LD23 April 20–23, 2012

code + hangover

As written earlier I was at party with friends. I got back home around 4 am. Now is 11:40 and I have major hangover. But it was expected and planned.

 

As for my game, yesterday I have finished all mechanics. For today I’m going to do all graphic and sound + some bug fixing and animation if I will still have time

Rampage mode!

Whoa.

 

RAMPAGE AAAAAGH

Comments

Felix
22. Apr 2012 · 08:23 UTC
I Just read through all your April posts to find out what on earth this screenshot means.

The Feature Hammer

As the deadline approaches, I am becoming increasingly aware of the fact that I’m not going to be able to finish in time. So, I’ve decided to drop a whole bunch of features. I’m going to keep it simple, and minimal.

  • I’m going off the d20 system. It’s complicated enough to be abstracted into it’s own library. Maybe next year.
  • Somewhat related, there will not be a turn-based battle system.
  • Graphics will be 8bit sprites. No more hand-drawn rooms. Sorry.
  • Movement will probably be WASD. Attack will be Enter/Return, and secondary item will be Right Shift.
  • On the technical side, I’ll probably drop Rails in favor of Node. I never thought I’d say that ever.

I wouldn’t say everything I’ve done up to this point was a complete waste. I think that this whole event is about experience and community. I’ve learned a ton of stuff. But enough talking, I’d better get to work now!

Progress with handmade art

This Ludum Dare I decided to went for handmade art in my game. Here are the first drawn sprites. I will pick my accoustic guitar soon to make some music.

Ok…Now this is akward…

I finally found my title! \o/

And obviously, I finally made a title screen!

Yay!

12

This entry was posted on Sunday, April 22nd, 2012 at 8:23 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 Murning!

Hey y’all,

I woke up a little late. But I found a solution for the graphics and for the story this morning under the shower, so that was great ^^. Now it’s time for some breakfast and then back to the working :3

Cheers,

Maxim

Comments

Felix
22. Apr 2012 · 09:21 UTC
I need a teapot like that in my life.
22. Apr 2012 · 16:09 UTC
It makes the mornings bearable 😛

Day 2

Hmm…didn’t get a whole lot done the first day. Let’s try to do better today.

NRGSoft LD23 Update #3

You know you want this as an avatar.


How the time slips past my fingers. Really. I made idle animation for a game where speed is the key to winning……. I’ll let you figure that one out.

I didn’t come up with the idea; I just did it.

So the game is actually coming along nicely, and the Ludum Dare continues.

Damn you collision boxes!

After I’m done with the collision boxes I will spend the rest of the time polishing…

Almost done

So the main game is working and looks like intended. The music is recorded and just have to get inserted in the game. Still missing:

  • Starting/win/lose screen
  • Level selector

Quite a progress since the first prototype:

Night, LD

That was close.
Demo!
Well, I’ve got school tomorrow so I won’t be entering the competition. Might have time for the jam though. I’ve got mine spawning in now! They don’t explode or anything. In the demo, type five numbers and then press enter to generate a track with that seed. Same seed = same track. Don’t enter any seeds with things less than 2000 or something.

Fire! Mayhem! Destruction!

…but no explosions, yet.

Day 2 and I started this fine day with some colour and ruins. The lizard can now shoot fireballs from her mouth and they can hit and destroy building, and it will start a fire for a few seconds. NExt up is to add some explosions when this happens. Got to have lots of explosions! Hardly a game if you dont!

It looks a bit better in game. :)

Now to loot the company fridge for food stuffs to put in my mouth.

build 004 – tiled!

Moved to Tiled for level design & sprite management! still bouncing. Still no controls yet! build004

Comments

berkano
22. Apr 2012 · 08:50 UTC
Thanks! hopefully I’ll get it to a playable state today!

Down Under

So for Ludum Dare 23 I’m entering into the Jam on with one other person. I’m concentrating on code and he’s concentrating on pixel art.

The game idea we’ve gone for is a simple 2D platformer where you play as a mouse who until recently was watched over by your father. All you’ve ever known is your small home as you’ve never ventured outside. It is your own little world that you live in which you must now leave in order find your father who has mysteriously vanished. Whilst searching, you must also find scraps of food in order to survive.

The engine for the game is virtually complete apart from a few minor bugs; however the art has still got a long way to go. As such, we don’t have any good screenshots yet but we do have this adorable mouse:

OMG!!!!!!

YESSSS OMG!!!!!!!

moving on

finally more graphics ingame now…. more refinement ahead

 

still missing graphics for enemies…

Tiny Troops

Our progress after 1.5 days.

#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 */ movie screen

To do:

 

  1. Some more enemies.
  2. Levels
  3. Music and Sounds

 

This is great

Wow, such good games created in little time! I love seeing your progress!

Here is mine! http://bluecodestudio.com/ludumdare23/airrider23version2.swf 

 

I’m quite satisfied about this editions personal progress! Currently, it’s just some AI trying to crash each other, but I can add user input easily!

I have to add effects, huds,  some ship collisions, etc. But really happy!

