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Blob Wars : Blob and Conquer

Version: 1.11
Author: Parallel Realities  
Category: Action Rate this game yourself!   Average of 16 Ratings:4.084.084.084.08

Blob Wars : Blob and Conquer Screenshot Somewhat violent 3D action game

Mission and Objective based 3D Action game. This is episode 2 of the Blob Wars saga.

With the apparent defeat of Galdov and the reclaiming of the Fire, Time, Space and Reality Crystals the Blobs' battle was only just beginning. Bob had rescued many Blobs and fought many battles, but now he had an ever bigger task ahead of him. The Blobs' homeworld is still littered with the alien forces and Bob once again makes it his task to lead the counter attack. But even without Galdov the aliens are still extremely well organised...

Available in Fedora

License: unknown

Additional System Requirements: · SDL · SDL Image · SDL Mixer · SDL TTF * · ZLib · OpenGL · Freetype

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no no no yes yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by Scarfy on 2006-03-31.


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  The Making Of... posted by Scarfy @ 78.32.238.94 on Aug 26 2008 9:47 PM  

If anyone is interested, you can read The Making Of Blob And Conquer over at the Parallel Realities website. It's fairly detailed and contains a number of screenshots from when the game was in development.

Blob And Conquer, The Making Of

 
[Reply]

  Good but annoying posted by jhansonxi @ 71.10.43.108 on Jul 15 2008 7:25 PM 333

Install: The 0.99 i386 deb version couldn't find /usr/lib/libSDL_image-1.2.so.0 on Ubuntu Hardy x86_64. Compiling it from scratch worked.

Movement: Bob's movement controls are very counter-intuitive. In the auto-aim mode the mouse x-axis only rotates the camera, not Bob unless he is moving forward. The left and right keys change his facing. Trying to shoot boxes this way is tedious. With manual aim the controls are better but the camera panning algorithm limits turning when he's next to a wall. Most FPS use movement keys for forward/backwards and left/right sidestepping, and the mouse for up/down and left/right turning (aiming). I think specific left/right sidestepping keys or a strafe toggle need to be supported.

POV: The camera auto-leveling is often unhelpful, especially when platform jumping. Options to control the min/max distance, Z-axis, and leveling delay/speed may help. The screen often changes color when panning while next to a wall depending what's on the other side. It can also end up outside the map. When the camera closes in while turning because of a nearby wall, Bob blocks the view making it impossible to aim. If you turn off auto-aim, aim straight out in front of Bob, then back up to a wall, the aim changes to nearly vertical. It's also easy to get disoriented when shooting with auto-aim on because Bob turns to shoot up or back and you can't see what is being targeted. An option to change between chase and first-person view would make it easier. Chase views are better for complicated jumping exercises while FP is better for combat.

Aim: The offset between the camera and Bob makes auto-aim a requirement with near targets. Long shots are better with manual aim but if the target has a significant Z-axis offset it's almost impossible to hit, making aiming more like a suggestion. Instead of either a fully automatic aiming or no aiming use an assisting aim that dynamically selects the nearest target Bob is facing within a narrow viewing angle. That way the player would have more intuitive (and faster) way to select targets by turning with the mouse instead of having to cycle through all targets with the keys.

Sound: The ambient sound level adjustment only takes effect when the main sound level is adjusted.

Animation: The blobs are too stiff. Bob looks like a sliding #1 billiard ball. He should deform a bit when jumping or landing. I'm not sure if he should leave a track on solid surfaces but definitely should leave a wake on the surface of liquids. Bob also looks a bit too bug-eyed.

Environment: The graphic textures and objects obviously need some work. One thing I noticed is that the gamma between the characters and the background doesn't match. The characters look like they're glowing. Are the levels supposed to be light and cheery or dark and threatening? Does Bob ever need a flashlight?

Levels: There also needs to be a stronger design theme adhered to. On the cherry fields level are the box-like formations with the narrow openings depots, normal Blob houses, or foundations of destroyed buildings? And don't call it a cave network when it doesn't look like one. There are also some odd bugs like standing under the ramp leading to the key for Teeka's cell causes damage. One thing that I found strange throughout the levels was the relative size of the rooms versus the size of the Blobs.

Plot: Why does Teeka need a special Uzi when there are dozens laying all over the place? Is he just arrogant?

Tactics: Do opponents ever retreat to a more strategic position? Maybe some scripted tactical reactions or pathing would make them more realistic.

Controls: Just because I have a joystick plugged in doesn't mean I want to use it. I was having problems with the manual aim until I realized that the joystick was interfering. Please include an option to ignore it.

Future: How about multi-player network support?

 
[Reply]

  Blob Wars : Blob and Conquer posted by paulus3005 @ 84.85.20.84 on Jul 3 2008 11:07 AM 1
 
[Reply]
  Re: Blob Wars : Blob and Conquer posted by charlieg @ 91.109.105.186 on Jul 7 2008 1:14 PM  
Why the low rating?
 
[Reply]

  Nice posted by Joshua @ 202.55.152.70 on Jul 1 2008 1:59 PM 55555
This game really is very good, and it is fun to play, but the dudes who made it obviously arent very good with the whole 3d art thing, but they have done an extremely good job on making their 2D game 3D.
 
