November 14, 2011
This is something that I actually made and posted ages ago. But the link has since died so I figured I would re upload it. Replaying it now it’s actually a lot less impressive then I remember it being.
I’ve included every version of it along with source code. There is also an early build of a sequel (that I had completely forgotten about) which seems to effectively be the same game in a larger environment and was apparently planned to be titled Time Frack: Paradox. Both where made with DarkGDK.
For a brief instant I was considering adding time controls to that still nameless thing that I have been working on and posting about for the last week and making that into the new Time Frack. That is actually why I dug this up. But I’ve decided against it.
January 18, 2010
The fairly small range of vision and lack of an in game map was a very intentional part of the game but I figure that by now any people who were seriously interested in Pineapple Apocalypse RPG have probable already played it enough to have lost that initial interest so I figure there’s no harm in sharing this. Its a map of Pineapple Apocalypse RPG. Click it to see it in “large” (1024×1024) which is as big as it seems flickr will allow though even that is considerably downscale. If anyone wants the full sized pixel perfect image I’ll upload it somewhere else.
It looks a lot smaller when you see it all together at once like this… I had actually never seen the complete game world until I made this map a day ago. The way I placed the tiles that make up the world was just with a kind of hacked together in game editor (which come to think of it may still be accessible in the PC version though as I cant seem to remember whether or not I cut out the ability to activate the mode for the final version I posted) which didn’t actually give me any better a view of the world. I imagined it being bigger somehow.
Anyways the reason I bothered making the map was because I was messing around with updating Pineapple Apocalypse RPG for Wii. Nothing major and I’m not sure when I’ll get around to finishing the changes but I have already worked in the home menu system from my other games so it no longer just immediately exits out when you hit the home button. Adding in a confirmation screen for saving and loading will be really really easy to do. Mostly I’m just being lazy and avoiding learning how to get a simple Wii SD card file browser working (which is whats needed for that music player that I want for the menu system and to a lesser extent also the screenshot viewer). Once I get the file browser done I’ll be able to slap together the other changes I want and have a new version of Pineapple Apocalypse RPG up in no time. A Dance Clone update will then quickly follow it.
Also I’ve been messing around with making a Pineapple Apocalypse RPG sequel. Wont say more till I have more done.
November 13, 2009
Things you need to know about Pineapple Apocalypse RPG:
You are a robot.
The apocalypse has occurred and/or is occurring.
Some pineapples have mutated.
Pineapples do not like robots.
Humans do not like robots.
No one and no thing likes robots.
Walking up to a building door repairs you for some reason.
Use WASD or the arrow keys along with the space or enter key to control yourself.
Plot is irrelevant.
Tons of updates from the previous post. I’m not going to bother getting into listing them off. Its still not exactly a complete game but its complete in the sense that I wont be updating it anymore (if I do feel the urge to make more of this style of game I’ll likely scrap what I have and start fresh). There is no end point or winning. You cant save your progress. What enemies you encounter is completely random and many of them are far over powered meaning that survival is often based on whether or not a random number generator decides whether you successfully run away or not. It is functional though and that is good enough for me for now.
November 6, 2009
Made some improvements. Leveling up and combat are still incomplete but are fairly functional now. Made some changes to how bumping into things when walking around works.
October 31, 2009
The game is probably more obviously jankie then ever but you can consider it (or more specifically its current incarnation) complete. I raised the enemy count to 50 and they now move around. Both you and they can now be hit by blasts. When they get shot 10 times they die and when you get shot 20 times you die. There is also now some minor amount of animation for the enemies (they twitch when they get shot and lie down when they die) and comparatively better but still noticeably incomplete animation for you. You can now crouch with the Ctrl key. The first person camera takes your animation into account and follows your head. Thats all for now. Bye.