LD23 April 20–23, 2012

End of day 1

I’m so tired, it’s 5:50 am and last night I only sleep for 3 hours, tonight I’m gonna sleep a little more! :3

I don’t have name for the game yet, but I can explain you what the objective  is: The tiny world where you live is being attacked by the creatures known as Pigz, help all the citizens to go home and  take the Pigz away from the world! I will only do one level, so the game will be  tiny too! And here a pic with the sprites recently made :) I think I’m gonna re-do the tree..I don’t like it at all. But it’ll be tomorrow! Have fun guys!~

In a Lonely Sea of Stars (slightly playable)

In a Lonely Sea of Stars is coming along really, really nicely. After spending 4+ hours developing the scrolling code, everything’s pretty much working out. I just completed (somewhat) the transport code, so when you build a harvester on a sun, a mining lane gets built and 10 harvesters get sent out. I have to make it filter out as you zoom out, but that’s all later.

I’m still having trouble with radians and atan2 (those two things never, ever work for me), but it’s functioning pretty well.

Wow! It's working!

Send out the transports! (click for larger)

There’s no tutorial yet, so I’ll sum up: use the scroll wheel to zoom out and click the green ship to place harvesters on suns. Right now the turret (purple) does nothing, so just leave it alone. Oh, and nothing costs money yet.

Play the version of In a Lonely Sea of Stars
 Or you can watch me make it:

Stream the development of In a Lonely Sea of Stars

no fair

All you guys having fun without me while get back problems sitting in a car for a day without programming

Day 2 Ahoy

I made some pretty good progress today, but I’ll just finish it up tomorrow.

Second Day

Well, I think I’m about done. Here are some screenshots of what I think my final game will look like. I really wanted to add in text for time or score but I just can’t get fonts to work. Now I just have to figure out how to export a .jar properly. Everything I’ve tried hasn’t worked yet, but I’ll keep at it. #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Day2_1 Day2_2

Oops…

…I planned a gentle 1 hour nap and ended up sleeping a full 5 hours…

But I feel less tense and more relaxed. I did some taiji practice as well to get back to life more fully.

Now, I can make my king run before his queen !

A turn for the worst :(

Out of my stupidity, I’ve messed up my monitor setting. Now I’m running Windows in Safe Mode right now :/ I how I can get Windows back to it’s regular ole’ self because I can’t stand this resolution. I’m still in, I just gotta fix this fast.

Tags: LD23 StupidMe

Pinworlds – Day One

I’ve been working on this game non-stop since 11 this morning. It is basically two-player Missile Command set on the rim of  rotating disc worlds. The rim is divided into four sections. Each section has three turrets that hold 16 missiles each. The player can rotate their world so that another section is at the top, in the playable area. This is useful for when the player runs out of ammo or their turrets are destroyed.

At the top of the screen will be another player’s world, firing downward (I may just have everything horizontally aligned, a planet on the left and the other on the right). Rather than have Missile Command’s cities, the world itself will have a health meter. As more and more missiles strike the ground, the atmosphere will become a dark shade of red.

Also, pixels surrounding the crosshair will give you info on the turrets that are out of sight, which ones are destroyed or out of ammo, etc. I may make the world into a regular sphere rather than a disc, but that’s just an art decision. The coming day will really be about implementing the second player, and rudimentary AI.

Unity, Inkscape, GIMP, and Blender have been used so far. I will also employ bFxr for some sounds.

Wieners where my wiener goes

DINNER!

Some delicious protein to get my brain moving. I also took a break to watch seasion 2 episode 1 of Game of Thrones. Pretty awesome! It seems much different than I recall the books being, but I enjoyed it nonetheless.

The game is coming along nicely, but my brainpower is fading. Still, we’ve almost got a first playable prototype so that should leave us a decent amount of time to make levels and add some polish. Basically now we’ve got a guy running around who is able to change forms to get different abilities. There are traps, pushable blocks, cuttable ropes, switches, and doors. Right now I’m adding wandering NPCs that you can kill for some nice negative karma. Sweet!

OH YEAH THE BLOG!

I’ve been merrily poking awon my personal website and haven’t updated here yet! http://www.crhallberg.com/ld23 for literally ALL the details. Even what I’m eating.

I never imagined I’d be doing this well. Of the two primary groups, I fit more into the “YES! THE PHYSICS ARE FINALLY WORKING!” group than the “IT’S PRETTY BUT IT DOESN’T DO A DAMN THING!” group. I don’t know what it is about the time limit, but I’m really thriving. There’s more story, tutorial, and physics in this game than any I’ve undertaken. It’s also far more completed that most of my other projects lol. No pressure to work past the fun things there!

But enough bragging, here’s what I’m doing!! My game is called OSC: Dawn. It’s a space physics game where you’re in a ship dragging the dwarf planet Ceres behind it. The science I found onine fit my concept seamlessly, so the story is pretty scientific, actually. I’m going to put a snapshot with the story and the tutorial level up on the site. It will be the last/most spoiler snapshot until tomorrow night so GRAB IT!

The gameplay involves you dragging around the planet and using its resources to help you on your way. Be it asteroids you have to move, shoot, or avoid, you can choose to point the solar panel side towards the sun to get more laser, or the field side to grow more corn for super-charged ethenol! Will feature 4 levels with different challenging gameplay based on the mechanic.