[Reply]
  Re: Nice posted by Scarfy @ 78.32.238.94 on Jul 2 2008 12:02 PM  

Yes, you're right. About 3 months ago I did consider scrapping the entire thing and redoing it as a 2D platform game instead. But that would take another 18 months, maybe 2 years before we had version 1.0 again... But after picking up the game to play again after a one year hiatus I figured it would be a real shame to abandon it after all the effort.

But it appears that, whilst the game is far from perfect, most are willing to accept its flaws and look to the game's strengths, for which I'm very grateful.

 
[Reply]

  Very good Camera! posted by luojie-dune @ 220.240.77.43 on Jun 6 2008 3:18 PM 55555
Don't stop, you gays did great on this! A little bit work to make it more static would be better, I felt sometimes it stuck about 1/4 seconds when moves. As I said, it performs better than many commercial games. Grenade is more useful now~~~
 
[Reply]
  Re: Very good Camera! posted by DaVince @ 62.51.153.52 on Jun 15 2008 11:56 AM 333
"You gays" is a bit of a weird typo... XD

Meh, the game is decent, but I liked your previous game more.
 
[Reply]
  Re: Very good Camera! posted by Draconishinobi @ 89.122.167.246 on Jun 15 2008 1:55 PM 55555
lol, somehow I don't think it's a typo. And the camera is what is not very good about this game, in fact it can induce nausea and/or vomiting with prolonged use, if this happens, discontinue use, and contact a physician immediately. But, it's as good as it's gonna get, I think.
 
[Reply]

  Blob Wars : Blob and Conquer posted by AMDmi3 @ 213.148.20.85 on May 14 2008 1:32 AM 333
Well, 0.93 seems more or less playable, but there are still some annoying bugs.

1) Biomech outpost: the room near the exit with bridge and some water pools. There's small pool in the corner which neither Bob nor Teeka can get out of -> you have to load last save (which is pretty far away, before rescuing Teeka).

2) Sewers, in the room with first C4 box: Bob can stuck under the slope pathway. I think I also lost Teeka there when I went for grenade launcher -> needed another reload

3) Sewers, in the last room: it's almost impossible to get Teeka jump over platforms and not fall into the water. I had to lure Teeka underneath the elevator platform so he(she) dies underwater and teleports to me when I'm at the exit. Nice puzzle though :)

Sorry for posting those here, but I've never got any replies after reporting bugs via web form at parallelrealities.co.uk.
 
[Reply]
  Re: Blob Wars : Blob and Conquer posted by riksweeney @ 83.244.133.227 on May 15 2008 5:10 PM  
We're replying now, it's just about a year ago we found the project too overwhelming and lost interest (read the Making Of TANX Squadron on the site). We're back working on it again.
 
[Reply]

  Blob Wars : Blob and Conquer posted by AMDmi3 @ 213.148.20.85 on Apr 28 2008 10:19 PM 333
I won't compare it to Metal Blob Solid, but compared to earlier versions 0.9x only became worse. I've played it before quite a lot, and it was playable, but now it's absolutely not. The camera behaves terrible, but in addition to it protagonist won't even go straight forward/backward now (he moves diagonally actually); also the music changes it's volume randomly, and there are lots of small glitches.
 
[Reply]
  Re: Blob Wars : Blob and Conquer posted by Scarfy @ 86.27.58.24 on May 1 2008 8:33 AM  

We're going to be dealing with the camera problem before we hit v1.0. The misc. will also be squashed before this time.

As for the moving weirdly, we're going to have that fixed in the next version (0.93).

-- Steve :)

 
[Reply]
  Re: Blob Wars : Blob and Conquer posted by AMDmi3 @ 213.148.20.85 on May 4 2008 9:43 PM 333
That's very good to hear!
 
[Reply]

  needs polishing posted by bigfatdude @ 66.254.244.164 on Sep 19 2007 6:36 PM 333
Not nearly as good as Metal Blob Solid. I gave that one 5 stars, this gets only 3 - camera is way too confusing, should be locked behind as others have said. Levels are too dark. Needs some work but could easily get as good as MBS
 
[Reply]

  Good job! posted by Anonymous @ 24.8.89.27 on Jun 28 2007 8:53 AM  
This game rocks!!!!!! whoever made the game i thank u for it!
 
[Reply]

  Blob Wars : Blob and Conquer posted by firewalkergr @ 85.75.203.58 on Nov 6 2006 1:04 AM  
The only problem I have is the camera. IMO it would be better if it was 1st person or 3rd person with the camera "locked" following the player from behind.
 
[Reply]
  Re: Blob Wars : Blob and Conquer posted by Anonymous @ 24.83.198.173 on Jan 9 2007 3:12 PM  
Yeah the camera is very annoying. I would much prefer a 1st person view or 3rd person fixed view. Turning around in tight corners is very disorienting when the camera bounces in and out against the walls, and having the camera trapped between Bob and a wall is just bad (you just get a yellow screen). Also, there is a bug in the version I played, where the game segfaults in the first part of the tutorial level, so that the only thing I can do is to go to the last fight. Hopefully this will get fixed soon.
 
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