LD23 April 20–23, 2012

Progress! Woohoo!

I’m just about done with the game engine and content.  You can bite, eat, poison, intoxicate, spike, and shoot other bacteria; you can get armor and a flagellum to go faster; you can eat people for “genes” (not implemented quite yet), health, and size. In the below image, you can see some bacteria chilling around, having some upgrades, and ruthlessly killing each other.  Survival of the fittest, baby!

http://imgur.com/QQbeZ

Next up on my list is to make the title screen, the title screen go to the game, and the upgrade/pause menu for in-game.  I really don’t like making menus, but I’m feeling optimistic.  Also on the list: add music, add sounds, add wandering bacteriophages, add particles, make the sounds before I can add them, bugfix, playtest, and release.

LD23 – Check-In #3

Greetings,

I figured I’d check in again and post the finished mock ups of the title screen and game play. The game play screen uses some place holder graphics I whipped up. I should have time to go in and replace these with the other assets I’ve been working on, but I just needed some simple little sprites to start coding and getting things moving on the game play side of things. Progress is a little slower than I’d like, but again this will be a simple game so I’m not too worried about it. I’ll try and get a video or some in-game screen caps up in the next couple of hours depending on how long it takes me to get things really rolling.

And now for your viewing pleasure :) some mock ups:

The glorious TITLE SCREEN! :)

Protect your tiny world from asteroids & UFOs; red bar = health, blue bar = power

 

Well, time to get back to work!

Cheers!

Encounter at Down!

So my caveman evolution/alien combat(hopefully) game is going a bit slow on programming side. But the art-asset side is going ok.. I also decided to call the game Encounter at Down(from  Arthur C. Clarke). The game is basically going to be about a caveman coming across a monolith, which enables(teaches) him to use weapons(like bazooka’s :D), during which the caveman is under attack from extraterrestrial monsters. Well yeah, I know :D..

Currently it looks like this; The caveman is trying to make sense of the pistol he’s holding:D

you can also have a look at the code/assets/swf here..

Cheers!

 

At this time

Checklist:

– Design multiples zones.

– Generate multiples zones.

– Generate a world using and connecting the zones.

– Create a player.

– Move the player on the start zone.

 

TODO:

– Design more other zones.

– Design the player.

– Move the player around the world.

– Add hunting creatures and items.

– Give life to player and creatures.

– Make start and goal of the game.

 

5/11 Done in approximately 8 hours of works, I think it’s still possible to finish the LD tomorrow if I don’t wake up to late !

so, good night and good luck everyone ! Tomorrow will come the first demo of the game !

 


Bitbucket repository of the game with my timeline in the README

Lost in space

I had to make some compromises on how to draw stars. I needed a way to have the background rotate with the rest of the scene, but that creates some issues when thinking about how to scroll and Javascript performance. Ultimately, I decided scrolling wouldn’t be required, so the background is rendered once and then rotated.

Fortunately, jumping around on planets wouldn’t really change your perspective of the stars, so leaving them static kind of works. It would’ve been great to have the stars scroll, as it would make movement more evident and add more depth to the scene. It would also make it feel like you’re watching from a distance, as the stars wouldn’t be moving, only your viewport.

Here, our brave hero is lost in space after jumping just a little too high:

Day 1, Journal 2

It’s playable! Kinda.
Screenshot
You can drop bombs onto the planet, which then destroy the terrain according to the game rules. The objective is to destroy (read: mine) all of the precious ore in the ground. There will eventually be three options (bomb, horizontal drill, shaped charge) that effect the terrain differently, along with things that cannot be destroyed (cities).

Finally things are starting to come together

Just finished the base level code and the character code. All art (except enemies) is just about done. Now I need to worry about finishing all the other levels.

This is my first time doing LD – I’m really hoping I can make it!

Tags: cute, flash, Flixel, screenshot

Progress report 3 – Worth the wait.

Things have been going a lot more smoothly after the initial problems so I’m glad I stuck with it.

You can now jump in and our of your Ship and fly it around (only quick controls for now, I hope to expand upon it tomorrow).

You can give it a go here.

I plan to change a lot of it but I’d like to hear what you guys think so far.

Anyway, that’s enough for one night. Good night and good luck!

Comments

21. Apr 2012 · 21:44 UTC
Looks pretty sweet!
aus_mike
22. Apr 2012 · 00:20 UTC
Press E t0o get into the ship, which is that floating block you spawn next to, tho once i got out of the ship on the red planet, I couldnt see it, and so couldnt get back in. Can you kill the red bug?
Bezza
22. Apr 2012 · 05:10 UTC
Yeah probably should have mentioned You press E to get in. And yes you can kill the little red man by jumping on him.

SpermWorld: Update #2

Sorry for the long wait. I have been thinking and coding at the same time trying to make this game fun and innovative as possible. This is what I have so far:

SpermWorld Update #2

Pow! Pow! Pow!

We finally got a name for our game! (The beta name was Tiny Takeover, but we decided to move on from that.) It’s officially titled Pow! Pow! Pow! aka; The Game About a 16mm Hero Who Fights Off Invading Aliens From Supersizing His Home Planet.

Cake got some music edited and ready for implementation thanks to Otomata, and she’s going to eventually figure out sound effects later. She also got a Pause menu and a Main Menu designed, and Zeik has most of the game logic programmed. Our next major step is to 1.) Get Dinner, 2.) Get some music and sound effects figured out, and 3.) Build out some level designs.