Still yet to do! In priority order!

  • All 4 Actual Gameplay Levels
  • Make a pretty starry, paralax background (running smooth?)
  • Art! All 7 objects, yay!
  • Sounds!
  • Music!
  • Pretty rope physics
  • Sleep!

So yeah. 21 more hours! Minus 5 for Dungeons and Dragons. Not sure how that’ll work. CIAO!

 

Progress Update #6

I’m so close to “Clone Mode” I can taste it. Just two items to iron out, but I’m getting tired and don’t think I’ll be able to complete them until the morning. Depending on how long it takes to get those two items ironed out will dictate if I need to condense the game. I’ll update again after I’ve had some sleep.

And look I made a post without mentioning Bacon… wait, ah Dammit!

-KunoNoOni

Bacterial World – First playable prototype

Made some good progress today. A first playable prototype of Bacterial World is now working in Google Chrome (still pretty buggy on FF). Basic game mechanics are now more or less done.

 

Things to do for tomorrow:

  • Finish sound effects
  • Add background music
  • Add tutorial or intro
  • Fix game in Firefox
  • Make the evil guy more active (right now he is just running in front of you)
  • Add functionality to restart the game
  • Add some more animations (e.g. loosing animation)
  • Fine tuning

Happy with the progress so far for my first #LD48.

Progress report

My first Ludum Dare!

So psyched, the theme wasn’t my favorite, but I’m making a go of it.  To be honest I’m not sure any theme would have thrilled me… but I think I’ve got something that I think I can finish in the next … 20some hours.

Here’s a work in prog screenshot:

Before the all nighter

Good progress

I’m making good progress now. The enemy spawning system is working pretty well I think, and the difficulty seems pretty good.

As I haven’t mentioned it before, this game is an arcade game set on a tiny island in the sky. It’s not the best match for the theme, I know, but that’s one of the only feasible things I could think of. Anyway, you kill enemies with using your gun and melee attack which raises your score. The simplicity of developing such a game is a very welcome thing right now.

As usual, here’s a screenshot of how the game’s looking so far:

The art and game world are essentially done.

And here I go

Well, I wasn’t able to start working until today, so I got a late start, but I’ve been plugging away at an entry.  I’m currently calling it The Spaceman and I’m using Flashpunk.  So far I’ve programmed in basic movement and map-loading, and I’ve made a first pass at the tileset.  Net up I’ve got to come up with and implement some enemy designs.

 

Mockups for our untitled game:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ MockUpScreen MockUpScreen2

I’m extremely happy with our artist, Renee Davis’s work. Once my sad little programmer art tiles have been replaced It’ll be even better.

finished my game’s music

A bit ago I finished my game’s small 4-piece soundtrack. I don’t have any formal music training so it’s not mind-blowing, but I’m pretty happy with how it turned out over all. If you’re interested but just want to hear the best piece, I’m most fond of the boss music that plays at 1:27.

Oh, and obviously I’ve decided on the title “The Pioneer”. The protagonist is some kind of supernatural entity that is carving away evil monsters from worlds so that his people can live on them.

Each set of levels has a unified palette, which is chosen from an array using this method. Depending how far into the game session the player is, there are more permutations to levels which make them more challenging- by the second set of levels, slippery surfaces and lava will may appear, unless the player chooses either the “challenging” or “wildcard” mode- in which case anything could show up at the very beginning.

I have also decided on three weapons- there’s the basic sword, which is swiped in a 90 degree arc like Link’s sword from 2D Zelda games, a lance which is longer but only goes straight, like a whip from Castlevania, and then a bow and arrow which is a standard range weapon which requires ammo. The player can upgrade one of these at the end of every set of levels, increasing the selected weapon’s damage output by a single point. There are other things to upgrade as well of course!

Mothership! Progress Report

It’s been slow going today, although I’ve made some basic progress.  I swear every time that I’m a.) not going to make a 2D game or b.) not using Unity, but I inevitably end up back in bed with both and just as ornery about it as the last time.

I picked up a copy of SpriteManager 2 and EzGUI a little while ago, which (at the time) were the only capable 2D system for the Unity.  The workflows to get anything put together with them are…not straightforward, and don’t map to any other 2D framework or tool set I’m used to (either for GUI design or game stuff).  Anyways, I probably need to take a look at what people are using these days, as there are a couple of options now.

All this to say that I’ve been fighting with my tools as usual, so rather than putting up a build that doesn’t do anything really, I’ll put up a screenshot with all of my abstract placeholder art.  I’ve currently got basic movement working for the mothership (the big circle) based on applying force with mouse dragging.  The button’s don’t do anything quite yet, but they’ll be used to queue up production of another minion.  Tomorrow morning, I’m hoping to get the minions sitting next to the mothership to orbit and swarm, at which point thing’s will start to look like the game in my head.  I’m worried I won’t get to having an actual enemy by tomorrow evening, but we’ll see how long things take in the morning.

Exciting, huh?  More tomorrow :)

Tags: gamejams, ld23

6 in the mornin update

been awake for 2 hours now, got an obstacle in the game. also, it will be the only obstacle as i noticed the game was getting hard

I updated the camera!

