Okay people. Here's another update - Red Vs Blue 2 - An enhanced and a bit simplified (?) version of original Red Vs. Blue.
The aim remains simple, either turn all blocks Red of Blue. However, there's a little difference in the gameplay mechanics.
Now, clicking a block doesn't change all four blocks around it. It changes only 2 blocks. That means, in total, only up to 3 blocks would be affected when you click the block.
The Red block affects the blocks verically, and the Blue block affects the blocks horizontally. That means, if you click a Red block, the blocks above and below it would also change. However, if you click Blue block, the blocks at the sides would change the colors.
Additionally, an indicator has been added that tells you which blocks will be affected when you move your mouse over the blocks.
Of cource, this may simply make matter worse if you aren't paying attention where you are clicking! :P
Enjoy this release, Hope you support this release...
Download Link : - Click Here -
The Blog that features and tracks all my experiments on Modding, Gaming.
The Blog shall also be featuring all interesting things in the Gaming World.
And it's all about new games, new engines and extra stuff!
Dodge The RED, again!
Yeah, here I go again with an additional release and a slight reworks. Dodge The Red 's version 1.01
This version features a slight workarounds with Music files. I have achieved what I wanted to through MP3s now, hence making the file size significantly smaller. The whole pack is now abut 6 MB in size, and about 8 MB when unpacked.
Also, it features several changes...
Changes
- Slight Extra Trail Length increase as your score increases
- Combos added, You gain more points more RED you destroy
- You no longer lose points upon hitting the RED.
The Combo system works a lot differently. It gives you additional points rather than multiplying the score. This ensures the aggressive and more of 'arcade' style play than the turtuling or defensive plays by the players.
Additionally, since you no longer lose points upon hitting the RED, players with aggressive strategies can have a rewarding gameplay if properly implemented. E.g one can simply rush into the oncoming RED swarm and get a few hits but in return can come up with a increadbly large score booty and a good combo chain.
Also, this version maintains a seperate High Score table than the previous version. That means your previous version high scores are not affected at all.
Combo chains and not losing score now enables a great deal of scoring as opposed to previous version. My point being encouragement to the aggressive style of playing. :)
Additionally, I have reworked the code for creation of RED in the game, which is much more optimized now, hence improvising the performance of the game and no ugly slow downs as compared to the previous versions.
I have planned several things for the next version, which, I believe would significantly change the gameplay. Hope you like them!
Also, you now don't lose points at all! Enjoy!
Download Link - Click Here - / Find at Top Right Corner.
This version features a slight workarounds with Music files. I have achieved what I wanted to through MP3s now, hence making the file size significantly smaller. The whole pack is now abut 6 MB in size, and about 8 MB when unpacked.
Also, it features several changes...
Changes
- Slight Extra Trail Length increase as your score increases
- Combos added, You gain more points more RED you destroy
- You no longer lose points upon hitting the RED.
The Combo system works a lot differently. It gives you additional points rather than multiplying the score. This ensures the aggressive and more of 'arcade' style play than the turtuling or defensive plays by the players.
Additionally, since you no longer lose points upon hitting the RED, players with aggressive strategies can have a rewarding gameplay if properly implemented. E.g one can simply rush into the oncoming RED swarm and get a few hits but in return can come up with a increadbly large score booty and a good combo chain.
Also, this version maintains a seperate High Score table than the previous version. That means your previous version high scores are not affected at all.
Combo chains and not losing score now enables a great deal of scoring as opposed to previous version. My point being encouragement to the aggressive style of playing. :)
Additionally, I have reworked the code for creation of RED in the game, which is much more optimized now, hence improvising the performance of the game and no ugly slow downs as compared to the previous versions.
I have planned several things for the next version, which, I believe would significantly change the gameplay. Hope you like them!
Also, you now don't lose points at all! Enjoy!
Download Link - Click Here - / Find at Top Right Corner.
Red Vs Blue, Battle on the Extended Fields!
Well, I just made a small refinement in Red Vs. Blue. Now you have a choice to play on the extended fields, i.e. on the 8x8 grid as well, if you ever get bored of the 5v5 field.

The new version called 'Red Vs Blue - x8' is online now, thanks to my generous host Kupax.

This version also fixes an ugly crash by an unexpected bug. So people, please I request you to redownload the Red Vs Blue.
Additionally, you have any great game ideas, you can post 'em in comments or mail them to me. If I make anything out of those, you guys will be credited for ideas and concepts. :)
And yes, the Download Link... - Click Here -

The new version called 'Red Vs Blue - x8' is online now, thanks to my generous host Kupax.