Cake’s screenshot of the main menu….

and Zeik’s screenshot of his work with the game and the additional texture overlay we have going on.

Ludum Jamming to: Mazzy Star – Flowers in December

Tags: as3, flashpunk, screenshot

Planet Life is coming to life!

As promised, here is a triplet of screenshots from Planet Life!

Work:

From supermarket:

Private photo:

Play!

Tiny Planet Demolition Video!

Hey all,

Here’s a new video with where I was at a few hours ago. I’ll keep posting about it throughout the night but it’s starting to actually feel fun!

(The bar at the bottom of the screen isn’t supposed to flash, fyi).

The goal is to destroy the weak-points of the planet within the time limit. If an enemy damages you, you’ll enter a stunned state that prevents movement and retracts the drill. Any and all feedback is welcome!

http://www.youtube.com/watch?v=dqQhZQqFxe0

Tiny World Progress Update #3

Do I dare say this could actually end up being a fun game?

Since my last update I have completed quite a bit.

Done:

  • 3 God effects: Rain, Create Food Source, and Plague
  • Inhabitant death and procreation
  • Basic GUI (needs quite some work still)

Up Next:

  • Create more God abilities. Thinking Earthquake and Alien Attack would be fun.
  • Create the “God store”. The one stop shop for all your godly upgrades.
  • Better GUI
  • Polish, Polish, Polish

Good luck and have fun everyone!

After Dinner

Irish beer stew tastes good. Who knew? :p

Anyway, I finally thought of a use for the “interest” mechanic: ship speed.

I also add the sixth (and last) planet. Now I think I might take a quick nap before more work.

Dont Push The Button Update

I don’t know why I do this kind of game I love the idea but I suck at playing platformers 😀 looool 😀 Hope I can make something good

On GitHub

The hacked-together, comment-less source code for my CoffeeScript+Processing.js 2D rotating platformer is available on GitHub here.

Any version I show others (on my site) will be pulled from the latest version on GitHub.

Progress, sweet sweet progress

Wow, a day in and I have actually accomplished something, even though I was gone for half the day..

. is the name of the game. Enlarging kind of ruined the pic, but it’s the best I care to do at this time…

To do list: Make enemies do something & design the wave defense part & implement currency and a shop and maybe a highscore page & animations and music if I get to it

Screenshots:

 

death

Achievement unlocked.

Player can now die.

Getting Started

Had a bit of a late start, but Ive got a simple app so far, built on top of openframeworks in c++, so far all it does is load a level from a bitmap, and create it with some simple tile textures, the next step is making a dynamic lighting engine, ambitious but i think its possible

screenshot of progress so far

Progress…

Collision detection is still being a pain so I switched to drawing mode…

 

Update #2 Level design

Busy day! Animations are complete, foundational gameplay mechanics are in, now off to putting the level together.

Level design, environmental art, tweaks and balancing still to come! Gonna be a long night.. An in-game screenshot is coming soon!

Power Jump

I added a “jump meter” that powers up as you hold SPACE. The more you power up, the higher you’ll jump!

Take the game for a spin here: brianshaler.com/planets/ (it can be kind of dizzying, but it’s fun to try to get caught in orbit)

Coding without a shirt

I took like a 3 hour break to go see my wife perform in a flute recital, it was great. Now that I am back… no shirt.

Comments

Datw
21. Apr 2012 · 22:14 UTC
awesome shirt dude!
pythong
25. Apr 2012 · 15:48 UTC
nah, should be YoucanReadThis == TRUE, or else it’s never naked 😀

Welcome LudumDare…. to SCIENCE 101!

You don’t go to Science 101….

 

You wake up in it.

WELCOME TO SCIENCE 101!

LOOK TO YOUR LEFT! NOW TO YOUR RIGHT!

 

ALL OF YOU WILL FAIL!

SCIENCE!!!!

11 Hours Down…

What have I been doing since my last update? I’ve been learning a lot about screen and menu systems, because surprisingly I’ve never done them before. But now I know how it all works, and I can use it on a future project! So now we have a working menu and event system (no input, but should be easy), Tiled integration for easy level design, and almost everything I need graphics-wise. Time for sleep, and I’ll have about 5 hours of spare time before my long work shift tomorrow. As I’m doing the 72-hour jam, I’m feeling pretty confident about finishing this to some level of polish.

FOR THE LOVE OF GOD, CODE YOUR ENGINE BEFORE STARTING THE COMPETITION!

“Eric Higgins has been devoured.”

http://dl.dropbox.com/u/3757149/LD23/fivekosmonauts_scr1.png

So, day 1 is over. And I’ve actually managed to make some progress!

Things I’ve done today:

  • Develop idea.
  • Make abstract graphics and UI.
  • Names and death-messages.
  • Player movement.
  • Crude enemy movement.

Which leaves me with quite some thing to do tomorrow:

  • Enemy AI.
  • Game start and intro, including setting / story.The spaceship so far.
  • Game over screen.
  • A way to beat the game.
  • Audio.
  • Building the spaceship.

My game, Five Kosmonauts, is about five kosmonauts in a spaceship. The ship is under attack by aliens (obviously). It’s a turnbased game involving running out of oxygen and getting eaten. If you’d like, give it a try and let me know what you think.

(Click here to take a closer look at screenshot 1 and screenshot 2.)

Sleep tight, ludum darers, and good luck tomorrow!

Comments

21. Apr 2012 · 22:03 UTC
This looks glorious.

Time for Bed!