I don’t know why I spent hours on the camera. It was one of those things that was really bugging me. And I don’t think it’s perfect yet still. Gah! I need to do other stuff though, like work on more levels. I also tweaked the controls and movement a lot in response to feedback I received on the IRC channel. Thank you to everyone for your feedback so far! Let me know if there is anything else you think needs tweaking.

Play latest build http://jigxor.com/ld23/

Progress check 4

Conflict!

I hope to have time to finish x_x

Comments

22. Apr 2012 · 02:46 UTC
I like it!

Yeppers, about 21 hours to go


Well, I have a boss, a new enemy, slightly better graphics, a title screen, a bomb, and particles everywhere. Also, I still have sounds for everything like a baws. Also, high scores are now saved.
New executable is available here.

It’s got stars

and that’s a good thing! I can move now, and the ball is bouncing.
NExt to be able to collect them. Then add some enemies to get the basic game working.
Then polishing…

I’m calling it “Project Peace”

50% of this screen is a mockup!

So far I focused on making a simple engine to draw text, sprites and a tile-based level. I decided to make a platformer with tiny people! It won’t have weapons or any kind of violence, only a narrative with some exploration, I guess. We’ll have to wait until tomorrow!

I worked today as much as I worked on Friday, but tomorrow will be a full day of work and food for me!

Now: sleep!

GOOD MORNING LUDNAM!!!

The bed is screaming my name ;O but the call of duty is louder.

Stop the bullshit and back to work…

Yesterday (a few hours ago) the thing finished this way:

 

 

 

 

 

 

 

 

 

yes, doesn’t work properly yet… yet 😛

Comments

22. Apr 2012 · 03:39 UTC
I like LUDNAM ! Sometimes It looks like LUDHELL as well 😉
orgarus
22. Apr 2012 · 04:06 UTC
Totally agree, sort of Hellraiser’s hell, “pain and pleasure”, you know 😀

Good luck and go on! :)
22. Apr 2012 · 05:46 UTC
Good luck to you too !

This is troublesome -1am EST

I’m not sure it’s a memory leak anymore, the hang happens anywhere between 42,000K and 53,000K used, and I have just about everything being created via a recycling method.

Sound is auto-destroyed as well.

I’m looking through my logic again, maybe it’s somewhere in there.

New Image of “Atomswarm – Tiny Cycles”

Added “spaaaaaace”, landmasses and basic life.

Up next – Evolution

Then- God powers

Then – achievements, points etc

Then – Screens, music and the like

Troubled Waters

Gah! I had so much difficulty getting my 3D software running. Wasted a full two hours just to find out how incredibly rusty I am. Getting decent results, though. I think they’ll work.

I also managed to forget to turn on my screen capture after sorting out the 3D problems, so I missed recording about an hour of work.

Recharged my batteries before all that with vegetarian chili over rice, iced tea, and fresh bread.

Tags: antigen-redux, foodphoto

Comments

MadGnomeGamer
22. Apr 2012 · 02:52 UTC
😀 I can’t believe how many people are planning to make a complete 3D mini game in 48 hours.

After exploring and exploitng, play catch

This LD is turning out to be really fun so far!

Looks like a lot of exploration and exploitation/god games are getting made! That’s good, cause I love doing both. :)

After people have explored all those tiny worlds, they might want to pick one up and toss it around.

That’s exactly what you can do in my game: My Kid Dropped The Planet! You can try and get it to safety….or be sadistic and destroy everyone on it before time runs out! (Bit of shameless self-promotion there.)

Can’t wait to see all the cool games everyone makes this year! 😀

 

 

Comments

Patacorow
22. Apr 2012 · 02:53 UTC
Sounds awesome and non-linear, can’t wait to play it!
MadGnomeGamer
22. Apr 2012 · 02:55 UTC
Wow I got a comment already! 😀

There’s a shotgun now

(as always click for less ugly)

Well, the basis for the gun system is now in, you can fire guns and shoot monsters with your weapons now. I’m trying to debug some serious accuracy problems with the shotgun though, where you can stand next to a monster and somehow manage to mostly miss. That just ain’t right.

I’m not over happy with the “RECHARGING” meter though. I might just replace it with a little bar of some sort to indicate the time between fires.

Day 1 : a little bit late

Morning: I get up late, learned theme is “Tiny World”. It was one of the themes I least like. I thought about theme, a few ideas sprang, none of them was original. I read ludum dare to see what others came up with. I saw a “ludum darer” is making a reverse god game, some others using earth or planets as base for their games. So it seems one of my ideas “God Game” was not far off to the theme. I go to have breakfast.

Noon: Progress was fast. I used things, I had never used before in flash, learning from reference. It turned out flash also has perlin noise, I used it to generate land, no need to write one. Earth rotation was a little bit challenging, since I was all working in 2d, calculation of correct tile at the point required, after a little bit of work I did it.

Evening: I work on the cloud movement, but results were plain awful. I started with noise generated clouds, it did not take much time, however I couldn’t figure out realistic motion of clouds and lost motivation. Plan was to finish them, so I can work in game elements in Day 2, but could not. We will see what is gonna happen today.

By the way, a screenshot:

Tags: flashpunk

A tiny world.. And food?!

