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Rogério Perdiz re-created Asteroids in the public domain game!

Rogério writes:

I've made a fully working/playable game, with most of the features people consider that defines a game, based on the classic Asteroids from Atari. It's entirely made using the logic bricks and it's public domain.

Website were can be played form the web bowser and you can also download the .blend file.

Best regards,



  1. Excellent! Being in the Public Domain is really appreciated, further with the complete presentation and availability in all platforms with a free compression algorithm! Congratulations!

      • its OK at best I'm not hating blender its just there are game engines out there that are light years ahead of blenders game engine.

        • I understand you :) Completely understand you in fact... but I also know you aren't seeing the entire picture. They aren't that so much light years away that you may think.
          Big impressive games are just made by a Big Impressive amount of people during a Big Impressive amount of time and each one having a very specific skill.
          So, the only possible way you can say BGE is light years away from any other is making a game on the same conditions then the others.
          For example, if you look for UDK stuff made from one regular Game Joe you see that is also not that much great ;)

    • :) Well seen, has to do with evolution of a project. I've started it long time ago and at that time the cloud texture made sense, I use them allot on everything I do, mostly to humanize objects and break cg aspect but for this game final result it is just something that I neglected (should had removed it, but was there for almost one year and I forgot :P) Hehe doesn't hurt much I guess, afaik bge doesn't even reads procedurals, it would saved file size doe :)
      My pleasure, hope it's useful!

  2. Oh, great, just when I got more productive by drinking less, you bring back my favorite game of all time! Curse you! Heading there now.

      • Ok, It's more or less easy :) For the ones that want to give it a try here's how:
        1- Select the ship;
        2- On the first 4 "Keyboard" sensors open the respective 4 "Motion" actuators;
        3- Under the text "Dynamic Object Settings" there is a "Linear Velocity" and "Angular Velocity" attributes, you just need to change that values to match the "Loc" and "Rot" respectively for each key.

        edit: well more or less... requires some play with all the "Dynamic Object settings" values to reach the desire result.

      • Hey guys, didnt see these comments initially, but check the thread on BA for an edited .blend file - Ive added the inertia and a couple of other things (like the wrap-around effect from the original)

    • Thanks! That can be also done :) I've mentioned that I had never played the original, but I actually did on the Atari 2600 when I had 5 years old and searched for it now and as the ship as an initial force it keeps on going :D
      Well we are on 2012 :P now the ships can dock with space stations and land a car on Mars hehe have better and precise handling ;)

  3. Kirill Poltavets on

    Hi, Rogério!
    Nice looking game! :) But a bit boring. Do you plan to add some power-ups? If you'll nail it, probably you can sell it through Android market.

      • Kirill Poltavets on

        not just create some "power boost". You need to explore the market, try different but similar games then you'll find prototypes of upgrades and will create own (better or similar). it's how usually ppl do.
        Think about it.

        • :) I understand you comment and thank you for it! It's how everything in life is made I think :D
          ...but, I made this game for fun and relaxation, if I would take it too much serious it would became just one more work you see.

    • Hi, sorry didn't noticed this reply until now!
      It's a full 3D game in terms of graphics (works even in anaglyph mode), but uses a 2D game mechanics similar to the
      original game.

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