishing, and an updated model for the player ship. Before I have it be 1.0, it pretty much just needs more testing.

Friday, October 26, 2012

Kamikazes

We now have kamikazes in friendly fire.


They have no missiles, but they spiral in towards you. They don't do too much damage, but they only give half the normal amount of points.

Speaking of points, my new high score, with no upgrades, is nearly 40,000.

Thursday, October 25, 2012

Friendly Fire 0.9a

0.9a is here: https://www.dropbox.com/s/28rapqksr8nssqe/Friendly%20Fire.zip! Featuring music, better sounds, more polishing, and updated missile models.



There's still a good chunk to do. Each of the following plans will add ~0.025 to the release number:
  1. Better model for the player ship
  2. Better models for enemy ships
  3. More polishing
  4. Even more polishing

Wednesday, October 24, 2012

Explosions!

New version of Friendly Fire: 0.85a: https://www.dropbox.com/s/28rapqksr8nssqe/Friendly%20Fire.zip

Explosions!

It has, as you can see, explosions, along with sound effects, missile trails, and more polishing in general. The missiles knock enemy ships and missiles back. It has slightly improved models, an easier learning curve, fading ships, and more. Still to do:
  1. Music
  2. Higher quality ships: they are better in this version, but not yet perfect
  3. Even more beta testing / polishing

Monday, October 22, 2012

Friendly Fire

I have made a new game, currently in 0.7a.

Download for PC: https://www.dropbox.com/s/28rapqksr8nssqe/Friendly%20Fire.zip
(I can make a Mac version if requested)

Fly around your ship, trying to dodge enemy missiles. However, you have no guns- you must cause the enemies own missiles to kill them. Featuring varying enemies, upgrades, powerups, and more.

Still to do:
  1. Update ship models
  2. Update missile models
  3. Add in missile trails
  4. Add in sound effects
  5. Add in music

Friday, September 28, 2012

Weather

We now have weather in 100 Degrees.


We've got clouds, rain, lightning, and the ability to do more, including:

  1. Tornadoes
  2. The northern lights
  3. Fog
  4. Sandstorms
  5. Hail
  6. Snow
  7. Flying leaves
  8. Stars

Wednesday, September 26, 2012

Water!


We now have flowing water in 100 Degrees! See a demonstration video: here


Sunday, September 16, 2012

Space Game

I am currently working a bit on a space game. I am doing the production chain.

Saturday, September 15, 2012

100 Degrees

Work has continued on 100 Degrees. Achievements include:

  • Smooth pipelines
  • Added functionality for command line
  • FPS counter
  • Parallel Saving
  • Basics for fluids - though the player won't get to see this for a while yet
  • Block cutter
  • Boiler GUI
More optimizations etc have also been done.



Smooth Pipe:

Saturday, August 25, 2012

100 Degrees

Tons of bugs have been fixed. Things are getting awesome, but unfortunately the programmer in charge of the terrain does not have internet, so we'll have to wait until he gets back to release .03a.

Monday, August 20, 2012

100 Degrees

I did a fair bit of new stuff. Pipes render well in addition to multiplacement of them, there are hotkeys, a command line, all kinds of things. It's going along pretty well, and  another programmer should have the terrain done soon. 0.03a should soon be released!

Monday, August 13, 2012

100 Degrees

Stuff has been successfully rewritten, and a few things added. Pipes work now.

100 Degrees

Disaster. For an unknown reason, I have lost all my code. (along with everything else on my desktop) I'll have to rewrite everything since .02.01

Sunday, August 12, 2012

100 Degrees

Work proceeds swimmingly. .02.02a should be released fairly soon, with rudimentary support for steam. .03.00a should hopefully soon follow.

Sunday, July 15, 2012

100 Degrees

It's nearing .01 Alpha. I hope to release it by the end of this week, but we'll see. Much work has been done and it's looking awesome.

Sunday, July 1, 2012

100 Degrees

I have been working on it a lot. It is in a state where it does stuff. (Nothing too impressive as of yet).
Just today, I did:

  • Auto refueling at the boiler
  • Creation of ore
  • Hauling of ore to smelter (By a separate robot)
  • Smelting of ore
My next, more immediate plans for it are:
  • Production of more robot components from bars
  • Have the robot who is smelting haul the ore

Saturday, June 30, 2012

Widgets!

I've been working on a variety of little widgets, in addition to 100 Degrees.  I have a ball that bounces around the screen and a supply and demand widget. I've also started one that takes a light and reflects it off a parabola. It will probably be pretty cool.