With over 15 hours on the clock, level design can begin.

You’ve been living on your island for the past 10 years, away from the big harsh world.
One day, you come to the point where food is a problem, with starvation around the corner, you seek for food and a way back to the main land.

As you explore the world becomes lit, are you smart/fast enough to find food and a way out?

Created an ‘engine’ if you could call it that way, that works with ‘Tiled’ json output files.
Code: Coffeescript & Jawsjs (as much ‘class’ based as possible, but a bit messy for now)

A screenshot: (note, text are placeholders)

Tiny Sheep, Maybe

Well, it’s still not much of a game, but it does work a lot better. The travelers (or are they sheep? or cats?) are, if anything, even more unmanageable. They like climbing hills, they don’t like swimming, and they can’t scale cliffs. And every time you get them all to the exit, you get to start again with even more of them.

More than I could imagine

Something clicked and I had a very productive content-spree with my project.

This screenshot doesn’t even show all of the things I managed to put in.

 

I think now 08:00 am local time, it is a good place for a nap.

Afterwards the todo-list looks as follows:

  1. Implement a bit more content
  2. Iron out a stupid bug that occasionally causes objects to jitter.
  3. Add scoring and game over.
  4. Music and sound effects!
  5. Give it a name.

 

Interaction demo.

Here is a demo of the first NPC of the game.

You progress through time by walking to the right. The man with the hat will randomly spawn some days.
Try interacting with him by jumping (but don’t overdo it :p), waiting near a NPC can also be considered as an interaction. It all depends of the man with the hat’s mood…

In the final version, the game will keep track of what you did with each NPC, and show you some informations when you’ll leave the game. The game is meant to be achievement based, I just hope I’ll be able to implement them in time :3

 

Click here to download the demo 

Inkscape power

Since I started to make games on my own, thanks to a close friend of mine, I have started to use inkscape.

I cannot say how much time I have won, prototyping all my apps in this super open & free software.

And if you want to try inkscape with a very good tutorial : go there : http://www.gamasutra.com/blogs/ChrisHildenbrand/20111015/8669/2D_Game_Art_for_Programmers__part_1.php

So here is my WIP using inkscape.

Comments

Devon
22. Apr 2012 · 03:19 UTC
INKSCAPE FTW!
sfernald
22. Apr 2012 · 03:28 UTC
What makes it better than say any other drawing program for making games?
22. Apr 2012 · 03:38 UTC
Oh well it is not better, I also use paintool sai and painter (which is the most unstable gfx software I have ever seen, even less stable than flash ! ).
22. Apr 2012 · 05:44 UTC
Your link seems broken :)

And the one on the main page of your site is broken as well.

But I had a look at the screenshots and I found it great.

A little over 24 hours update

More like 27, but who counts them (I do)

I can actualy call it a game right now. I’m calling it “I should clean my keyboard”

I’m really happy, I’ts my first time and I have something you can actualy play. I hope you guys find it fun. Probably the english in the intro (and this post) is not that good. I’m sorry, it’s not my first language.

http://dl.dropbox.com/u/671725/LD23/Build%204/Build%204.zip

 

I’ll keep working till the deadline, but for now I have used:

Engine: Unity3D + Orthello + Detonator

Language: C#

IDE: VisualStudio 2010

Graphics: Inkscape, Paint.NET, GIMP, Blender

Sound: BFXR, SFXR, cgMusic, VLC (midi to mp3)

No, really, I can't

I can't draw :(

cell in a hell

the idea is that the amount of explosions and the speed be a an important factor. My interest is that the game be pretty fast. You enter the arena, run, and place bombs like crazy!

Crafty.js gave me some problems and for some reason I forgot that chrome had a console :S … once I re-discovered the console, everything went fine :)

the explosion animation is ready. now the final step: the bomb kill.

 

 

 

Progress End of Day “1”

Exciting stuff, our first day of our first LD. Really, it’s more like day 2. But we only had a few hours of ideas done by the time we got tired yesterday, so this is day one of actual implementation. We’re doing the jam, so I am confident we’re on good time.

So far what’s been implemented:

Survivors (and spawning them from the altar/teepee thing)

Bunny wabbits

Killing bunnies and getting food from them, then storing it into the hut

minimal collision

TODO:

Making it fun lol

Fixing collision up

Doing character art

kitty challenge(besides the badge on the teepee)

iPad controls

Two screenshots:
Screenshot1
Screenshot2
 

Oops…

So, while making my shotgun code, I created a quickie terrible hitscan method. However, I actually managed to neglect entity positions when checking to see if it intersects an entity, so as a result the line attack method would always harm the first hurtable entity in entitylist.

I guess this explains the terrible accruacy issues I was having with my weapons. Well, they seem to be fixed now.  And then in five minutes I’m going to find another horrible oversight like this. it’s fun! 😛

Progress update

After being AFK and sleeping for the past 20hrs I’ve finally done some more work on my game. You can now control an actual spaceship, expend fuel, refuel, and land on planets. I also have a basic game UI working, I still don’t know what the gameplay will be like though!

So, saturday is gone now, for me, I think… Screeens!

So this is my first post this Ludum Dare, but I’m up!!!

Anyways, I got 2 screens. Things are progressing nicely, I think, hope I get farther.

