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Remember those old "Sand Flash Games" ?

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8 years ago
Feels like someone made a RTS based on it.
http://www.rockpapershotgun.com/2015/08/04/we-are-legion-strategy/
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8 years ago
I never heard of any "sand flash games" feel free to link it though so I can check it out.
Also the game seems very basic. The pathing is glorious though.
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http://lmgtfy.com/?q=Sand+Flash+Game

Now serius:
http://www.kongregate.com/games/ajs11893/falling-sands-fast

https://dan-ball.jp/en/javagame/dust/

There a lot of another similar too. Like the first comment in rockpapershotgun page.

"Also the game seems very basic"
Yep, that how it did feel like the sand games for to me. IMO with that many "units" not sure interaction can be more complex, but did not play did just see the video.
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Show this game to RUrankHuj . I remember him complaining about ZK being a "meat grinder" because of unlimited resources. I wanna see what he says about this.

Also, I remember being having so much fun with those falling sand games. I even wrote a "mod" for the one most popular at the time. It was like 2006 or 2007, the game was very simple and moddable.
Modding basically consisted of defining particle types, setting their viscuosity and density, and defining their interactions with different paerticles.

The mod would add soil and different tree particles. Seeds sprout in wet soil, growing a root system and a trunk. When watered, the trunks grow leaves, which eventually transform into spores and fly into the air and theb fall back down in a while, repeating the cycle.
The trees dont age though, so the system gets stagnant unless you get a fire source nearby to cause forest fires. And a vapor source so that the soil stays wet and the trees generate leaves.

+4 / -0
Skasi
I know Falling Sands, but BRrankFortaleza's link reminds me of a different game. I forgot the name, so I'll try to explain what it was about:

Each player/team controls a fluidly blob of pixels/cells/bacteria(?). As the player moves their cursor these pixels follow it and multiply. When two teams' pixels touch each other they attack/take damage and eventually die and can be eaten/expanded into for a slightly higher growth rate for attackers.

The strategy lied mostly in players trying to get big blobs and the largest surface of attack. I didn't play the game that much, so I don't really know any advanced tactics.

Maps were simple flat surfaces and binary: a pixel is either a wall that block movement or an open passable area. Of course there were also different textures that could be used.

Each round could have different settings that would increase or decrease movement rate/growth rate/attack/health/defense numbers for the cells. The game was open source and probably not the first of this genre.
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8 years ago
quote:
Each player/team controls a fluidly blob of pixels/cells/bacteria(?). As the player moves their cursor these pixels follow it and multiply.
http://www.ufoot.org/liquidwar
The tactic is mostly trying to surround small enemy blobs with a large blob and not to get trapped between blobs.
iirc there is no "growth rate", the number of pixels always the same, they only change color.
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http://powdertoy.co.uk/
it's not flash,but it fits the genre
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Skasi
Oh yup liquidwar!

Hmm are you sure they don't grow, DErank[2up]knorke? I think I remember games where both players were very low on pixels and at other times super big at the same time. Maybe that was just yet another setting though.
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