Friday, June 22, 2012

An update on what I'm doing

What I have not been doing:
Snowball Supremacy. I just have not worked on it. Too much other stuff. I'll try
Strategy game. Shortly after the last update, I stopped working on it (for now). It is playable, though not very fun yet, nor does it look very impressive.

What I have been doing, among other things:
Taking an AP Economics course
A language generator (more or less done, though it isn't worthy of publication)
Outlining a 3d adventure game, with a living world. I'm working on this with other people
Working on an awesome 3d strategy game, called 100 Degrees. I'm working on this with other people.

Wednesday, June 13, 2012

Strategy Game

Now complete:

  • Click & drag selection
  • Prevented warriors from moving off-screen
  • Fixed momentum
  • Warriors now work together
Still to do:
  • Money
  • Pincer movements with pairs of pairs
  • Make warriors circle in from behind better
  • Area damage for siege weapons

Sunday, June 10, 2012

Snowball v1.2.1 Released

Since I've been working on other games, I have decided to post a version of Snowball Supremacy with a few bugfixes. Now obstacles won't generate over each other and save hacking is prevented. There is music for when the snowball leaves Earth. I also did a few minor tweaks, with things like black holes (hopefully working properly now!).

Download

Saturday, June 9, 2012

Strategy game

I have an AI! Though it isn't perfect and can behave weirdly, it works well enough for me to play, more or less. The AI still doesn't work together (eg flanking), but melee units do sneak up from behind, providing great directional bonuses.

Wednesday, June 6, 2012

Strategy Game

The warriors now move in arcs, and you can click them to give them orders. The buttons also look much better, and many small things are fixed. What I really need to do is AI. My plans for the AI are, at least for the melee units are:

  1. When stationary, rotate to point towards the nearest enemy within 100(?) pixels. If it's withing 50 pixels, attack, following below instructions.
  2. Move to a point behind the nearest enemy, taking care to get no closer than 30 pixels.
  3. Once in a favorable position, charge to build up momentum.
For archers and siege engines:
  1. If an enemy is within 150 tiles, retreat.
  2. Shoot at nearest enemy
What the AI should do for getting new units:
  1. If the enemy has lots of __, buy __. (If user’s highest number of melee troops is Spearmen, build Halberdiers. If Swordsman, build Horsemen. If Horsemen, build Spearmen. If Axemen, build Horsemen. If Halberdiers, build Swordsmen.)
  2. Archers will automatically be produced every 2 melee troops. A random siege engine will be built in addition to the archer if the user unit count exceeds enemy unit count by about 3. This will continue up to 4 engines.
AI will earn money in the same manner as the player, though perhaps with a slight boost.

Monday, June 4, 2012

Strategy game

A vast part of the work now lies complete. There are warriors of all types (Though the ranged ones won't work yet). Momentum from charging and directional bonuses (eg attacking from the rear). All the framework is there. Here are the basics of what I need to do to make it playable:

Minor tasks I still need to do:

  1. Organize and fix the buttons. The buttons are all over the place right now, I need to assign their places.
  2. Movement. I should make them move more in curves based on their momentum and direction.
Major tasks I still need to do:
  1. AI. I have done little on enemy warriors
  2. Deal with money for purchasing new units.

Various

I haven't worked on Snowball Supremacy in a little while. I have been sucked into other projects, so I will release a version of Snowball Supremacy with the changes I've made (relatively minor ones), but without the ability to resize. (I have a version that mostly works with resizing, but there are too many bugs with it to be released.) Expect it in a day or two.

                                                                                


I mentioned other projects. One of them is rather old. I have come back to the strategy game, but with plans to make it far more awesome than before. I have a very basic framework set out for it, but I have a huge amount to do. More details to follow.

Wednesday, May 30, 2012

Animation

Due to a large amount of schoolwork, I have not had very much time to work on Snowball Supremacy. However, one bit of schoolwork was an animation I did for Chemistry. Get it here for PC or here for mac. It represents the lattice structure of steel. If you hit space it will show the formation of iron carbide. You can then hit n for more animation. You can also hit m for manual input. You can use the arrow keys and the comma and period to move. To rotate you can use w, a, s, d, z, and x. Enjoy.

Wednesday, May 16, 2012

Snowball Supremacy

It has a new name!
Snowball Supremacy

The bugs with resizing continue to be elusive.

Friday, May 11, 2012

Snowball Game

The buttons are mostly hooked up. I have variables determining how the buttons are hooked up now, and I have the right equations for the buttons x coordinates. However, I am having a bit of trouble with the y ones.

At least now I only have to change stuff in one place.

Snowball Game

Obstacle collision works fine now; I had to add a little thing to their horizontal position (so that the snowball was still at 0), and draw them at the right place.