And another one with a bug…

Naos – A few samples of the music

I felt somewhat ambient tracks would be fitting for my game this time around. I’ve been listening to the Fez soundtrack way too much, and that’s been a large influence (thanks disasterpeace!)  so that i decided to attempt using the whole bitcrushing and downsampling style. These are some rough cuts of the loops that play. I use some random bitcrusher vst I found, and then this sega genesis soundfont for the vibes/other synths.

 

the song that plays in the cliff area
http://soundcloud.com/seagaia/naos-ld23-cliff/s-LjHpb

the song that plays in the forest area

http://soundcloud.com/seagaia/naos-ld23-forest/s-J26NQ

Tags: fez, Flixel, ld23, music, naos, reaper, seagaia, tiny world

Copulous v0.6

First build of the second day. Game mechanics pretty much done. Just polish from now on.

Play this at: http://juhakiili.com/copulous/v6/

 

9

This entry was posted on Sunday, April 22nd, 2012 at 3:22 am 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.

Day of the Introns – Progress Report

Working on a science fiction IF game by the title of “Day of the Introns: an Incident in Laboratory 14”. It definitely fits comfortably into the “Don’t Fuck with Mother Nature” genre.

Didn’t get as far as I wanted today for a couple reasons. Had some family obligations and spent way too long going through the documentation trying to learn TADS.

I love learning new languages, but I have no idea why I always choose to do it under the time constraints of a 48 hour contest.

Anyway, I think I finally know enough to be able do a lot of the stuff I want to do to try to do.

It’s all going to come down to how far I can get tomorrow, because there’s a lot of stuff I’d like to add. Things will definitely have to move along faster than today for me to finish the game (without huge sacrifices).

Hope things are going well for everyone else on the Nebula tonight! Goood night.

The sound of the Jungle!

In the last 4 hours, I managed to accomplish quite a few things:

  • Added a “pounce” behavior to the cat. The pussy can kill you now, beware!
  • Smoothed the Cat’s movement a bit*
  • Added a Sound handler and a few sounds

Since my previous LD game had no sound, I can now say that this game is already 1000 better than the previous one (ha ha ha). Well, things are coming along, now I just need to add food variation, the human, generic objects, game data, and we should be good to go. (Well, then I have to add a game level as well — oh my!)

Anyway, here is the jar, in the same place as it has always been.

* PS: For some reason, when the cat is running, it shows two sprites in consecutive positions….. does anyone know how to get rid of this “ghost” sprite?

Tags: help, java, slick2d

The long day comes to its close – 2am EST

Well, I managed to find the bug and crush it, turns out I wrote an infinite loop that I was too tired or stupid to see.  It’s fixed now.

On my plate remaning – story slides (5 of them), story levels (5 of them, basically survival gameplay but with an actual ending), instructions page.

Then I’m done.

It’s pretty sweet knowing that you can go from nothing to a game this complete in just two days.  Rapid development at its finest.

I look forward to seeing what everyone else has as well!

Sound and a background

I’ve been working mostly on sound effects and music since my last post. Both took some time; audio is a weak spot for me. The music especially took longer than I would have liked, but that’s just the way it goes.

The other thing I worked on was a background. It came out pretty good I think, though I am wondering whether its blurry, sketchy kind of art style conflicts with the foreground’s pixel art. Please let me know what you think.

The only visual thing to show off is the new background.

Haven’t gotten very far…

Got a bg and main sprite moving around. Only just started drawing enemies. Looks a little something like thisss:

Trying to make a simple arcadey game like Kung Fu on the Nes, around a tiny low gravity asteroidy planet thing.

Best of luck, everyone!

Screenshot of a jumping caveman

Here’s what I have so far, this will probably be the win condition.

The planetoid is probably going to stay, graphically speaking. The caveman, less likely (from an open source sprite library).

Target name: Accretion. Sounds nice, doesn’t it?

Tags: as3, compo, flash, progress, screenshot, stencyl

Comments

aus_mike
25. Apr 2012 · 02:10 UTC
Nice idea, what did you code it in?

Will you develop it futher.

Video

Added lighting and shadows:

Built using CraftyJS. New to using it, but we are very very slowly becoming friends.

ZUNZANDA – Starshines Added

I’ve managed to add an energy pickup to the game. I had plans to do several versions and sizes, but time is short and this is all I can do. They are randomly generated somewhere in the sky and randomly find a home on the ground. If they fall into a hole or miss the terrain entirely, they’re lost forever!

CODING ERROR!!! SPAWN RATE TOO HIGH!
ABORT ABORT ABORT

Tags: phantom green, powerup, progress update, screenshot, zunanda

I Heard You Like Android… but not my old background

Preview build of “I Heard You Like Android” *title subject to change

I came to terms with the fact that the old background was just not cutting it. I had intended for it to resemble a landscape with grass, dirt, maybe mountains. That just wasn’t being conveyed in the art.

So I went the opposite direction and went abstract and mechanical.

Next thing I should work on is explaining to the player just what in the world this game is about. I realize it’s probably really confusing at first, even though the concept is pretty simple.

Round 2 – Fight !

Ok, second day is starting.

I’ve slept 7 hours, it’s 7:30pm now here in France and I’m gonna rock today !