Fixed a nasty bug…

Turned out to be more of a “careless mistake”. I had had the icons that appear over characters’ heads check every step to see if they were still above their original “target” and if they weren’t, then they would implode. That check was set BEFORE the parts of the code that relied on the existence of that object. I had thought that simply having that check would keep me from needing to check if the instances existed, since the object was supposed to destroy itself beforehand. Nope. Turns out I needed checks for every different type of object call I made, to make sure it existed.

And so I fixed it. Hopefully. And hopefully that’s the last game-crashing bug.

Same download link as before:

Download.

Next up, sound. Then the How-to.

(EDIT: There’s still always the sort-of how-to in the last post: http://www.ludumdare.com/compo/2012/04/22/first-release-almost-done/ )

Still looking for feedback! :)

EDIT: Oh, forgot to mention before. Due to the way it scales to; 1. Allow sprites to be decently visible, and 2. Allow everything to fit on screen without looking cluttered, it runs at a fixed 960×768 resolution. Yes, it’s weird. It’s fullscreen by default to accommodate the fact that most computers seem to run in either 1024×768 or 1366×768 mode nowadays.

Update post!

Still a lot to do, most menu’s are done. Sound missing, Serverside missing, NPCs still TODO :O

First time in Ludum Dare

This is my first time in Ludum Dare. And I have been working on my game for 6, 7 hours. Now I have one level done, 2 more remaining.

The type of this game is FPS + Hidden Object

.

Yep, I use Unity to make this one. Next stop level 2

So far so good

SO it seems to be going along OK so far.

I think I should manage to finish.. not sure how fun it will be tho!

here’s a recent SS

Aedicula – end of day 2 progress

Most of the hard stuff is done I think. The biggest time sink was getting familiar with the level editor and dealing with its output format.
The Alice in Wonderland shrinking/enlarging mechanic is working.
You can only pick up keys when you’re large. When you’re small you just push them.
I just have to add large pushable blocks and that should be enough for me to start creating levels.

I’ve been pushing my code to github: https://github.com/emilng/Aedicula

The player is the large red block. The square with the big/little person changes your size when you go into it.
The gate (little circles on the right) will open (disappear) when you get all the keys in the level.

another demo

Okay, here is my progress so far: fenmar.de/LD23/demo2 I will probably keep this style so I can make it playable in a console 😀

Finished LD 23!

That was amazingly awesome. This is my first Ludum Dare, and it’s one I will never forget. Unfortunately I have school soon and I need to get some sleep, so I tried to wrap my game up. It did feel like a bit of a rush at the end.

Anyway, it’s called ‘Tiny Conflict’ and you can check it out here:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7800

Tiny World Travel

Finally, I decided to do 2 minigames in stead of 3.

It is a tiny world story,  full of people, but there is one driver and he (or she) is responsible for all of us to be taken to our place, our world!

http://instagr.am/p/JuA3tWyAG5/

Tags: tiny world, travel

First one down

So this is my first time in Ludum Dare, and I’m pretty happy to have finished a game. There are still some things that I wish I could have added to the game, but given the Australian timezone and work tomorrow, I have to call it a night.

My game is a top-down arcade shooter, with the aim purely to score as many points as you can. One of my favorite indie games recently was Super Crate Box, so my inspiration kind of comes from that: Survive as long as you can, and score heaps of points!

Instructions for playing it, as well as the source code, can be found here: http://bennyhallett.com/games/biowar/

 

The evil pixels

Hooray, it’s lunch time. So, what has happened today?

  • I made an enemy
  • I made the worst spawning algorithm in existence
  • I made the worst A* pathfinding algorithm in existence
  • Lots of vector subscripts are out of range
  • My program has crashed a number of times

More debugging! Hopefully I can actually find the vector that is crashing. I didn’t even realise I had a vector that could possibly be iterating wrongly.

Goodbye!

Building a planet with 1,000,000 particles

We are halfway into the second day of Ludum Dare 23, and we’ve got a sweet demo for ya’ll!  Check out our million-particle system!

www.youtube.com/watch?v=IwJP-xVObXY&feature=g-upl&context=G2c49465AUAAAAAAAAAA

The particles move based on points of mass that we have as our game entities.  The bodies of mass are collected to create planets, and these particles move more and more around you as you grow larger.

(Untitled)

After loosing most of yesterday to an event i had to attend and as always starting way to technical (by implementing a 3d sprite editor first…), I’m mostly where i want to be as far as the “graphics engine” is concerned. Now I should probably add some gameplay.

Tiny cuboid planet

My first LD!

 

I’ve uploaded a binary distribution for testing purposes. I will continue working on it.