Anthill 2, It's taking shape! Created for Ludum Dare 23

Made more progress than I had hoped today! Got the game running nice and smoothly, fixed the lag problems and tomorrow it’s onto sound and polish!

Good night all! Happy Dare-ing :)

Okay, Biomes!

Screenshot 2

Biome Testing. The left is volcanic, the right is an island.

A couple hours later, and some palette testing, and I have created my 8 biomes. For debugging purposes, they are selectable using the arrow keys (I test everything constantly when developing!)

Here’s a link to the current build, because I am hungry for feedback: http://feyleaf.com/downloads/ld23-test3.zip

Tags: biomes, demo, island, roguelike, screenshot, test, volcano

Some progress on world generation

Still trying to work around some flash security though. Using the /twitter twitter for tests.

Call the Ghost Busters! – 8pm EST

I’ve got score working now.  You get 1 point per tick for each villager still alive, and 10 points per piece of junk you knock out of the sky.  Villagers also now release a spirit upon death, it’s spooky and kinda subtle.

Seriously, they'll haunt me like crazy.

Need Sleep – Good Progress

I’m really excited about my progress today; I’ve nearly finished!

Here’s some images:

That’s all I want to show for now. Again, I’m really happy, and I can’t wait to finish it either.

All I need now is sound, death animations, quick story, and a win screen.

Anyway, sleep now.

Comments

21. Apr 2012 · 22:10 UTC
Looking good 😀
Broxter
21. Apr 2012 · 22:13 UTC
You’ve misspelt ‘meter’. Just saying.

End of first day

I have now created enemies! Dark shadow rabbits, their behaviour is pretty simple, and you just jump on their heads and they die.  Hopefully make some variety there tomorrow.  The end-of-level star gate thing now appears when you collect seven stars, though that will not be the objective in every level.  Also coded switches which you can jump at to activate things, and coded some new planet behaviours.

I’m hoping for five levels at least (not including the hub world) – I have two and a half finished so far (plus the hubworld).  I think this is feasible, if I have excess time after sound and music I’ll probably add more levels.  Sleep for now though!

Inspiration Occurs: Sumo Wrestling Planets

For the last 90 minutes or so, I’ve been getting nothing done because I can’t think of what to do, and everything seems either out of the scope of 48 hours, or not effective at correcting my problem. However, I thought of a nice, small change that will make my game better. Rather than trying to not get crushed, which is fairly easy, the player must stay within a circle in space. This is made challenging by the fact that nothing will stay stationary, and planets will keep getting destroyed by other planets hitting them. Sure, I may have made a slight departure from the theme, but oh well.

I still don’t have any good screenshots to show, though…

NRGSoft LD23 Update #1

My brother might stream later, but I don’t know.  If he does stream, just don’t mention anything about cameras NRGSoft.

Once I get out of Ludum Dare, I will start streaming again MadMichaelofMetal.

The progress started out spending a few hours discussing and eating.  After a clear agreement, and more importantly organized approach, the game making began. Honestly, I found the concept of “tiny world” to be…perspective. I didn’t really care for it. I wish evolution won, would have made a Pokemon like RPG.

 

Adios

This mess of incomprehensibility is all I’ve got so far. There’s still a crazy about of work to do be done to actually call it a game, and the more I think about the basic concept, the less I like it.

So, I’m calling it quits on this one. I’m feeling like my programming skills aren’t currently at the point where I should have undertaken a 48 hour competition like this. I’m still gonna try next time, though!

Comments

kutuup1989
21. Apr 2012 · 22:09 UTC
You could always give yourself an extra day and enter it for the Jam! Looks like you have something going so seems a shame to throw in the towel! :)

I Heard You Like Android… so I wrote an app on my Android for you to play on your Android.

In the spirit of recursion…

So, what is it acually like to code and create content on an ASUS Transformer tablet?

  • You miss the screen real estate of a dedicated workstation.
  • You LOVE the fact that you compile the application and it’s right there, without waiting to push to the device
  • You LOVE that it cuts the emulator out of the question entirely.
  • You really wish there were a better way to keep tabs on logcat than to exit your app.
  • You can’t just watch logcat it scroll by as you play with the application.
  • Logcat now has a much more limited number of lines of text that it hangs onto.
  • No photoshop obviously, but all I need is a paint equivalent, and Pixelesque is a relatively nice one (but with serious limitations)
  • Plasma Sound is FUN to use, and FUN to make sound effects with.
  • SPC is FUN to use and FUN to make loops with.  Seriously I love my soundtrack on this game.

 

And now before I grab dinner, here’s some screenshots.

 

Comments

21. Apr 2012 · 23:33 UTC
Wow, I’m really jealous that you can work on your entry from a cafe! :-) Nice screenshots, have fun in the next 24 hours!

Playable prototype

So I have a simple first level working, and it’s pretty fun! Go here to try it out.

Next up: level progression, then art.

Comments

21. Apr 2012 · 22:07 UTC
It’s pretty awesome!
21. Apr 2012 · 22:58 UTC
Holy crap I made it to the other side!

Disqualifying Myself!

Hey, so, Ben, who works with us, convinced me (didn’t take too much) to allow him to take over code (fix my mess) and let me focus on the art and everything else (what I’m good at). So, consider me officially disqualifying myself out of the comp. We will finish the game together. If the judges would allow it I’d like to transition to the jam with Ben. If not, that’s fine – this game will still be finished!