This morning : art and story. I’ll add an intro to the game and “cutscenes” for the story inside the game.

This afternoon : adding music, fixing bugs, and polishing stuff details. It does not sounds like a lot, but the todo list is far from being empty !

I’ll also take a few minutes to go voting for our new president, because even though I’ve been 100% focused on Ludum Dare yesterday, I did not forget that the world keeps running without me.

If I’m done in advance, I’ve a few ideas, it’ll all depend on how much time is left.

Have fun and don’t forget to rest !

 

I own your planets!

I have now finished the shrinker system which allows you to shrink worlds, store them and visit them!

Photobucket

 

http://www.mediafire.com/?o8miv0oyf8sosd9

Two thirds of the way to victory!

Meanwhile in Tokyo we’re calling it a night on Sunday. Its only 8pm but we’re still feeling pretty burnt out from yesterday’s marathon. The game is coming along really nicely.

Coding wise I spent a lot of time getting a nice point and click movement system working in Unity so that meant a morning wrestling with pathfinding. I also wrote a dialog system. The rest of the day was spent putting all the awesome art Melissa has been doing into the game.

I’d hoped to be a little further along today but since we were always going to be jamming it’s not the end of the world. Most of the game is in code wise, so mostly tomorrow is about getting the rest of the art done and putting it into the game. Along with final polish of course.

Here’s another tasty screenshot to end on for us tonight:

“Metal Gear Ant” with cows, pigs and more. Update #2

While building a level to my  “Shmup Boss” idea I ended up having lots of fun with the insects and decided to abandon the Shmup idea; that would have no direction. Instead, now I’m focusing on a single mechanic, which will be way better to produce – and acceptable to my limited time frame.

For now it is an Insect/Bug’s Life mix of Stealth and Collaboration game (w/ unlockable characters and mechanics according to your progress).

Metal Gear Ant! *

I’ve uploaded a simple playable build with stealth detection: http://dl.dropbox.com/u/11453596/LD/23/sb/sb.html

* Temporary name.

Tags: stealth

Just add bad guys…

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 50%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ screenshot screenshot2

Well, coming along nicely… a few things to do in terms of fleshing it out.

But I’m happy with some of the mechanics.

It’s “Asteroids” style, but with quasars (which have repulsive force) and planets (which have gravitational force) – these forces act upon your spaceship as well as your bullets. I’ve also added strafe (thrust left and right) commands which seem to work well and are quite fun.

Graphics and animation coming along but… er… at the moment there is no goal. I’m running out of time (as we all do of course) – I had various ideas to use the planets (bases on planets, rescue little people, ability to land on planets) but think I’m going to have to prioritize and add some bad guys for dog fighting first. It feels like the sort of game/controls where dog fighting will be good fun!

Cheers,

19 Hours to go – Getting there

Last night had its difficulties (power went out, of course) but at least it might make for a more interesting timelapse – slowly watching my battery drain away. I got a few more hours sleep than planned as well, which is only a good thing on the first night. I feel like tonight will be a tough one, wont be getting much sleep at all.

Either way, since the last post heres the updated ‘implemented feature list’ so far (new stuff in bold) –

  • Cockroaches ( basic behavior programmed and simple model) – now animated
  • Basic test area for testing features – with some items to collect
  • Player setup and physics (basic walking animations, movement, physics (you can fall over) and camera-look done so far)
  • Dynamic lighting initial setup (dynamic shadows working)
  • Player recovery – you can now get back up if you fall over
  • Running and jumping
  • Inventory (going to keep it basic, since the system I made is very simple)
  • Doors which only open if you have the right key
  • Spiders – fully animated with walking and idle animations
  • The players main ‘power’ – the ability to take over small creatures (and hence the theme)

 

Next up I want to give the player a proper light source, and a model for cutscenes and the intro animation. Then its time to get into some serious level design and put all of these features to use.

Couple of screenshots:

Creepy....

Spider!

Inventory with one key - corresponding (test) door opened

No longer alone in the tiny world

I’ve managed to (with a hell load of hacking about) get a bacteria class with two types of bacteria (though only tested one atm)

The bacteria multiplies at a random rate

The aim of the game will ultimately be to extinguish the bacteria before your white blood cell dies (else you’ve failed your human!)

The moving camera (that I was so happy with earlier) was being a bane of my code for a while, because it messed up my collision detection. Fortunately I have managed to overcome it and the collision appears on track

Here’s a screenshot of the wbc with the first lot of bacteria:

Looking for advice on arc/point collision detection

I’d appreciate some advice on whether my collison system can be salvaged or if I need to rewrite it.
My game is using polar coordinates and I am defining sections of arcs like so for the level geometry:


Right now I wrote checks to see if a point at polar coordinate (r, theta) is inside the region between the greater and lesser arc that makes up a solid object, like so:

 class Arc {
 //Not a true arc, more of a segment of one or a "Block Arc", but it's much easier to type.
 float startAngle;
 float stopAngle;
 float maxRadius;
 float minRadius;
 //...
 boolean collidesWith(PolarCoord point) {
 return !( startAngle > point.t ||
 stopAngle < point.t ||
 minRadius > point.r ||
 maxRadius < point.r );
 }
 //...
 }
 

(Full class is here.)

