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Krampushack 2025
Created by bonkmaykr
Dec 5th, 2025 at 6:26 pm (edited)
#2865
I am working on a quick mini-game for Krampushack and I decided to start on the soundtrack first

Using a lot of electronic samples from some breakbeat tracks, some sped up NASA & anime voice lines and instruments ripped from old Amiga games





some scraps, probably not going to use these:

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Dec 19th, 2025 at 2:46 pm (edited)
#2874
for the jam I am making a co-op Asteroids clone, heavily inspired by the Stardust series. I'll be using my very own Mythos engine that I developed for Time Falcon. No screenshots to show since I'm wrapped up in sound design and some code cleanup right now. Perfectionism is my weak spot.

I extended the boss theme in the OST and added an ending portion, decided i'll use it, but I don't like the mixing in the vocals, will probably mute them in the final. The vocals come from "Get Away From Here", from the Kekkaishi soundtrack.
ModArchive
Recording of the OST in ImpulseTracker (Youtube)

I'm using the C64 Software Automatic Mouth to generate announcer voice lines:
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Dec 21st, 2025 at 11:16 am
#2875
Drag and velocity
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Dec 21st, 2025 at 6:38 pm
#2878
Love it, what you using?
any engine or your renderer + graphics or library?
Dunno.
Hi there.
Dec 22nd, 2025 at 9:55 pm (edited)
#2973
Love it, what you using?
any engine or your renderer + graphics or library?
Hi,

My game engine is built on top of Allegro.
Allegro is an immediate-mode rendering and utility library that provides a higher level interface to more system-specific APIs. It is similar to Raylib, SDL and SFML.

There are some other libraries used for more specialized features where I found Allegro to be lacking. Stuff for memory management, disk I/O, fixed-point mathematics and music mixing. Some of my own modifications are mixed in there.

All of the core engine code and object interactions are done on my own, sans the debug console which one of our other programmers helped out with.
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Dec 23rd, 2025 at 1:37 pm (edited)
#2976
Two players, working shield colliders and adjustable agility stats:


Players will collect "particles" (stardust) from destroyed obstacles to spend on upgrades.I am not sure if upgrades should be shared between all players or not. The upgrade points will be distributed evenly between both players though and I've decided to not allow one to spend the other's on shared upgrades, because I don't want any infighting about who made what decision wrong. If my experience playing games online with strangers has taught me anything, having someone else able to hinder your ability to participate the way you want to should never be a factor in your game design... Per the jam requirements I expect children will be playing this so I need player cooperation to be an intuitive instinct, so no communicating strategies needed.

I will need to rebind player 2's default controls, moving to my laptop to work while eating it appears a lot of keyboards do not allow simultaneous key presses in the region I've chosen. I can't implement controller support in a reasonable time, and I don't want there to be any reliance on extra hardware, so I need a way that players can share a single keyboard.
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Dec 23rd, 2025 at 3:35 pm
#2977
Two players, working shield colliders and adjustable agility stats:
https://files.worlio.com/users/bonkmaykr/http/attachments/debris/Peek%202025-12-23%2012-32.mp4Players will collect "particles" (stardust) from destroyed obstacles to spend on upgrades.

I will need to rebind player 2's default controls, it appears a lot of keyboard do not allow simultaneous key presses in the region I've chosen.
Like it a lot, i do some programming from time to time mostly C, but never got around in using libraries like raylib or allego, i think i dont have the time and skills necessary at the time.
Dunno.
Hi there.
Dec 25th, 2025 at 10:55 pm
#2981
Did not get the game done in time but I got close. Will finish it over the weekend. Have some time to polish things up
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Dec 28th, 2025 at 6:41 pm
#2988
bummer, will you post it?
Dunno.
Hi there.
Jan 11th, 2026 at 5:45 pm (edited)
#3024
Since the contest is over and I didn't finish, I'm taking extra time to focus on polish I would've skipped over had I released something on Christmas day. Will be doing some sort of mouse-based RMGUI and add controller support.

Took a break. Went on vacation. I've been back to work and I've moved all the color constants away from the rendering code into a separate color table. Changing the game's appearance will be one of the unlocks for playing. Haven't decided how to handle that yet.

Upgrades menu is working, rebalanced the agility upgrade curve and nerfed the base agility to encourage using upgrades more since I felt that the upgrade tiers didn't scale properly. Need to make icons for the upgrade UI. Game over state is working and the only major thing missing still is just the spawns and particle collection.

Decided that minefields will be the first opponent implemented to keep things simple right now.
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Jan 14th, 2026 at 8:17 pm
#3027
nice, keep it posted
Dunno.
Hi there.
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