Latest build is here: http://playwondrous.com/html5/

5

This entry was posted on Saturday, April 21st, 2012 at 10:07 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

The Tourist – Update 2

Oh sheesh, this is starting to resemble a game!

I’ve got 85% of the tricky technical stuff down. Left on the to do list: implement pulling of items (right now you can only push them, which can lead to “deadlock”) and a more dynamic scoring system (right now everything’s worth 50 points, but there’s some more subtlety than that I want to include).

And then, it’s just a matter of cranking out items. Right now there’s 29 different ones, I’d like to see if I can come up with at least 50 (to encourage exploration & discovery of new parts of the map).

Text Adventure Game Progress…

My hacked together javascript terminal

I still don’t have any game logic written, but hey, my terminal is nice. I really didn’t have time considering I worked from 8-4 today.

Also, since I’ve never successfully made a text adventure game before… I might fail miserably.

Download.

Okay, here is a download for what I have finished today. malicoxon.co.uk/LD23/LD23.jar
(WordPress won’t let me put a link, so just copy paste)

Slowly throughout the day, I lost motivation for the project. I guess I re-found it when I made the planets orbit but by then I was just exhausted and didn’t want to finish the bullets. So the bullets are not finished in this download but you can play with them, if you are moving and you push space it will fire the laser/bullet/projectile thing. It won’t fire if you are not moving.

Anyway enjoy and I will see you all tomorrow to finish bullets and add some enemies!

Progress so far

I decided to make a kind of defense type shooter game for LD23!

Terrible terrible alien invaders from planet-Z2 are preparing to invade your chunk of earth! It’s up to you to save your little world with your last defense turret!

The aliens will get to the invading part eventually, but now there’s time to test out your weaponry and make final configurations! So here’s a bunch of placeholder art and some editable stats:

http://dl.dropbox.com/u/53592845/TinyWorldDefense.zip

(Mouse to aim, left click to shoot, right click to reset your stats).

 

 

 

 

 

 

 

 

 

 

The focus will be on customization of your turret and (hopefully) your floating islands defenses. Some stat configurations might work better than others against certain enemy types.

Or I’ll just make everything an asteroid if I run out of time. We shall see!

There’s still a bunch to add and change. My coding style got progressively more awful the sleepier I got so that’s gonna be fun to deal with tomorrow. But I’m pretty sure I can finish this!

Enough for today. Still 24 hours to go.

A little help, please?

I would really appreciate if you could download my work in progress, and just check if it crashes on your computer.

Please leave a comment and tell me if it worked, if you have a moment.

The build: https://www.box.com/s/148dc2ba476dd1e418d2

The source code: https://bitbucket.org/vigrid/ld48

William can’t wait to get into action!

Comments

Gurglor
21. Apr 2012 · 22:26 UTC
Yes, it doesn’t even get a chance to load up before a window pops up telling me that Windows encountered a problem and needs to close it. I’m running Windows XP, 2G ram, with an AMD Athlon 3500+ MMX running at 2Ghz. Vid card is a Radeon X1050, 256M of video ram.
21. Apr 2012 · 22:27 UTC
Hey man, I just downloaded your zip and tried to open the .exe but it crashed. I’m working on Windows Vista Home Premium. Hope this helps
Kgwgk
21. Apr 2012 · 22:47 UTC
I was able to run it perfectly ! Looks good so far ! Would be incredible if it popped up in fullscreen :)

Day 1.5 progress

Hello fellow ludum dare-ers 😀

Here is where I’m at:

The red cube is a stand in for the player character.

I'm not sure what I want the player to look like yet.

I already posted some similar shots on twitter, but I’ve added some things to the forest since then. I’ve also started on two other scenes, but I don’t want to give too much away or anything 😀

This is technically day two for me, when the theme was announced I got my ideas together and spent a few hours on some movement code before sleep… and then when I woke up I promptly scrapped all my movement code and re-did it in about a 3rd of the time. Goes to show that you shouldn’t be coding while tired.

I managed to make lots of progress today though 😀 my original idea was more of a puzzley game but when I started adding the visuals in I changed direction a bit into more of an adventure style game; I didn’t have to change any code to do that. Since then I’ve added some NPCs in that you can interact with, and the base for an inventory.

Anyway, I’m getting pretty tired now so I think that’s it for today. I’m not sure if this will be a jam game or not. I came into this fully prepared for a three day jam so we’ll see tomorrow I guess.

Progress so far…

A picture says more than a thousand words

Enough stuff for today. We need to go to bed. Too much Sushi.

 

Day 1 Afternoon Progress

In the three hours I have been home, I have gotten a good amount of my tasks finished. Here is the list from last time

Remaining:

Name It

Main Menu

Online scoreboard (Just need to make it look nicer)

Sound

Music

AND

See about the difficulty

 

Main Menu

I posted on twitter about half an hour ago about eating asteroids. Much like Mario eats mushrooms to grow bigger, you can eat asteroids and double your size three times. This also addresses the difficulty when you are huge you cover a lot more ground that makes the hard levels easier. Still with random level generation there can be impossible levels.  O the Asteroids also destroy the platform if you don’t eat them first.

 

I hope to get sound and music finished tonight, as well as making the online scoreboard page look nicer. That way tomorrow I can spend the time polishing the game, and playtesting.

Day 1 in full effect

After a good nights rest, the idea came all of a sudden.

Tiny Tale, the RPG that takes your character through a small world, getting wiser every step of the way.

After deciding on the style, the first small problem encountered: CreateJS doesn’t have a good manual that explains how to make things move without having to write a whole set of extra libraries :(

So, after looking at what we did last year … I am eager to make sure that this time there’s something to show that’s better.