It appears my math doesn’t work out for arcs on certain intervals. Previously I had encountered issues with this code not working when a radian was less than 0 or greater than 2*pi, so I wrapped my radians between 0 and 2*pi which fixed it. But I need to define some arcs that start around, say, the radian equivalent of ~270 degrees and end at ~45 degrees, making the shape of the letter C and crossing the 0 degrees mark. This kind of arc breaks my collision check above.

So I’m thinking, I can either fix my math for the check somehow, or abandon this method completely. Unfortunately I can’t find many resources on how to do this type of collision check properly. I couldn’t even find what these arc segment shapes are actually called.

In addition, I’m seeing occasional tunneling issues and would like to switch to doing an arc segment + line segment test for continuous collision instead of just an arc/point test.

The alternative I thought of was to define my arcs based on a vector at the center and an angle, and use the dot product to the player to do my collison checks, similar to the FOV check described here.

But it will take time to do that and I’d rather salvage this code if possible. If anyone has any advice, please let me know.

Tags: arc collision, polar coordinates, processing

Comments

steamgirl
22. Apr 2012 · 04:38 UTC
Not really my strong suit, so not sure if it’s any help, but couldn’t you do a workaround for arcs that break that? Eg, if it’s more than # degrees, use a circle collision detection and deduct the remaining shape or something like that? Hopefully someone else will have a better answer… but it seems a shame to ditch it all-together.
22. Apr 2012 · 05:03 UTC
It will help to try and split the check up as much as possible, then the solution becomes more obvious.

If I’m reading this right you could do:
22. Apr 2012 · 05:32 UTC
I would do this: define an arc always with the first angle lower than the second, AND a boolean to define if it goes first->second or second->first (inverted). Just do the angle check and invert the result with the “invert” boolean. If you want to do that only when detecting the collision without changing the rest of the code, it would be somethin like this:

invert = first>second

point_is_in_angle = min(first,second) < point.t < max(first,second)

point_is_in_angle ^= invert
22. Apr 2012 · 09:12 UTC
Thanks for the suggestions. I had two people respond on twitter telling me to just split the arc into two arcs along the axis, so I did that so I could move on to coding the rest of the game. I will definitely keep these suggestions in mind if I run into bugs, or have time to go back and clean things up, but the upshot is collision is more or less working now!

It may be possible

Well the single player portion is going quite well,

When items are in, you will be able to use them to effect other player’s worlds. This might be something like: summoning a buffed enemy, siphoning their life, instantly spawning a few enemies, increasing their world level, etc.

This all depends on if I can get the network online before the deadline, I guess I won’t be sleeping tonight!

Try the early build here: http://dl.dropbox.com/u/13605298/index.html

 

Tags: multiplayer, rogue world, roguelike

Drawing Maps

This has to be the most-time consuming step in making games, the level design. Especially if you want LARGE levels so gameplay can continue on for more then 30 seconds.

 

Survive Attack

Survive Attack – Web Player

It is meant to be a survival game based on a 16x3x16 chunk. You have limited space and you must make a farm, eat and protect the farm to stay alive.

This project will most likely NOT be finished in time for the ludum dare but it’s fun to work on.

Through the Blue Sea, End of Day 1 Finished?

Through the Blue Sea is more or less finished. Its a small short games, with no attempt at story telling. The Tiny World theme I still don’t care for, I find it limiting and boring.  I still believe I managed to create something that is fun, and entertaining within the limits. There is an online scoreboard, the keys are remappable (so you can use the arrow keys, or even a gamepad/joystick). The five levels are also different enough in look, feel, and playability.  The platforms are randomly place on the screen, as well as the powerups, so often enough you play a level where it is not possible to get all of the powerups, so it may take a few attempts to get all of the powerups. Munching on your first asteroid can also be tricky, and often times devastating on the harder planets.  When only four platforms are generated, you will need all of them.

 

I’m going to sleep on it, and see if there is anything I would like to add or change in the morning. Then I will release it.

Revised Main Menu

 

Asteroid Munching

Escape Form Dungeons Planet

This is my entry for LD23.
is written entirely in GLBasic.
The game uses some of the potential of 3D GLBasic.
The goal of the game is come out of the maze before time runs out.

INVADER BOTS WILL BE DESTROYED. THE SYSTEM WILL BE CLEANSED.

Current build state:

The small teal cube is the hero stand-in, the yellow spheres ‘bullets’ fired at the ‘red-cube-stand-in’ monsters.

 

 

 

And our hero almost ready to bring into Unity:

 

INVADER BOTS WILL BE DESTROYED.  THE SYSTEM WILL BE CLEANSED.  

Team NO DISASSEMBLE is Sean Siem,  Brandon Fallout, Jason “Trafficone” and Brian Doyle.

 

7

This entry was posted on Sunday, April 22nd, 2012 at 4:45 am 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.

Good night?

I keep trying to stop for the night, but so close to having something interesting done.

Still need collision detection, and I’ve got some ideas for some levels, and I need to find a way to explain the point of the game…

Sheesh.  If I sleep will I get any of this done?

Anyhow a work in progress is warranted.. here it is… Work In Progress

Maybe I’ll just poke around with stencyl’s collision detection before bed… It’s only 3am…

Second day starts: go!

