
TinyIsland
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
(may not load correctly).
NOTE: If the game does not run, chances are you don't have .NET Framework 4 and/or XNA Framework 4 installed. Fetch them at:
.NET Framework 4: https://www.microsoft.com/download/en/details.aspx?displaylang=en&id=17851
XNA Framework 4: https://www.microsoft.com/download/en/details.aspx?id=20914
NOTE: There seems to be a major graphical glitch (requiring a relog to fix) with digging up moss, grass and sand and demolishing floors. Avoid using the shovel for anything but digging dirt or digging pebbles if you don't want to be forced to relog and lose your inventory. Alternatively, drop any items you want to keep before you relog so they won't be lost.
An online persistent world building game on a small island. There is no direct goal in the game, but you are instead free to build anything you like. All changes to the world are stored on the server so anybody else playing the game will see your buildings.
Controls are listed on the right side of the screen. Besides those controls, you can also press F4 to switch between windowed and fullscreen.
You can edit config.ini to specify which server to connect to, or you can edit it to play offline (the world will have to be manually saved in offline mode by pressing S).
Made using XNA and my sprite and networking engines VBXSE and GNI (see blog posts) in C# (Microsoft Visual Studio 2010). Music made in FL Studio 9 using DSK's soundfonts. Graphics made in GIMP. Sounds recorded using random stuff around my desk and Audacity.
Licensing information:
Music (c) 2012 VDZ, licensed under Creative Commons Attribution-NonCommercial: feel free to steal and/or modify, but don't use commercially without my permission, and give me credit for it if you can reasonably be expected to.
Everything else (c) 2012 VDZ, licensed under Creative Commons Attribution: feel free to steal, modify and/or use commercially, but give me credit for it if you can be reasonably expected to (for example, if you have a credits screen in your work somewhere, or in a readme file).
.NET Framework 4: https://www.microsoft.com/download/en/details.aspx?displaylang=en&id=17851
XNA Framework 4: https://www.microsoft.com/download/en/details.aspx?id=20914
NOTE: There seems to be a major graphical glitch (requiring a relog to fix) with digging up moss, grass and sand and demolishing floors. Avoid using the shovel for anything but digging dirt or digging pebbles if you don't want to be forced to relog and lose your inventory. Alternatively, drop any items you want to keep before you relog so they won't be lost.
An online persistent world building game on a small island. There is no direct goal in the game, but you are instead free to build anything you like. All changes to the world are stored on the server so anybody else playing the game will see your buildings.
Controls are listed on the right side of the screen. Besides those controls, you can also press F4 to switch between windowed and fullscreen.
You can edit config.ini to specify which server to connect to, or you can edit it to play offline (the world will have to be manually saved in offline mode by pressing S).
Made using XNA and my sprite and networking engines VBXSE and GNI (see blog posts) in C# (Microsoft Visual Studio 2010). Music made in FL Studio 9 using DSK's soundfonts. Graphics made in GIMP. Sounds recorded using random stuff around my desk and Audacity.
Licensing information:
Music (c) 2012 VDZ, licensed under Creative Commons Attribution-NonCommercial: feel free to steal and/or modify, but don't use commercially without my permission, and give me credit for it if you can reasonably be expected to.
Everything else (c) 2012 VDZ, licensed under Creative Commons Attribution: feel free to steal, modify and/or use commercially, but give me credit for it if you can be reasonably expected to (for example, if you have a credits screen in your work somewhere, or in a readme file).