Controls:

Movement–left,right,up,down

Weapons–left shift to cycle weapons, space to fire

http://dl.dropbox.com/u/74952227/tinyspacefoos.zip

Problems:

GUI doesn’t work because I can’t get it to work alongside the compositor framework. :(

Made using Python-Ogre

Source code:

http://code.google.com/p/tinyspacefoos/

 

day 2 – behind but looking good

so its the end of day 2. heres some code and what 1 of the worlds will look like (thanks to @justjarrodyo)

 i might get up  round 5 and continue, will work after school anyway and finish this thing of all i need to now is chuck in the levels (plus code them) add a diary , rewards , credit and help wow i am behind oh will ill still do it

 

btw here is the full code so far

import flash.events.MouseEvent;

//at start
stop();
var $hasitbeen:String;

//vars
if ($hasitbeen != “yup”) {
var $lastworld:Number = 0;
var $currentS:Number = 0;
var $totalS:Number = 0;
var $credits:Number = 0;
var $karmaLV:Number = 0;
var $karmaTP:Number = 0;
$hasitbeen = “yup”;
};
var $slavePrice:Number = Math.ceil(((Math.random() * 10) + 5));

//displayinboxes
txt_trade.text = String($slavePrice);
txt_release.text = String(“10”);
txt_survivors.text = String($currentS);
txt_credits.text = String($credits);
txt_karmaLv.text = String($karmaLV);
txt_karmaTp.text = String($karmaTP);
//cons
//evt listeners
btn_newWorld.addEventListener(MouseEvent.CLICK, newWorld);
btn_tradeS.addEventListener(MouseEvent.CLICK, tradeS);
btn_releaseS.addEventListener(MouseEvent.CLICK, releaseS);
btn_diary.addEventListener(MouseEvent.CLICK, diary);
btn_rewards.addEventListener(MouseEvent.CLICK, rewards);
btn_help.addEventListener(MouseEvent.CLICK, help);
btn_credits.addEventListener(MouseEvent.CLICK, credits);

//functions
function newWorld(evt:MouseEvent):void{

};
function tradeS(evt:MouseEvent):void{
if ($currentS > 0) {
$currentS = $currentS – 1;
$credits = $credits + $slavePrice;
$karmaLV = $karmaLV + 1;
$karmaTP = $karmaTP – 1;
trace($currentS);
trace($credits);

txt_trade.text = String($slavePrice);
txt_release.text = String(“10”);
txt_survivors.text = String($currentS);
txt_credits.text = String($credits);
txt_karmaLv.text = String($karmaLV);
txt_karmaTp.text = String($karmaTP);
}

};
function releaseS(evt:MouseEvent):void{
if ($currentS > 0) {
$currentS = $currentS -1;
$credits = $credits + 10;
$karmaLV = $karmaLV + 1;
$karmaTP = $karmaTP + 1;
trace($currentS);
trace($credits);

txt_trade.text = String($slavePrice);
txt_release.text = String(“10”);
txt_survivors.text = String($currentS);
txt_credits.text = String($credits);
txt_karmaLv.text = String($karmaLV);
txt_karmaTp.text = String($karmaTP);
}
};
function diary(evt:MouseEvent):void{

};
function rewards(evt:MouseEvent):void{

};
function help(evt:MouseEvent):void{

};
function credits(evt:MouseEvent):void{

};

btw this is my first as3 game 😛 thanks for reding

 

A world under attack

Got some music and sound in. Now I will work on the space command mode (!).

So much done, so much left.

I may have bitten off more than I can chew…

I’m going to bed now. Here’s a picture of what I’ve accomplished so far. I’m more or less done with gameplay mechanics, but I still have a large amount of content to go before I can claim the game is finished. Aiee. Cross your fingers for me.

Planetship!

Damn I’m tired… but I got some decent results! My entry is “Planetship” where you’re a ship that was made from the wreckage of Earth trying to find a suitable planet to colonize.

Stuff

If anyone is interested in trying it out the latest build is here: http://ninjarobot.com/demos/planetShip03.zip

The music is placeholder, I’m using “It’s Very Sunny” by Casino vs. Japan. WASD move / mouselook for input. The rings on the edge of the system are warp gates, they randomize everything when you pass through them. Click the planets to scan (WIP) or launch crew ship. Whew alright, back to it! Rock on everybody!

Music!

Had a motif idea earlier tonight and now I’ve finished the main menu theme and the upgrade ditty!

Just gonna say one thing: adding music to the game just instantly makes it seem 10 times more polished…I even have the music stop and then fade back in when you get an upgrade!  how about that? :)

Progress!

Only a screenshot, not a long post because I’m hungry! 😀

 

Final day checklist

Today is going to be all about adding the ending “cutscreen”, and polish.

And, of course, sound and music. We’ll see how it goes.

Finished

 

You are a program in a computer. Survive!

 

My game is now finished.

In “Down”, you are a good informatic program which tries to defend his daddy CPU against viruses.

I’m very happy to have contributed to the Ludum Dare. It was my very first participation, and it was a very good experience. Making a game in 48 hours (well, a bit less) is very excit
ing and I learnt many thing during these 2 days. For sur, I’ll be there for the next Ludum Dare(s).