I spent the last two-three hours yesterday fine tuning some parameters in my game. That time would have probably been spent better on actually making the game further. There’s still a hell of a lot missing. But I was feeling tired so maybe I wasn’t thinking straight. Now after a good night’s sleep it’s time to finish the game.

It seems that at least I don’t need to spend time on the IRC channel this time since I get this from the IRC server:

Sorry gormio, your Internet Address (IP xxx.xxx.xxx.xxx) is listed by UCEPROTECT as being a historically abusive host, so we are regulating connections from it.

That’s probably mostly a good thing…

title screen, mechanics test

Hey y’all! Here’s the (soundless) title screen and mechanics test. So far so good! I’m using Flashpunk, and some snippets from old projects (my tile and object loading is copied from project to project, since it uses OGMO). I guess I post it here? How does that work?

Anyway, the test:

TEST

Oh, and screenshot:

Ludum Dare Day 2

I overslept! I was planning to wake up at 6 AM, but instead I wake up at 7:45. No really big deal. I’ve come to the phase where most of the game is polish. I still need sound effects and music though. I will probably also do voice acting, because that seems fun 😛 Anyway, here is a screenshot:

Midnight again

Alright nothing much changed, but i’d thought i tell atleast SOMETHING before i head to catch some Zzzz’s again.

 

I’ve continued creating more levels and getting some more concepts into the game.

Here is a level with some concept as you can see we have the Dangers and the interactions.

Well there’s what i got so far G’night!

Day One ends

My first full day of work (around 14 hours, so far) is coming to a close.

I got a lot done today, which makes me happy. All the levels are in place, the engine is complete, and all I need to do now is polish, art and music. In other words, I’m screwed.

I’m not a great artist, but I’m a worse musician. We’ll see what I can come up with, but I’m not expecting much.

I’m heading off to bed now. I’m growing out my Ludum Dare Beard, or the I-am-literally-too-busy-making-games-to-shave beard.

See you all tomorrow!

New day, new start.

Accepting my own limits here. I will try to go for a Pac Man clone which is more than what I have ever done game programming wise, if I’ll make that I’ll be already pretty happy. In addition to that I’ve got a raw idea for a funny little “mod” (see rough sketch) if I were to finish early enough.

Anyways, lowering my expectations and being happy about it.

Have fun all. :)

Finished

Ive finally finished my game!

Have a look: here

 

Name: Galactic Planet Protectors

Made With: GM8.1, SFXR, Gimp 2.6

How Long?: about 35 hours.

 

-TM13

Comments

22. Apr 2012 · 05:32 UTC
Very short, sweet, & retro. I am impressed.

UI update

More added, mostly behind the scenes on the game play.  Did spent a little time in Photoshop; hoping to get sound in after sleep.

After some rest…

… everything is much easier.

It’s crazy, yesterday I could not manage to get anything done in the evening, and in only 1.5 hour I did really a lot of things.

Code wise, my intro/cutscene code is almost done. I now have to actually make the images for these scenes. I did a few sprites in Paint.Net that I did not do yesterday, and was quite efficient. I do not regret my 7 hours of sleep.

The current version is still available on ld23.keiruaprod.fr

I hope it’s the same for you !

Some progress…

I cant say much because I have lots of stuff to do, but here is a screenshot of the progress form before i went to bed:

http://i.imgur.com/cZBpD.png

The GUI is clearly undone…

Comments

NebulaOrbit
22. Apr 2012 · 05:10 UTC
Also, the tree is just a placeholder. Need to make a sprite for it, but…

Polish, sound and tutorial

Seems like I’m going to make it alright this time. I’ve polished up the game-window and made some tiles a bit better. The music is in and the sound-effects are working. The only thing left is level-transition and some small effects, but then it’s level building-time!

Changed to C++/SDL.

Now I’m using C++, SDL, SDL_image, SDL_ttf, SDL_mixer, and SDL_gfx.

I actually started coding the engine at around 9PM (it’s 3AM now), I just hadn’t gotten around to updating.

Still stuck for an idea, though. Figured I might as well use it as an excuse to get more acquainted with the aforementioned libraries. ;P

Pirates ahoy!

just need some actual gameplay…

Day 2 progress on the jam – Propolis

So,

Things are starting to come together now.

We’ve got a lot more of the backgrounds, tiles, and animations for the characters.

It’s very modular now as well, so we can start just adding levels, items, pickups, etc. with very little little change in the code.

Now, we need to work on the game play mechanics as well as music and then just build out lots and lots of levels!

We’re pretty beat since we stayed up so late last night, we’ll probably only make it another hour or so, but really looking forward to some polish tomorrow.

Timelapse of day 1

It took me a whole day (actually about 8 hours, squeezed into 3 minutes of video) to make something that otherwise would take me an hour. Moving in a sphere is new for me. I had to add a couple of methods in my library to make it work. Enjoy!

Also, as you can see, I test most changes just by pressing ctrl+S! That speeds up development quite a bit!

P.S: I went to bed thinking this was published last night, but it wasn’t…

Saturday is Over

Sure I’ve got a demo that updates every time I compile and a live stream but no screenshots yet! So here, have something to look at.