I also have made the menus show up correctly when the window is resized.

I still should:
Hook up the buttons so that they work (when the window is resized).
Redo the animations so that they look right (when the window is resized)
Create a better way to combat the memory leak. I have a workaround that works pretty well, but it doesn't fix the root of the problem.

Snowball Game

I have decided to add a few more things to v1.3, so it may be a bit longer. All the things I planned to add in the beginning, are done, but I am making it better.

What I did:
  • Save encoding
  • Fixed obstacle generation
  • A few more sounds
I am now working on the ability to resize the window, and still have everything look good. I can resize the window, and the game shows up well now. However, there are a few things to do on it:
  • Fix obstacle collision. The snowball collides with obstacles as if not resized
  • Fix the memory leak. For some reason, it isn't disposing of the old frames, which causes it to quickly accumulate images and crash. EDIT: I have a work-around It now only creates an image if it has been resized, but I still should fix the leak
  • Make the menus show up properly. Right now the menus are against the left, even if you make it wider.
  • Make the buttons work when resized. The coordinates for where one can click to trigger the buttons is not updated when resized.
  • Fix animations. The animations are not resized

I will probably do the bulk of the work this weekend, but I might not release it until the weekend after this one.

Sunday, May 6, 2012

Snowball Game

Obstacles no longer generate over each other. Music is also being worked on (yay!). Version 1.3 is just over the horizon.

Wednesday, May 2, 2012

Snowball Game

I have primarily been working on other projects recently, but I added in prevention of save editing. Now, if you edit the save file, it will wipe the save. Cheaters be warned!

Sunday, April 29, 2012

Snowball game

Here's a preliminary version for the next release. This is only a rough version, but feel free to play with it.
Download

Snowball game

More testing, more polishing. Nothing major.

Saturday, April 28, 2012

Snowball Game

I did animations, and a fair bit of testing. Black holes now suck you towards them. I'm done with the bulk of it.

Snowball Game

I fixed the problems with deserts and cities. Animations are next, I guess.

Snowball Game

I did saving and some testing. For some reason it isn't drawing deserts. I also need to make an animation for when you fly off the earth and for when you win.

Snowball Game

I did achievements, which took me a while. It doesn't save the new ones yet, however. I still need to do the animation and lots of testing.

Snowball game

All 6 stages are playable now. I have a space background. I haven't done achievements yet, but I did do saving and upgrades. To do:

  1. Achievements
  2. Animation for when you fly off the earth

Snowball game

I added in some sounds, and added in the special properties of various obstacles. In addition, I made it so that a planet can only be eaten once per play, and only one 'earth' or whatever planet can show up  at once.

Snowball Game

I wrote the classes for all the obstacles in all 6 stages. Still to do:

  1. Get images for all the new stuff
  2. Make achievements
  3. Make an animation when you fly off the earth
  4. Deal with the background changes
  5. New sound effects
  6. Add in the special stuff for each obstacle (eg melting in deserts)

Wednesday, April 25, 2012

Snowball Game

I squished a few minor bugs. Stage 2 seems to be working fine; now on to Stage 3. It will have:

  • Mountains
  • Cities
  • Deserts - shrink your snowball no matter what
  • Oceans - function like crevasses
I may or may not work on it tonight, so it may have to wait till the weekend. 

Snowball Game

I added in the ability to start on Stage 2 if you purchase the upgrade and I updated saving. It needs a bit more testing, and I'll be ready to recompile it.

Tuesday, April 24, 2012

Snowball Game

Stage 2 is functional now. I added in achievements and did some testing; all seems to be in order. I want to do some more testing, have the option to purchase the ability to start at Stage 2 (with upgrade points), and then I'll have to recompile it. (By compile I mean turn into a JAR, and if I do it on my computer it doesn't work on other computers, for some reason)

Snowball Game

I'm planning an update for the snowball game- once you grow bigger than the screen it will zoom out, and there will be bigger obstacles. The obstacles I have in mind so far are:

  • Crevasses. If you're big enough, you can roll right over them.
  • Crashed airplanes
  • Lodges
You will still be able to see trees, boulders, and houses, but they will be far smaller. (1 /20 the size, I think)

I am willing to take suggestions for more obstacles. 