 

 

I hope you will like my game! Here is the link:

http://thomasderego.alwaysdata.net/Jeux/LudumDare/Jeu%20Ludum%20Dare.html

Thanks to the creators of the Ludum Dare and thanks to all of the participants. Please, keep making games :)

Thomas

Build 7

Seven builds already?! :O

img
Download build 7

New graphics, bugs fixed, HUD now shows number of light pads that have to be visited. Also, there’s now a chance of getting another life when you kill enemies.

I’m not good at balancing, so let me know if the game’s good with difficulty :)

Toasty

My game involves hopping around from tiny planet to tiny planet. Might as well add a sun to the mix! Get too close and you get burnt to a crisp..

I was in… And now out….

Well,  after only getting a non-constructive 40 minutes of dev time this weekend, and having only got some tiles, a map and a window working in a meagre 65 odd lines of code – I can say with some degree of certainty that I will have to miss out on my entry to LD23. Not a nice decision to make, but one I don’t think I can avoid.

 

See you all for LD24 then :)

My game! :D

I finished my game yesterday because i need to do some other stuff today so here is the link to my entry if you want to play it: Link to the game and here is the link to my timelapse video on youtube: Timelapse video

Mini-Worlds and Monocles: Day Two begins

I realise it actually ‘began’ about 10 hours ago, but I just woke up, so it’s still the morning, because I said so.

Anyway, I’ve got a playable build for you. Check it out here. Feedback, bug reports, compliments etc welcome in the comments.

Lots to do today, so now I’m going to stop writing a blog post and go, y’know, make a game.

Good luck everyone!

Tags: ld23, zed

Comments

22. Apr 2012 · 10:16 UTC
Found a bug! It’s possible to get stuck bouncing off from an enemy is the nemy is in a screen-corner (like in level 2, upper left side)

A sense of urgency

To keep the game mechanics as simple as possible, I decided to focus on the puzzle aspect of getting around a solar system without any thrusters (jump and see where gravity takes you!). To make it more interesting and challenging, I added a timer—a limited oxygen supply. So, in addition to getting burnt to a crisp by the sun, you can now suffocate! Yeah!

Play the game here or check out the code on GitHub

Comments

AirRider3
22. Apr 2012 · 10:46 UTC
I love it! Thumbs up for non-platformer games! (Seriously, there are way too many!)

Unity3d ScreenEffects class

Greetings!

If  you are like me, and leaving the UI until the end, chances are you might find this useful, its a simple Singleton that will flash or fade in a texture. Its quite rough tho!

Here is the class:

 

//ScreenEffects.cs

using UnityEngine;
using System.Collections;

public class ScreenEffects : MonoBehaviour {

private static ScreenEffects m_Instance;

private static int curr_Effect;

private static float speed=1;

public static ScreenEffects Instance
{
get
{
if(m_Instance == null)
{
m_Instance = GameObject.FindObjectOfType(typeof(ScreenEffects)) as ScreenEffects;
if(m_Instance == null)
{
m_Instance = new GameObject(“ScreenEffectsObject”).AddComponent<ScreenEffects>();

}
}
return m_Instance;
}
}

private GameObject GUItextureObject;

void Awake () {
GUItextureObject = new GameObject(“GUItextureObject”);
GUItextureObject.AddComponent<GUITexture>();
}

public void FlashTexture (Texture textureToFlash,float Speed) {

speed=Speed;

curr_Effect=1;

GUItextureObject.guiTexture.texture=textureToFlash;

Color colorVar = GUItextureObject.guiTexture.color;
colorVar.a = 1f;
GUItextureObject.guiTexture.color = colorVar;

Rect inset = GUItextureObject.guiTexture.pixelInset;
inset.x=400;
inset.y=225;
inset.width=2000;
inset.height=2000;
GUItextureObject.guiTexture.pixelInset = inset;

}

public void FlashTextureMouse (Texture textureToFlash) {
curr_Effect=1;

GUItextureObject.guiTexture.texture=textureToFlash;

Color colorVar = GUItextureObject.guiTexture.color;
colorVar.a = 1f;
GUItextureObject.guiTexture.color = colorVar;

Rect inset = GUItextureObject.guiTexture.pixelInset;
inset.x=Input.mousePosition.x;
inset.y=Input.mousePosition.y;
GUItextureObject.guiTexture.pixelInset = inset;

}

public void FadeTextureIn (Texture textureToFlash,float Speed) {

speed=Speed;

curr_Effect=2;

GUItextureObject.guiTexture.texture=textureToFlash;

Color colorVar = GUItextureObject.guiTexture.color;
colorVar.a = 0f;
GUItextureObject.guiTexture.color = colorVar;

Rect inset = GUItextureObject.guiTexture.pixelInset;
inset.x=400;
inset.y=225;
inset.width=2000;
inset.height=2000;
GUItextureObject.guiTexture.pixelInset = inset;

}

void Update () {

if(curr_Effect==1)
{ if(GUItextureObject.guiTexture.color.a>0)
{
Color colorVar = GUItextureObject.guiTexture.color;
colorVar.a -= 0.01f*speed;
GUItextureObject.guiTexture.color = colorVar;
}
}
else if(curr_Effect==2)
{
if(GUItextureObject.guiTexture.color.a<1)
{Color colorVar = GUItextureObject.guiTexture.color;
colorVar.a += 0.01f*speed;
GUItextureObject.guiTexture.color = colorVar;
}
}

}
}

 

 

PD: Is there a way to insert code format in here?