Another 3 hours work later, the first pieces have come together as you can see in the picture

Making progress…

There are aliens! And soldiers! And the buildings turn partially invisible when you walk behind them!

On to victory! …but first we need to be able to fight. 😛

End of Day 1: Rats are in!

Decided that I would add rats instead of going to sleep. Spilled my drink in my keyboard and so far the keyboard hasn’t given up. If it does it’s no big loss. I’ll have to resort to type on the laptop or buy a new one(it was the cheapest usb keyboard that I could find so it shouldn’t be so hard to find a new one).

Anyway… I added a rat enemy and decided that I wanted to add mario like jump-on-enemy-to-kill-them behavior, but before I added the code to remove them I tried out the change in velocity feedback and realized the rats was more fun as a superpowered jump pad instead of a enemy, so that is what they are right now. Changing the rat to be a enemy would mean that I have to rewrite my respawn system and I don’t have time for that at all :)

The player jumping on a rat, the temporary art for the rat cam be seen at the bottom

 

Stuff to do for day 2

 

That’s the end of day 1. Time for a sleeping and tomorrow is polishing time.

Tags: end of day 1, screenshot, tired

Comments

MarekkPie
21. Apr 2012 · 22:26 UTC
Those without experience with LOVE might look awkwardly at “try latest Hardon.”
sirGustav
22. Apr 2012 · 05:37 UTC
They might also think I have serious problems when I google “love hardon problem” :)

Bedtime…

Argh!

I didn’t do as much work as I hoped I would do. I struggled with Unity’s annoying physics for a few hours, then a few hours more.

I also didn’t know how to do things in Blender (the way I usually do them in 3DSMax), but I was not tempted to go to the dark side (they have cookies, you know). So I guess that’s a good thing.

On the bright side, modifying a shader wasn’t as hard as I expected, even though I have never really done that before.

Then I did some more struggling with Unity’s physics.

But that’s probably the price for making a 2D game in a 3D engine, without any real support for upside down physics.

Oh, wait, somewhere in between I watched the news, apparently our government officially failed today, well who didn’t see that coming, from the start. Bad thing is, it will (continue to) cost the Dutch society a few million euro per day. But this is not the place to discuss political matters, is it? My apologies.

Tomorrow I will have to do all the art: graphics, music and sound effects. Design some additional levels, including some storytelling and finish the game. I should also add a nice license, probably a GPL for the code an some Creative Commons lisence for the art.

If there is some time left I will also do a post about the design choices I made.

Sorry, no teasing screenshot for you. There is not really anything to see yet.

Well, I’ll go to bed now, probably for 6 hours, and then do the more relaxed part of making a game tomorrow.

Good Luck in finishing your entries, dear opponents!

Tags: bed time, blender, license, politics, Siewart

First day’s work

I finish my first day of work with some new paint colours and the first enemies.

Tomorrow, tiny world capturing mechanics.

Comments

Devon
21. Apr 2012 · 22:31 UTC
I love your art style. I love games that are colorful and surreal.
gelatindesign
21. Apr 2012 · 22:35 UTC
Thanks :) Art’s not my strong point so gotta go simple

1st day over, got something done

As it is my first LD ever, i decided to go with something small that i’m sure i can finish. It is almost finished, only need a bit of gameplay, and some polishin (and maybe, just maybe, sprites).

So, without furder delay, i present you the actual state:

The game doesn't look like that, thanks to heisenberg :)

And me, having some fun:

Having some fun haha

PS: The actual state is a bit different from the screenshot because of some quantum effects of the game. When you play it, you will understand :)

wasted time but i guess i learned something

Wasting hours trying to get html5 audio to loop properly. I have no idea what I’m doing, but I suppose I did find a big potential problem. Apparently there is a thing called same-origin policy – you can look it up. Anyway I fixed it, and now it works in chrome and opera also. Firefox was working all along that’s why I didn’t notice until now. http://dl.dropbox.com/u/69417482/capture3.zip

There is music now. This is previous post with screenshot and instructions http://www.ludumdare.com/compo/?p=125759

Sigh I feel less like I’m making a game than solving technical problems.

Comments

ektoutie
21. Apr 2012 · 22:40 UTC
What’s your problem with the SOP? I’ve had my run-ins with it so might be I can give you some tips.

Getting Good!

so after I finished collisions things just started to get real easy, finishing up font stuff and then on to more gameplay stuff

2 tile layers and an entity layer, the black box is the player

 

piuw piuw piuw

Goodnight all

Mid-point progress

So my interpretation of “tiny world” has led me to a loose re-imagining of the subset of folk tales involving a chap named Jack and various giants. Jack and his entire tiny world are under threat from The Big Ones and their odorous stomping feet. The doom of his kingdom seems inevitable…!

…But first I have a lot of work to do on Day 2, of course. It just wouldn’t be Ludum Dare if I was having it easy.

Comments

21. Apr 2012 · 22:37 UTC
Is this a smelly foot? :)

Welcome to Placeholdertown

Here’s a screen of UK jam progress day 1. This part is meant to be a sim where you place houses and roads, and their position is important. After that is a surprise!

Using melonjs (canvas) with Tiled map editor and targeting desktop and iPad browsers. For the first time.

Now off to have goodnight beer and go to bed.

End of day one

Didn’t really get done what I planned but I’m still fairly confident I can make it wrap things up tomorrow.
Hopefully I can also find the time to add some sound and cooler graphics.