This version also fixes an ugly crash by an unexpected bug. So people, please I request you to redownload the Red Vs Blue.
Additionally, you have any great game ideas, you can post 'em in comments or mail them to me. If I make anything out of those, you guys will be credited for ideas and concepts. :)
And yes, the Download Link... - Click Here -
Red Vs Blue, Which side are you on?
Just cleaning up through the old files, I found the source code of this small game, which I wrote about an year ago.
The game idea was ridiculously simple. Just turn all Blocks to either RED or BLUE color. It was inspired from classic I-pod Touch game - Lights Off, where you have to turn out all the lights in the room to progress.
Lights Off featured levels with increasing difficulty, but I have no time currently to do so, Therefore, I programmed this game to operate on the Random Seed given by user himself.

At the start of the game, it will ask for a random seed, just fill on any number you can think of and go! The game will generate the 5x5 grid and fill them with REDs a BLUEs. Then, you just click on a block to change it's color, But be careful, if you change one, the nearby colors will be affected as well!

It was just made as a puzzle game, that you can enjoy for hours and hours... When I'll figure out how to port my games to Android or similar lite OSs, this would be the first game I'll port on!
Well, then... Enjoy!
And yes, the Download Link...
As usual, take a look at the TOP RIGHT corner, will you?
Or, - Click Here -
The game idea was ridiculously simple. Just turn all Blocks to either RED or BLUE color. It was inspired from classic I-pod Touch game - Lights Off, where you have to turn out all the lights in the room to progress.
Lights Off featured levels with increasing difficulty, but I have no time currently to do so, Therefore, I programmed this game to operate on the Random Seed given by user himself.

At the start of the game, it will ask for a random seed, just fill on any number you can think of and go! The game will generate the 5x5 grid and fill them with REDs a BLUEs. Then, you just click on a block to change it's color, But be careful, if you change one, the nearby colors will be affected as well!

It was just made as a puzzle game, that you can enjoy for hours and hours... When I'll figure out how to port my games to Android or similar lite OSs, this would be the first game I'll port on!
Well, then... Enjoy!
And yes, the Download Link...
As usual, take a look at the TOP RIGHT corner, will you?
Or, - Click Here -
Dodge the RED, Take 'em out... Can You?
Well, been a long time, since I did anything with Games. So, here I present 'Dodge The Red'. A simple, fun and total stress buster mini game. The aim here is to survive as long as you can while earning some points depending on your skill.
Dodge The Red is a simple concept. But I wanted to incorporate various gameplay elements in it. Example, you release a trail behind you, which has a limited length, it gradually floats away from the center and it can destroy the RED as it hits them. Additionally, you take damage from the RED and their trails. (An element I picked from TRON, slightly modified to fit this game) Also, to make things interesting, the RED trails are floated towards the center, as opposed to the player's trails.

Judging by it's appearance, the game itself falls into BULLET HELL genre. Although it's a little low paced compared to classic Arcade games, I'm sure the speed is enough for you to keep engrossed in the game rather than make you yawn while playing it.
While, making it, I realized that graphics don't really matter much. Of course, they are the major part of the game. But what actually makes a game addictive is the strong, solid and non-repetitive gameplay.
The oncoming RED follow a specific pattern, hence making them predictable, but the patterns are randomly generated each time, making the gameplay totally out of bounds and no scope for any kind of repetitions. It's dynamic, fast and eye pleasing. Of course, a lot of maths is involved in making such things, but it's worth it.

The pumping music, is another great aspect, it adds the value to the gameplay, a music that's pumping, beating and surging you with energy makes a gameplay much more dramatic than it already is.
Finally, you can just press SPACE on the menu screen and leave the game as is for amazing graphical show. It's just for eye candy, you can leave it there, enjoy the heart stomping music while the RED perform for you in sync, like a dance!
Finally, the large size of the archive is only due to the insane music sizes. I cannot help that as the engine can only read the WAVE formats efficiently and MP3s do not give the results that were desired by me. I hope that about 50 MB is not much of the size when it comes to enjoy a real fun and addictive game. :)
And yes, the Download Link...
Just Check the Top Right Corner ;)
Alternatively, Click Here
Dodge The Red is a simple concept. But I wanted to incorporate various gameplay elements in it. Example, you release a trail behind you, which has a limited length, it gradually floats away from the center and it can destroy the RED as it hits them. Additionally, you take damage from the RED and their trails. (An element I picked from TRON, slightly modified to fit this game) Also, to make things interesting, the RED trails are floated towards the center, as opposed to the player's trails.