 

 

 

 

Tiny World

Tiny world was the theme proposed, and after more that a day I don’t have a clear idea of where to go with it.

I was thinking on making an overhead shooter in a small world, but there is something incomplete there. Anyway there is a desk shot as of now:

Arrrg

Almost 5am local time. I’m quitting for the night. Theres a chance I will be able to wake up in the morning and attack this. What I have now is shamefully broken!

 

So far:

– very little luck coming up with idea I could get behind on day 0, instead pixelled a bunch of art

– spent morning of day 1 plotting an idea, a bit too large in scope but was compelling enough to work for so started it

– lost a lot of day 1 to misc things, local indie meetup, GF, diablo III

– large amount of time sunk into figuring out cocos2dx and getting my brain wrapped around the workflow

 

Yarrg!

Assembly help needed!

I call a subroutine and the RTS isn’t returning to the correct location. I’m not using the stack so nothing modifies the return address… I’m stuck with this for 2 hours now.

Please help if you have any guesses! Thx!

Tags: 2600, atarti, help, stella, vcs

Comments

22. Apr 2012 · 10:19 UTC
Problem solved but I don’t know how. I just replaced the subroutine and it works…

A tiny entry

Just a few hours available for this LD, so that’s it for my tiny entry.

Tiny Quest screenshot

Enjoy :)

4

This entry was posted on Sunday, April 22nd, 2012 at 9:59 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.

Done and Submitted

It’s 3am and I have work in the morning :(

SFX and music done. All the graphics done (see some below).

Hope everyone enjoys playing it :)

 

Watch Out for the Army Planes – they’ll get ya!

The Jeep’s are on patrol and pack a punch with their rockets!

 

Submission Link:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4849

 

11

This entry was posted on Sunday, April 22nd, 2012 at 10:00 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.

(Untitled)

Finally got something playable, the game still has no name and the gameplay needs a lot of polish.
Here’s the tittle screen:
title
and here’s some screenshots:
screenshot
screenshot
screenshot
screenshot
screenshot

Update time

NomNomPlanet is coming along nicely, I’ve now got multiple enemy types, different weapons plus upgrades for them.  Basic audio support is in along with a title screen, result screen and restart button.

Just need some kind of scoring mechanic and lots of polish and I’ll be there.

Try it out: http://dl.dropbox.com/u/73441159/NomNomPlanet_v3.zip

Kitty time

Kitty petting break!

This is Zelda the kitten. She wants me to stop doing work and start petting her.

Well okay.

Day two…

Ok so didnt get much done yesterday, as it was my friends Birthday, but i managed to get my main characters animation walk cycle drawn up in flash. My laptop is well and truly struggling with flash tho it’s taking me around 3 seconds to switch between frames which makes even the simpest animations a nightmare! I’m sat in starbucks now working on the Unit Tester enemies which are much simpler and hopefully by the time i get home i will have a few more of the graphics worked in.  I’m still not confident with my ideas for programming related minigame challenges with the remaining tiem i’ve got so i might just make the mechanics moree to do with collecting bits of the computer and just avoiding unit tests!  I’m pretty hungover today (last night was 50p for shots D:) and i’ve had about 8 hours sleep in the last 48 hours so this is gonne be tough! I leave you with the star of my game Buug!

 

Day 1.5 recap

We’re currently 35 hours in and have some decent progress to show. I got a full player movement and collision system working using arcs to define platforms and walls. You can now run and jump around the level, and the ‘camera’ follows you.

Here’s a screenshot of what the game looks like now, complete with debugging info on collision arcs and background tiles:

I figured out a workaround to the issue I posted about earlier thanks to the help of some twitter buddies. Thank you also to everyone in the LD community who chimed in. I am splitting arcs that cross the polar axis into two arcs, and everything works fine so far. You can see the seam of the axis, i.e. 0 degrees, and the arcs that cross it have been split in twain.

I thought you all might be interested to see how we made this level and translated it into code, so here is a screenshot of that process in action:

Daniel designed a level on paper using a compass, and scanned it in so he could paint it in Photoshop. He then sent me the image, which I measured using a handy screen protractor (which doesn’t have a setting to measure angles clockwise, WTF!) and entered into the giant blob of setup code that is our one and only level. I worked out a function that adds a ring segment based on its start and stop angles and ‘valence’, i.e. what level it’s on. It figures out the maximum and minimum radius of each arc segment based on the even spacing that Daniel set up in his design. So that has sped up the process quite a bit. You could say that without it, the process of making levels would be too protracted. Ba-dum psshhhh.