The latest version can be played here:

http://www.rvmook.com/ludum_dare/

One day in…

Okay, so I am one day in, and what have I accomplished? No actual gameplay, not even a real design. I also was bitten by a pygame bug, but that cost me only 2 hours. The other 14 were my own fault.

I need to sleep, and then I will decide whether to call it off entirely, or to completely dump my original idea and try something I can accomplish in ~12 hours, or even just see if I can get SOMETHING working with my current progress. I will admit it is tempting to just slack off tomorrow, see some friends, and leave nothing but this subpixel sprite editor to be my weekend’s contribution to the ‘corpus Ludum’.

My subpixel sprite editor

The Tiniest World: Coffee Jet Pilot

I decide to use the theme as a branding concept, I mean, the reason why the world is in trouble is because we are the “tiniest world” in the universe with living creatures. And that is why those weird creatures are attacking us.

But something happens, of course.

Sleep time :3

It’s time for sleep. Good night! ^^

Day 1 – Not a lot of progress

So, first day of my first Ludum Dare, and it’s on a day I work pretty much all day.

I did get quite a bit done in the time I wasn’t at work (about 6 hours), and managed to get a ‘looping’ world working, along with swimming.

Day 1 progress

Try it out HERE

OK, I’m pretty tired out now. Let’s see if I can somehow turn this into a playable game by tomorrow, or for the jam.

What not to do…

I did it again. Instead of coding I tried to get debugger working. I managed to do it after I recompiled Löve sources by hand. I almost threw my hands in air and was going to install Sublime Text for Linux, because without debugging Eclipse/Koneki ain’t so sexy. I’m glad I did got (remote) debugging working, although I certainly may not need it during the next 24 hours but I may need it in future. In past I’ve been in situations, where I’d have needed Lua debugging ( other than print to console )

So, I’m using Koneki plugin for Eclipse in Linux. There may be better text editors for Lua/Löve but for Linux not so many.
http://www.eclipse.org/koneki/ldt/

Other possible editors ( Google if you wish to know more ):
Decoda( Commercial, has debugger )
Sublime Text 2 ( Commercial, great reviews )
Notepad++ ( with modified lua.xml can autocomplete löve -code )
LuaEdit ( Updated recently )

Argh… Why am I even blogging about text editors? I’ll get coffee and then back to code.

 

Tiny Worlds Update #1

So. I’ve decided to do a trading thing, where you can go, fight, mine, and buy planets. Don’t worry, it’s better than it sounds. (I hope) :)

Some Work in Progress

This is my first Ludum Dare!

I went to sleep yesterday with not a single clue of what to do with the theme. Fortunately, I woke up with some fresh ideas.

Take a look at this ugly screenshot: 

Here’s the link to the game in progress: http://dl.dropbox.com/u/2220477/TinyWorld.swf

Cheers!!

I’m (belatedly) in

I’ve been sitting on the fence about whether to join in since I have a semi-busy weekend already, it’s a bit late but I’m definitely in.

Progress so far:

  • Drawn some small planets and a rotund spaceship
  • Pondered gameplay, remained indecisive
  • Learnt Flashpunk
  • Implemented player movement using Verlet integration (will come in handy later)
  • Implemented gravity on the planets, disabled it until collision is in
  • Decided to give Ogmo a try and switched to it from hardcoded levels
  • Got tired

Work for tomorrow:

  • Implement collision on the planets
  • Make some decisions about gameplay and goals, commit to something
  • Implement the aforementioned something
  • Make some sounds if there is time
  • Polish

I’ve setup a script to push my latest commit to a webserver at any given point, so current playable version of the game can be found here: http://moop.org/~moop/tinyworld/bin/

Controls are W to thrust, A and D to rotate.

Tools:

  • IDE: FlashDevelop
  • Engine: FlashPunk
  • Graphics: Photoshop
  • Editor: Ogmo
  • Sound: Undecided but most likely SFXR
  • Distractions: Many

Day 1 is done…

… now the problem is getting enough sleep for day 2 😉

Yay for fighting and turn-based AIs!

My turn-based game, “Tiny Sword”, is going well! I’ve got collision between the character and the skeleton-looking-enemy-things.

Got a title screen:

Got instructions:

Got a world and gameplay!

Hope everyone’s having a great weekend & LD 23! :)

Nanonaut – Update #2

Day two was full of silly bugs, programming AI, monster animations, and map generation. Here’s a screen shot demoing the fruits of our labor:

Hopefully we’ll have all this world stuff wrapped up tomorrow so that we can get some of the fun stuff in like shooting and downloading data!

p.s. there will be stargates

Tags: nanonauts, planets, randomly generated, space, stargate

It gets harder, we promise! – 9pm EST

I’ve fleshed out the survival mode gameplay more, it now gets harder as you continue to survive waves.  Hopefully it gets hard enough for some of you sadists out there.

The waves of falling debris alternate left and right, and sometimes both sides.  You get a nice warning letting you know which side to worry about as well.

Attention, notification, HEY LISTEN!

Story mode will feature much the same gameplay, though each ‘level’ will be a preset number of waves, and I’m planning short slides of story in between the five levels.  It should be easier than survival mode, and add some character to this Tiny world.

Progress!

It’s halftime, and my asteroid defense game is coming along well. It’s been a long time since I’ve been this excited about making a game. Somehow I’ve gotten this far using only Game Maker 7 Pro pseudocode and no real GML code segments at all. Is that bad?