Judging by it's appearance, the game itself falls into BULLET HELL genre. Although it's a little low paced compared to classic Arcade games, I'm sure the speed is enough for you to keep engrossed in the game rather than make you yawn while playing it.
While, making it, I realized that graphics don't really matter much. Of course, they are the major part of the game. But what actually makes a game addictive is the strong, solid and non-repetitive gameplay.
The oncoming RED follow a specific pattern, hence making them predictable, but the patterns are randomly generated each time, making the gameplay totally out of bounds and no scope for any kind of repetitions. It's dynamic, fast and eye pleasing. Of course, a lot of maths is involved in making such things, but it's worth it.

The pumping music, is another great aspect, it adds the value to the gameplay, a music that's pumping, beating and surging you with energy makes a gameplay much more dramatic than it already is.
Finally, you can just press SPACE on the menu screen and leave the game as is for amazing graphical show. It's just for eye candy, you can leave it there, enjoy the heart stomping music while the RED perform for you in sync, like a dance!
Finally, the large size of the archive is only due to the insane music sizes. I cannot help that as the engine can only read the WAVE formats efficiently and MP3s do not give the results that were desired by me. I hope that about 50 MB is not much of the size when it comes to enjoy a real fun and addictive game. :)
And yes, the Download Link...
Just Check the Top Right Corner ;)
Alternatively, Click Here
BALANCE is here, making a graceful stand
Well, a long time since I posted something here...
This time it's B.A.L.A.N.C.E. A small home-made bot that has capability to detect the fall and initiate a reflex action to counter the fall.
It's done by a simple IR sensor attached in the front, that is calibrated to such an angle to detect the Bot exceeding it's center of gravity. When triggered, the Microprocessor sends the signal racing down the wires to the motors, putting them to the forward thrust... And hence, the bot balances itself!
Here's the Video of B.A.L.A.N.C.E. in action...
This time it's B.A.L.A.N.C.E. A small home-made bot that has capability to detect the fall and initiate a reflex action to counter the fall.
It's done by a simple IR sensor attached in the front, that is calibrated to such an angle to detect the Bot exceeding it's center of gravity. When triggered, the Microprocessor sends the signal racing down the wires to the motors, putting them to the forward thrust... And hence, the bot balances itself!
Here's the Video of B.A.L.A.N.C.E. in action...
Speech Recognition for Warcraft 3, DotA and many other games...
After much of the work and tinkering around with my microphone... I got the speech recognition working and set up the voice commands for the computer. I have just tried it on with Warcraft III and Need for Speed - Most wanted.
The technique is simple. It recognizes the pattern of the speech and translates it into the keys or sequence of keys. Greatly useful for gamers and designers...
Example : Imagine yourself playing Medal of Honor, DotA, Leagur of Legends etc. and want to let the team know about what is going on? Well, Voice commands will change that! And let you have endless tactical possibilities!
By the way, I'm trying to experiment this with many other softwares also, namely the Real Time Strategy Games or the Real Time Tactical games... Like Homeworld, Age of Empires series, Ground Control series, Company of Heroes etc.
But, try to imagine... Combining this with Gesture recognition (supported by the WebCam), A multi-touch tablet with extra projector and a great deigning software such as Maya, 3ds Max or Blender or any game with a great tactical elements... (Ex. MoH, Warcraft, Counterstrike etc.) . What a fun in the Gaming life it would be!
The technique is simple. It recognizes the pattern of the speech and translates it into the keys or sequence of keys. Greatly useful for gamers and designers...
Example : Imagine yourself playing Medal of Honor, DotA, Leagur of Legends etc. and want to let the team know about what is going on? Well, Voice commands will change that! And let you have endless tactical possibilities!
By the way, I'm trying to experiment this with many other softwares also, namely the Real Time Strategy Games or the Real Time Tactical games... Like Homeworld, Age of Empires series, Ground Control series, Company of Heroes etc.
But, try to imagine... Combining this with Gesture recognition (supported by the WebCam), A multi-touch tablet with extra projector and a great deigning software such as Maya, 3ds Max or Blender or any game with a great tactical elements... (Ex. MoH, Warcraft, Counterstrike etc.) . What a fun in the Gaming life it would be!
New Prince by Disney : Hmm... Not exactly the one.
Just watched the New Prince of Persia. As being a Hardcore Fan of the Sands of Time Triology, I had big expectations. Of course, I did not expect the Prince's character to be exactly same as what I had seen in the Games, but yet, A very perticular trait of personality unique only to him.
This new guy, played by Jake Gyllenhaal, pretty well built, with looks not from Sands of Time, but rather from Warrior Within. Jake, previously seen in October Sky and The Day after Tomorrow, pretty well got blended with Prince's character as it was presented in the Games.