Now, for some technical rambling…

I’ve been having some pretty disheartening performance issues in Processing.  It’s a prototyping tool that excels at real-time procedural graphics – it doesn’t do so well when you expect it to be blitting bitmaps to the screen at 30 FPS. As soon as I threw in some background art, the framerate dropped significantly. I tried reducing the size of the art and scaling it up in-engine but the exact same issue persisted. In a hail-mary attempt, I rolled back from the Processing 2 beta to Processing 1.5.1 so I could try the now-deprecated P2D renderer. And what do you know, it performed way better than the Processing 2 2D renderer, Java2D!

Unfortunately, since the level is laid out in polar coordinates, it’s a pain in the ass to line up raster graphics since they are all rectangles. Also, my jam partner Daniel requested that we use raster graphics so he can paint them in Photoshop.

What this amounts to, for a 1024 x 768 game like ours, is a level that is 6144 x 6144. And we can’t build platforms out of standard square tiles since the entire level is curved. So we split the image up into 1024 x 1024 slices and tiled them in-engine in the hopes that we might save on performance somewhat, since I can cull tiles if they are out of the camera’s view. This doesn’t seem to be helping a ton.

Also, the image loading needs some tuning. I was loading everything at runtime but the load time for the game was awful that way. So I switched to asynchronous loading on an as-needed basis, but now I’ve created a thundering herd, each thread requesting a 1024×1024 image from disk at once! And there are 18 of these during launch to load the images at and around the player. I think I’ll need to throw these image load requests into some sort of prioritized queue so I can throttle them. I also need to make the game update steps independent of framerate.

So overall, perf is in pretty bad shape now, and I’m apprehensive about what things will be like once we start adding animated sprites for the player and enemies. Also, it appears as if the P2D renderer may have a really bad memory leak, my swap file grew to 8 GB when I was testing the game! Bleaahhh…

I’d like to learn openFrameworks for my next game, maybe I can optimize the rendering better. There remains the option of me trying to implement my own renderer on top of Processing’s P3D (OpenGL) renderer but god knows if that will help at all.

There’s a ton of stuff to do tomorrow. i.e. turn this movement/art prototype into a game!

Good luck, and rest well, fellow jammers!

Tags: performance, polar coordinates, processing

It’s coming along well.

So, turns out I’m definitely getting something done this time. I’m pretty far now, and am pretty happy with where it’s heading.

Please ignore the horrible placeholder coloured squares and 2-second hand-drawn icons.

The basic concept is you play as a race of people living on an asteroid belt. While you manage to survive, the lack of natural resources and the small asteroids make for poor living conditions. You look towards a habitable planet in your solar system, where you can settle.
Your aim is to build a spaceship and fly there, however, to be successful you will need to build your spaceship from resources scattered across asteroids, clear a path through the asteroids for it, and aim it correctly.
Asteroids contain a number of resources. Your home planet contains no resources, as they have been consumed by past generations of your people. All that remains is the rocket pad you have built. Other asteroids contain a variety of resources.

Let there be sound!

I added sound to IPSA. They’re just a few basic sound effects made with SFXR, but it adds to the experience.

I think I’m going to do a basic background track for it sometime today. Then maybe change the end of the game from a pop-up to a screen of some sort (well, two, one for winning, one for losing), and then it should be done.

I also fixed one of the most embarrassing side-effects of copy-pasting similar code. Not paying attention to variable names. >.>

Download.

Welcome player interaction – Update #4

Here I am on day 2. Has been a couple of hours now and I have some player interaction implemented.

Still way to go… a lot of missing behaviors and graphics. I’m afraid there won’t be any time for balancing or proper polishing :(

tingling the senses

With a push in the right direction from my mate, I was able to get sounds to play in gosu

I was readying the excuse that the sound at a microscopic level would be inaudible to the human ear; I’m glad I don’t have to use that excuse!

The sounds are trivial, using a free sound source website, but they do the trick.

only 12 hours to go (giving time for “polish” / taking into account I’m probably going to pass out soon..)

the game’s coming along nicely, I’ve got some quick dirty algorithms to give the appearance of microscopic biology for the two different bacteria:

Jetpack Pixel is born!!

After 15 hours of work, I have a test build available :)

For the little story this game is made with Processing and has no pixel art at all. I used only primitive rect, circle and quads to make it. Funny thing that the main character is a pixel 😉

I just lost 2 hours (so I’m at 17 hours actually) trying to publish a Java applet but it doesn’t seem to work. Getting frustrated.. However the game can be tested in the executable jar form here. Any feedback is of course greatly appreciated.

It is a single mouse button game. Press the mouse button to fire the jetpack. Watch out your fuel level. Touch the ground/building top to refill.

screenshot 15h

Still on the list:
-figure out how to make Applet deployment work (any help appreciated!!)
-title screen
-music (planning to generate sounds with sfxr and then used them to create some chip tune loops using Fruity Loops)
-balancing

And only 13 hours to go aarrggg..!!

Comments

jlauener
22. Apr 2012 · 11:14 UTC
Thx a lot Evgis!!

Yummy…

Just had breakfast with my friends who are all participating in the competition with their own games.

Nothing left to say, bye!

I’m Fine !

A wild menu appears !