In: rotating world viewpoint, controls, movement, shooting, scoring, basic enemies

Todo: structures to defend and repair, player/structure health bars, turrets, basic AI, difficulty curve, all audio, better graphics, better name, etc.

 

Shmup Boss – Update #1 – Pitch and First Build

This is my game pitch: “A game where you control insects that have to collaborate to gather resources that power a Shmup mothership boss – the insects morph into the mothership”.

You basically control the NPC side of the Shmup, in a two stage game: gather resources and then Shmup action! Also the resources gathered are used by the boss (you) in battle. So if you gather just a few of them, you may end up dyeing to to the enemy.

You can play a very rough build here (nothing yet aside to allow moving with WASD + Jump with space): http://dl.dropbox.com/u/11453596/LD/23/sb/sb.html

Tags: idea, shmup

Demo #1

LD-23_Tiny_world.v1.0.0.2 : Download (Windows) – 714Ko

Extract RAR file, open EXE file. (Dont need to setup)
Press “Quit” button to exit.

LINUX :  it working with WINE emulator

Day One Progress

I hadn’t intended on making a game when I saw the theme, because I hated the theme. But a friend of mine convinced me to make a game anyway. So, this is the game I’m working on. It is a hyperpixelated game about exploring.

Grinding the gears.

Well, I don’t seem to have been good about blogging as usual this LD. I have been getting stuck into my game though; just about to start my second day, yesterday went great!

Game screenshot

I’m making a game where the entire world is just 9×9 tiles, but it everything shifts underneath you. It makes more sense when you see it happening (early build). It’s perhaps a little zelda like, with monsters, puzzles, and even bosses.

Blob boss

Looking forward to jumping back in. Have a good day y’all!

End of first day and playable build

24 hours down, 24 more to go! I’m feeling pretty optimistic about finishing this on time.

 

Here’s a playable build of my game, Humphrey’s Tiny Adventure (just open it in your browser).  Source code and such is all available too. Beware of ye bugs and such, obviously.

 

Tags: flashpunk

Scratch – Halfway

The 24-hour point seems like a good time to sit back and take stock (and, if the number of typos I’m making writing this are any indication, a good time for a break).

I designed quite a bit differently this time, starting by not doing ANY programming yesterday. I wrote up my design, two pages including a small layout sketch, and did some character sketches, which convinced me that I can’t do 3/4 view.

Today, I knocked out a quick gameplay demo just to make sure even though the basic elements are well-proven in other games. In a great departure from LD 22, I then dropped it all and created a mockup now that I had a feel for the basic mechanic. It was a bit scary to spend so much time creating art and so little on coding, but it’s more fun to code to a design, since it’s easier and you get some real visual feedback on improvement.

Gameplay demo

Gameplay demo

And, an hour or so later, I now have most of the basics done! I hope to get the rest (of the basics) done tonight. Still to do: enemy attacking, a win condition, and a lose condition. The latter two will require some extra art, but nothing too big.

Full game mockup

Full game mockup

Hopefully, that means I can spend tomorrow expanding with more enemies, equipment, and the story, such as it is. Equipment is more important to keep gameplay interesting, but more enemies are necessary to get the theme across. I’ll probably add the minimum number of enemies (3) and then get to work on equipment.

Sound would also be nice. I don’t have the skills to do audio myself, but this game could work with sfxr. Or maybe I’ll extend it to a jam and get my coworker to help me on Monday…

Late I’m in + halftime report

So I am finally announcing that I am in to my first Ludum Dare. :)

First the tool-set i use.

Programming:

  • CodeBlocks with mingw
  • SFML 2 RC

Graphics:

  • PyxelEdit
  • Paint.net
  • maybe Gimp

Sound (if going to add sound):

  • INudge
  • Audacity
  • sfxr

So now to the interesting part, my game. :)

I am doing a little adventure game. Focus is on the player deciding the flow and outcome of the game, so i wont say much about the gameplay yet.

Today i managed to implement a basic tile system, a player character with tracking progress and some stats, Basic dialog boxes, collectible items, and interactive characters.

Still missing are character collisions and interactive level elements. If this is done i will start laying out the “story” and fill the content.

And finaly a little view on my humble artwork.

Humble Preview

Humble Artwork

Progress at Half-way Point for Seeds of Destruction –

I have a few more items on my task list and then the game is “Play Complete.” That gives me all of tomorrow to polish, which was my goal!  I’ve never been so far at this point. I think two critical factors have made this possible:

  1. ChevyRay’s code that he gave away with the Keynote!  Thanks ChevyRay!
  2. I’ve spent the last month or so learning Flash and FlashPunk instead of waiting until the contest to learn!

How it looks at this point:

Half-way Point

Tags: flashpunk, half way, progress, screenshot

update before going to bed

Today’s been superbusy, but still I managed to get some tinymen running around and a Menu window. So much for my first try with so many things

 

Gradual Progress

It still isn’t much to look at, but I have a rudimentary game now. Both the player and enemies will die if they collide with the sun, and if the player collides with an enemy, the enemy will explode. Kills and player lives are tracked, although losing all your lives doesn’t end the game at the moment.

The next step is to add difficulty by having the enemies shoot bullets occasionally (though it’s already pretty difficult to actually collide with them.) After that I’ll probably call the gameplay itself finished, and work on a title screen, music, and improving the aesthetics.