Prince seemed pretty well in his acrobatic movements, though not upto the extent as presented in the Game. Actually, the Prince's advantage in the battle is not his brute force, but rather speedy, agile and stylish acrobatic movements. Style element seemed a bit toned down here. Of course, you don't get to see his famous walk-running in this movie, but he definitely takes something akin to that!
Prince's combat seemed to be a bit of blend between the two different styles. This guy holds the swords as seen in Warrior Within. but really doesn't use the as seen in the Game. The usage is rather like New Prince of Persia 08.
His dialogues are, mostly as what you'd expect of him. But he seemed a rather straight person like PoP 08. And not the darker, violent like Warrior Within. This Prince in the Movie, doesn't go anywhere near to the peak of his personality exhibited in the Two Thrones. But thst can be forgiven, considering that its just his introduction.
Now let's look at surroundings. Princess Tamina seemed a good blend between Farah and Elika. She has deeper understanding of Sand of Time, tries to steal dagger all the time like Farah does and is a Guardian plus, always flooded with energy like Elika. Gemma Arterton has played this role, playing similar kinds of roles previously in Clash of the Titans. Plus, the noticeable girl agent played in Quantum of Solace.
And Of course, you cannot forget the Bad Guy. Sir Ben Kingsly plays Nijam, having the great similarity with Vizier of Sands of Time. But obviously, this guy has it's own methods. Seemed a heck of political type rather than combatant. Nonetheless, Impressive.
And we finally come to the essence of the Movie itself, The Sands of Time. Shown and explained brilliantly. The Rewind scenes are greatly done and executed. Only however, The rewinds base fuction seemed to be bit modified to suit the animation style. But it's only a logical upgrade and that's why it's brilliant.
However, the Movie still, in fact, a bundle of mistakes. First and foremost, The Prince of Persia must NOT have a name! Secondly, the Dagger of Time, can absorb as much sand as provided, it's the talisman that holds liited sand instead. And again, the climax of the movie is messed up completely. Thye tried to make a combination of ends of Sands of Time and PoP08. It could have been worked, however, with one small detail missed, the end is an epic, epic failure.
Still, one wants the movie experience of the Prince - Loved by all Gamers alike, you can go and watch the movie. But don't set the bar too high, Alright?
Aidos, Till then.
This new guy, played by Jake Gyllenhaal, pretty well built, with looks not from Sands of Time, but rather from Warrior Within. Jake, previously seen in October Sky and The Day after Tomorrow, pretty well got blended with Prince's character as it was presented in the Games.
Prince seemed pretty well in his acrobatic movements, though not upto the extent as presented in the Game. Actually, the Prince's advantage in the battle is not his brute force, but rather speedy, agile and stylish acrobatic movements. Style element seemed a bit toned down here. Of course, you don't get to see his famous walk-running in this movie, but he definitely takes something akin to that!
Prince's combat seemed to be a bit of blend between the two different styles. This guy holds the swords as seen in Warrior Within. but really doesn't use the as seen in the Game. The usage is rather like New Prince of Persia 08.
His dialogues are, mostly as what you'd expect of him. But he seemed a rather straight person like PoP 08. And not the darker, violent like Warrior Within. This Prince in the Movie, doesn't go anywhere near to the peak of his personality exhibited in the Two Thrones. But thst can be forgiven, considering that its just his introduction.
Now let's look at surroundings. Princess Tamina seemed a good blend between Farah and Elika. She has deeper understanding of Sand of Time, tries to steal dagger all the time like Farah does and is a Guardian plus, always flooded with energy like Elika. Gemma Arterton has played this role, playing similar kinds of roles previously in Clash of the Titans. Plus, the noticeable girl agent played in Quantum of Solace.
And Of course, you cannot forget the Bad Guy. Sir Ben Kingsly plays Nijam, having the great similarity with Vizier of Sands of Time. But obviously, this guy has it's own methods. Seemed a heck of political type rather than combatant. Nonetheless, Impressive.
And we finally come to the essence of the Movie itself, The Sands of Time. Shown and explained brilliantly. The Rewind scenes are greatly done and executed. Only however, The rewinds base fuction seemed to be bit modified to suit the animation style. But it's only a logical upgrade and that's why it's brilliant.
However, the Movie still, in fact, a bundle of mistakes. First and foremost, The Prince of Persia must NOT have a name! Secondly, the Dagger of Time, can absorb as much sand as provided, it's the talisman that holds liited sand instead. And again, the climax of the movie is messed up completely. Thye tried to make a combination of ends of Sands of Time and PoP08. It could have been worked, however, with one small detail missed, the end is an epic, epic failure.
Still, one wants the movie experience of the Prince - Loved by all Gamers alike, you can go and watch the movie. But don't set the bar too high, Alright?
Aidos, Till then.
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