And new other things :

-A timer, faster when you have more electrons. At 0, it’s the end of the play, and you can see your score and other stuff.

-The antimatter monster eat 10 of your electrons, and give you (number of your electrons before lunch-10)*2 + 10. So if you have 14 electrons, he gives you 18, you see ? It to make the player try to collect maximum number of electron. But more you have electrons, more the game is hard ! (I’m going to code that).

-The PROTO ! http://www.mediafire.com/?oikd2uubmh77u31

 

It’s maybe a bit hard, but you must find the way to play…Be carefull, hit and run and all !

 

Ok I’m hungry now, time to eat for me too !

 

Follow me eating here : http://www.livestream.com/lionshouse

made small modification

 

added w and s keys to increase /decrease speed.

 

It’s kind of entertaining to chase those projectiles you fire; watching them orbit a bit and fall back to the ground.

 

http://dl.dropbox.com/u/74952227/tinyspacefoos.zip

This is my first LD entry, I’m happy.

 

 

Second prototype for tiny world travel

The second game prototype, in this moment i was thinking in several world with multitouch support, but i consider it is more fun to have more minigames, transitions and more action, so i set #houses later, but first take a look at the video:
http://yfrog.com/3tcm0z

At this point all the graphics are done, some procedural graphics were done after and then i added the second minigame.

Tags: arcade game, game logic, game prototype, space game, think game, tiny world, tiny-world-travel, touch game

New build: Gardening! Dynamic music! Volcanic destruction!


Bam!
So, huge increase in filesize, because I’ve added a lot of music. But there’s stuff to do now, if not actually a goal yet.
Arrow keys to move, Z to jump, X to pick up or drop blocks, hold X and release to slam a block into something. Break leaves to get seeds, plant seeds to get trees, smash trees into the volcano to get nothing. Stuff happens at dawn (though you can force a “dawn” using space for debug purposes).

The guns backfire

I cant seem to get a decent result from my ships guns- if I was using a different driving mechanic then yeah it could work, but as is it seems impossible.

At this rate I may just release bumper spaceships.

Day Cicles

The sun rounds the world to make the daycicles posible:

Dusk:

Dawn:

 

Late lunch!

Finally, something to eat!

Okay, so the list of chemical compounds that player can obtain is pretty long (even alkanes up to butane)! Currently I’m working on sounds, but there’s a lot more to do, so not much time for eating and stuff!

You can test current version here. Any feedback appreciated! It’s still more a demo than a game, but I can see the end. I think.

Tags: foodphoto, playable

Finally happy with my gravity :D

The orbits are like that due to the one not moving being MASSIVE in weight and that the one going diagonal is making the other one do an 8, they have now just made orbits xD but one has gone back on its self due to stuff idk IT WORKS GOOD ENOUGH FOR ME!

Dungeons & Rodents

I’ve beaten all the bugs and made a dungeon minigame!

It’s played with map covered with fog of war (yes, this time it’s a war) just like a minesweeper. And there are kittens. Not too much, but you can stroke them!

I’m in

Better late then never. Because I do not have much time left I’m likely to participate only in the jam. I will use Ruby and Gosu and I will test out an entity-framework I wrote last week, following the great tutorial of Richard Lord. You can download it here, just to abide by the rules. I do not recommend anyone to use it, because it is kind of the first piece of software I wrote in Ruby, lacking testing and proper error handling.

Have fun, everyone!

Tags: Entity-Framework, gosu, ruby

We’re Going on a Holiday!

Okay, so it’s been radio-silence so far, but not deliberately. For LD48 23 I’m working on a Jam entry with one of my buddies.

We’re building a quirky adventure game using AGS, and we’re pretty happy with how it’s going so far!

It’s a cautionary tale of science-gone-awry in the future. Failing that, a convincing argument against family holidays.

All done!

Successfully completed and submitted my entry with 12 hours to spare!

As I mentioned earlier, I was incredibly short on time this weekend, and had to whip this game up in 11 hours. Combined with the fact that the engine was built from scratch in pure Java (the only library I used was JLayer, for the playing of mp3 files), the quality is a little poor. However, it’s perfectly playable, so that’s something I’m proud of.

LD23 has been a great experience, and definitely one I’ll be able to learn from for LD24. But I’ll discuss that in a proper post-mortem tomorrow.

Good luck to everyone else who’s still going – push hard for these last 12 hours!

Dawn of the “second” day

Whew… It’s 13 o’clock here, and everybody is still asleep. I the only one awake, but I went to bed earlier than them. We are working heavily in the art. We have all the gameplay coded. We just need the art, the sound and to design the levels.

Yesterday we had a bit of a discussion and finally decided on the game experince that we want. The game remains the same, but some code and some art created will not be used.

I’m finding out that I can do sprite art if really needed. Our artist is back, and we seem to be working in a steady pace. I really believe we can have the game built today, leaving us with polish and some other goodies for tomorrow.

I’ll leave you with some of the art that I made that will not be in the game. Have a tank!

#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 */ TankBase TankTop TankBullet

The images are not cropped because we needed them this way.

