Uploaded June 2018 | Updated September 2026, 2 hours ago
This game was created for the 2018 Shenanijam Challenge: itch.io/jam/bscotch2018
Download it here: s0lly.itch.io/astrovoids
Get the Source Code here: github.com/s0lly/AstroVoids
Theme Used: Void Sandwich
The game has a collapsing area which crushes you to death. A sandwich of pain. You need to get as high of a score as possible before this happens, done by shooting the various "voids" that appear. The game last approximately 4 minutes. If you're lucky.
Achievements:
3-bit color palette
Just shapes
Maverick
This is my attempt at an Asteroids-type clone, but with a few changes / additions to the original:
- the "voids" split into two when shot, increasing in speed as they are split - just like the original - but the number of splits that can occur is increased for a given "void"
- the gamespace is limited to within the blue walls
- however, the walls are collapsing / closing in on the player
- and if you touch them, you die
- the "voids" bounce off of the walls too, so the game area gets full pretty quickly!
Basically, the game is incredibly difficult and is impossible to stay alive anyway as the walls are closing in, so the objective is just to try get the highest score possible in the limited time-frame (about 4 minutes before the walls completely crush the game area).
Hope you enjoy - leave any comments on your thoughts please!
This was made using my barebones game engine created using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
Thanks to Eric Skiff (ericskiff.com/music) for his amazing music! Using the tracks "Underclocked" and "Searching".
This game was created for the 2018 Shenanijam Challenge: itch.io/jam/bscotch2018
Download it here: s0lly.itch.io/astrovoids
Get the Source Code here: github.com/s0lly/AstroVoids
Theme Used: Void Sandwich
The game has a collapsing area which crushes you to death. A sandwich of pain. You need to get as high of a score as possible before this happens, done by shooting the various "voids" that appear. The game last approximately 4 minutes. If you're lucky.
Achievements:
3-bit color palette
Just shapes
Maverick
This is my attempt at an Asteroids-type clone, but with a few changes / additions to the original:
- the "voids" split into two when shot, increasing in speed as they are split - just like the original - but the number of splits that can occur is increased for a given "void"
- the gamespace is limited to within the blue walls
- however, the walls are collapsing / closing in on the player
- and if you touch them, you die
- the "voids" bounce off of the walls too, so the game area gets full pretty quickly!
Basically, the game is incredibly difficult and is impossible to stay alive anyway as the walls are closing in, so the objective is just to try get the highest score possible in the limited time-frame (about 4 minutes before the walls completely crush the game area).
Hope you enjoy - leave any comments on your thoughts please!
This was made using my barebones game engine created using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
Thanks to Eric Skiff (ericskiff.com/music) for his amazing music! Using the tracks "Underclocked" and "Searching".





![2D Game Engine in C++: [9] Bounding Boxes
This video demonstrates the inclusion of bounding boxes into the game engine. This is the first of a series of controls that will allow for viewing how various items are being represented in the game world.
I anticipate that there will be a number of uses for these controls, most obviously when setting up and testing collision detection. This particular switch allows me to get a sense of whether sprites are moving around the screen exactly as intended.
Its more difficult to see, but there is also a switch used for pinpointing where light sources exist. You may notice small yellow pixels at various points in the video in the middle of the torches, representing light positions. This helped me debug the issue I had in the previous video.
This video also displays a bit of new art. It definitely takes a lot of time to put together any new art assets, as Im no artist!
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [9] Bounding Boxes](https://i.ytimg.com/vi/ZSL4Ky4xVYo/mqdefault.jpg)