Saturday, April 21, 2012

Runic Alphabet

I made a quick program that takes what you type and turns it into runes. Download here or on the sidebar

Sunday, April 15, 2012

The first game for Marshland Games - Snowball

Here is the first game of mine! Snowball. Here is the link to it:


Instructions:
  1. Download
  2. Extract from zipped folder to destination of your choice
  3. Open folder (titled 'Snowball Game')
  4. Double-click on SnowballGame.jar
It should run. If it doesn't run, try updating Java. If it still doesn't run, email me with information about your computer (operating system, Java version, other versions of Java, ect), so that I can try to fix it. The buttons may be slightly distorted if your screen is really big. Bugs, questions suggestions, please let me know at marshlandGames@gmail.com

Not working? Get the source files here (outside of a JAR)

I'd be happy to take suggestions for a name. It will also have music in a couple days, so check back.

Snowball game

Sounds are now functional with a JAR file, though the sounds have to be stored in a folder outside of the JAR file. I'll go ahead and post a version now, though it doesn't yet have music.

Snowball game

Saving now works within JARs

Snowball game

I have updated it (mostly) for runnable JAR files. Sounds and saving, however, do not work in JARs (Though they still work fine outside of JARs), so I suppose that will be the next order of business for me.

The GameWindow class alone is nearly 15 hundred lines

Snowball game

While waiting for the game, I have added in a save system, so that when you close and open the window your upgrades, achievement, ect. are saved

Friday, April 13, 2012

Snowball game

I've got a few sound effects, and my brother should have the music done in a couple days. I've spent awhile testing it and tweaking it, and smoothing out rough bits. Once the music is done, it should be ready to release, if I can figure out how to make it usable on any computer (it wouldn't now because of its specific filepath. If anybody knows a good way to get that, let me know). I've probably been coding about 25 hours this week.

Snowball game

I just added in a path system; you only have to put the file path for where the game is stored in one place.

Snowball game

I've tweaked how fast you grow and turn, and also how big you have to be to eat stuff. I also added support for sounds, though I don't yet have sounds or music.

Snowball game

Here's another picture, with the snow:




And I am still open to a name for the game.

Snowball game

I've added a "How to Play" button credits, and snow, among other things. There is also an options button, though you can currently only toggle whether snow is on or not.

The project is currently 1568 lines of code.

Wednesday, April 11, 2012

Snowball game

I have added more achievements, skiers, and Freddie the Yeti. I'm still open to suggestions for the name.

Snowball game

Working the last 5 hours on this has paid off. The game has far more depth; achievements, upgrades, even the elusive yeti, which only appears in the deepest of snowstorms. It has clouds, the ability to jump if you can get a jump powerup, and far more.

Here's a picture:




I would be happy to take suggestions for a good name for this game.

Snowball game

VICTORY! I fixed the collisions! It turns out the problem was in drawing the obstacles; I had the horizontal position off by 300 (pixels to the left), as the snowball was at 300 pixels.

Next up: Re-adding upgrades and achievements. Maybe adding some background decorations.

Snowball game

It is playable, but collision detection is behaving very oddly. It does not seem to register collisions when they should happen, but says there was a collision at seemingly random times. The code looks like:

if ((o.vPos + (0.5 * o.getHeight()) + (0.5 * snowball.diameter) > 500) && (o.vPos < 500)){
if (((Math.abs(o.hPos) - (0.5 * o.getWidth())) < (0.5 * snowball.diameter)) &&
(Math.abs(o.hPos) - (0.5 * o.getWidth()) > (-0.5 * snowball.diameter))){
//do stuff

o is an obstacle. vPos and hPos stand for vertical and horizontal position. The snowball is located at 500 on the y-axis, and is at what functions as 0 on the x-axis. (in terms of pixels, this is actually 300)

Tuesday, April 10, 2012

Snowball game

I made the graphics work! They are showing up just fine, all I need to do is calibrate it so they show up the right size. In addition, I have a rudimentary menu set up, though I haven't yet gotten around to re-adding upgrades and achievements.

Monday, April 9, 2012

Snowball game

Well, I figured out how to get around the keyboard input bug, but it requires rewriting all the menus, upgrades, and achievements. I'll work on those, then fix the graphics.

Saturday, March 10, 2012

My snowball game nears completion- I am doing a graphics overhaul, almost done. However, a bug still renders it unplayable- it doesn't register keyboard input when running. While it is just on the menu screen, it works fine. Yet when the run() function is called, the keyboard no longer works.

Saturday, February 18, 2012

Teddy Bears!

My teddy bear animation is a success!


Let me know (at marshlandGames@gmail.com) if you have any questions or comments.

Curses. The link seems to go dead every week or so. Just email me if you want it then.

Saturday, February 11, 2012

Marshland Games is up!

In lieu of an actual website, here's a blog.

Games: Status:

Snowball Being Developed
Strategy Game Being Developed
Teddy Bears Done