 

Good Luck

Vasco Correia – Quinas Studios

Block types

switching between block types, occupying and freeing resources now works, kind of.
I coded it so fast I barely know how it works myself. So I will take a break
and go bug hunting to make sure the numbers even out. After that I will start implementing the functionality of each block type, add increasing difficulty, some simple goals, and all will be done. Sounds easy, but I doubt it will turn out that way.

blocks!

Lunch break

This morning I worked on the IA and the result begin to be convincing. This afternoon I’ll spent the most of my time on the balance. I have to tweak the strength evolution of the units, the relative gains… And also make a tutorial. But I think I’ll finish on time.

The current version of the game is still playable here

P.S: I forgot to upload the last version xD

Comments

jim3wg
22. Apr 2012 · 11:06 UTC
J’aime bien ..

Third prototype for tiny world travel

Look out, here you have the third and final prototype of the game,
http://yfrog.com/5r6vtz
you can see in the video, it contains procedural sounds and the selected char can “collect” other characters in the same “road” line that ends up in the house of the planet.
Here, i start drawing the current level of the house, so you can know it :)
In the next video I’ll show you the full version of the game

Tags: game prototype, juaxix, prototype, space game, tiny, tiny world, tiny-world-travel, touch game, world, xixgames

update #5 tiny hungry planet

this will be my last update before finishing the jam, I’m nearly done now, just tidying up a few things and adding in some tracking stuff before submitting.

I’ve added in sound effects, music that I made very quickly late last night in garage band, menu and game over screens and some extra effects.

I hope no one turns off the game based on the music alone, I dont really make music so i just dragged some loops around in garage band until it sounded alright.

Im still keeping quite simplistic with the graphics, just lots of glowy things and 80’s styled titles rather than throwing lots of graphics at the screen, the game doesnt really need it and I feel that its easy to understand what’s going on as is.

Oh, I want to add in some powerups, that’ll be simple enough to add in though.

No playable version this time, you’ll just have to wait till i reveal the whole thing as it’s nearly there now anyway.

Something has Gone Wrong

So here I am. It’s Sunday and nothing got done. I partnered with someone on IRC (you know who you are) and he spent the whole day getting his toolchain together. I’m going to dump that idea for the sake of my emotional well-being.

So I have plan b, which I’ll talk more about later.

Rule 0: Delivar

– Henry

Getting there (breaking radio silence)

I’ve been maintaining radio silence for a few reasons

  • I want to concentrate on writing the game
  • If I’m not concentrating on writing the game, I want to be eating or watching DVDs
  • I’m trying to relax

I’ve probably spent about half of the weekend working on Ludum Dare, and the other half watching Star Trek and stuffing my face :-)

I’m creating an HTML5 Canvas game, and focusing on effects and having a little bit of fun (with a bit of an obvious bullet-hell type thing)

 

It looks pretty cool, and given I have 12 hours to complete it I’m fairly confident that with MOAR effects and MOAR power-ups this could actually be a fun game to play.

Bug Smashing – 2pm EST

With all of this spare time, I’m working on trying to fix an annoying (but minor bug).

More news soon.

TAKEN OUT.

Just like that.

5

This entry was posted on Sunday, April 22nd, 2012 at 10:58 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.

-12 hours

Getting there. Getting there.

Most of the programming is out of the way. On the todo list:

– mapping
– victory condition (depends on map)
– story (intro)

But first a small break.

http://milkedeek.wordpress.com/ for more pictures and stuff.

Post-lunch update

I spent the morning recording all sorts of sounds and making a music track for the game so it’s no longer silent. Just two things left to do now: 1.) Do a decent end screen. 2.) (ssh! it’s a secret!).

Wrapping up day two

Well, it’s the end of day two for me. Since my last post, I’ve made the game easier, mainly by adding a second chance system. I’ve also added a version of the enemy with green eyes, instead of red ones.

Once again, you test the game here: http://nova-fusion.com/games/rock-n-slash/game.swf

And I’ll just post the last screenshot here. XD

This is the same as the last screenshot I posted

Spermatozoon vs. Zombies – tiny world defense

Only the best spermatozoon is stay alive after spermatozoons marathon. Every others spermatozoons must die. But, death is just a beginning!

Best spermatozoon must protect his tiny world. He will fight against nasty undead spermatozoons!

Genere: Tower Defence

 

Gameplay: Shooting undead spermatozoons. Keep an eye on charger, weapon is automatically slowly reload. Don’t waste the bullits. Also, combo-shoots is accelerate reloading process.

here is the prototype:  http://dl.dropbox.com/u/65541665/Spermatozoon%20vs.%20Zombies.swf

2

This entry was posted on Sunday, April 22nd, 2012 at 11:17 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.

GRIDiots: time to make it!

Hello. I’m working on this piece of tris and that’s what I want to show you:

It’s a survival game where you “craft” stuff by placing it on the floor in right order. It’s a game about internal GPU world, and this one is highly advanced GPU – it’s water cooled!

I’ll make some creatures (gridiots) soon.