Tags: journal

24 Hour Report-In

1 Day down, 1 to go. Just about an hour ago I had an epiphany for how to up the cute factor of this. Now instead of carrying your produce in the typical magic invisible “inventory”, you’ve got everything all stacked up, with the currently selected item at the bottom, just waiting to be used ;). This should make the next game mechanic I have planned make a little more sense visually. Just got items showing up in the shop, can’t actually buy them yet, but you now automatically sell all the produce you bring in. Made some cheesy little night and day sort of system by moving a gradient up and down. Looks pretty sweet though. Anyways, got errands to run. Seeing a lot of stuff a lot more awesome than mine on here, great job everyone!

Halfway Along on a Tiny Pilgrimage

Well, I got distracted trying to implement pathfinding and lost a few hours before deciding that I’d be making better use of my time just getting the tiny travelers moving. So they’re kind of dumb, and only really know how to walk in a straight line right now.

I think that was the right decision to make this time, though. I’ll learn how to implement A* some other time. This time, I just need to try to make it playable.

Play it here

A tiny world against big natural disasters

Hello everyone !

So I’ve finished working on my project for today (it’s 3 A.M. here).

This is my first Ludum Dare. I’m using Flash. I’ve never programmed a game in such a short time so this is a great experience !

The game is looking good so far, I hope I’ll be able to finish it before the end of the 48 hours.

It’s a game where you have to develop despite natural disasters which happen every now and then. The world is procedurally generated and the disasters are random.

You can manipulate the terrain and build things, but the disasters can also change the terrain, and they can destroy your buildings.

I have a lot of screens of the game at various stages of development, so I’ll probably write a more detailled article in the next days. But right now I’m a little tired :)

Here’s a screen of the game :

Each color of tile corresponds to a type of terrain (brown = woods, green = grassland, blue = lakes, grey = mountains and yellow = deserts). I’ll try to make the tiles look better tomorrow if I have time.

End of day 1!

Added animations for the cat! Also, cleaned up some physics bugs. I didn’t have much time the second half of the day to do other things, but tomorrow will be more productive! You can find the source here!

Current state of the game: http://dl.dropbox.com/u/11809018/LD23_DAY1_END.swf

24 hours checkpoint

I almost have all mechanics done (there’s only the score and some other details) I feel that I’ll have almost all the next 24 hours only to level design, graphics and polishing. Which is great =D

I’m really hoping for the best with this game and I’m expecting at least some good reviews (wink, wink :P)

Good luck everyone for the final 24 hours!

LD#23 – Yay, I’ve got motion!

So, after messing around with things for several hours, and discovering that I was mostly making a few (Silly) mistakes, like not updating a unit’s internal position information after moving it on the map’s datastructure, I’ve got a Soul roaming around aimlessly on my map.  Also had to set up the drawing of the map (Which is currently crude) and the like. Note the “cool” graphics.

Next stop is checking whether it’ll go to a ‘goal’ correctly.

Update

It dosen’t look that good but i still need to put the art my friend is doing.

for now the creature wanders arround randomly until its hungry then it goes look for food,thats what those tree thingys are for,they will also give wood.

it will sometimes go mine the rock until it breaks to gather the rocks for material to build a house later(house bulding not done).

you can also grab the creature and drop it in space.

well thats all i have done for today hope to get more done tomorow.

Mini-Worlds and Monocles: Halfway home

Aaaand that’s the halfway point. 24 hours left. [insert Majora’s Mask reference here]

…Oh, hang on. I really CAN insert a Majora’s Mask reference here! I love blogs!

There. Ha!

Right, with that out of the way, here’s how things stand for ‘Mini-Worlds and Monocles’, with 24 hours to go:

  • Gameplay mechanics: 99% (Bugs. I’m sure there’s bugs. Of course there’s bugs.)
  • Graphics: 75%-80%, depending on whether I do full visual cutscenes or not
  • Sound: 0%
  • Game features (saving/loading etc): 100%. Yes, folks, I faffed about with such things as data management and a level select before I finished all the art. I am AMAZING like that…

Tonight’s goal, before I head off for some sleep, is to get ALL of the artwork finished. All of it. At the time of writing, I’ve got one level background, and four levels’ worth of platform tiles, plus stuff for the title screen, level select, etc. I’ll probably be rolling into bed around 5AM again… Ah well.

Here’s a screenshot, to tide you over:

Oh! And if you don’t already, follow me on Twitter. @dedhedzed. I ramble a LOT during Ludum Dare, so it’ll give you something to laugh at. And if you’re a game designer/developer, I always follow back, in case you’re the kind of person who cares about that sort of thing.

First day!

I decided make a shmup where the tiny world is part of game. This is going well. Although I still need to implement the enemies…

Half way there?

Hopefully. A recap of what I have done so far:

  • Found my concept: Program a nanobot to solve different tasks – using logic circuits.
  • Built circuit simulator.
  • Built circuit editor.
  • Nanobot reacts according to circuit.
  • Awesome pause/exit screen.


On the screenshot you see a circuit to make the bot run in circles. Can you figure out what’s happening without explanation?

What needs to be done?

  • Graphics! Sound! Music!
  • Rewrite of the circuit simulator. I want to be able to build latches. Somehow this does not work yet.
  • Puzzle design.
  • Tutorial
  • Title/Credit screen.

But now it’s time to get some sleep. Tomorrow will be time enough.

Stupid Code… Why You No Work?

…It just took me an hour to fix one bug…

I guess those people who say things about what’s bad programming practice are actually right…

Weird….

ONE DAY LEFT! Half Way Done!