Latest version
You can test online at http://game10.us.to/game.html (HTML5)
You can test online at http://game10.us.to/game.html (HTML5)
So there’s Stubbs on a cloudy staircase to heaven. I dropped his bag of gold down through the clouds by an accident here so it’s not present. The puffy white things look better in-game as they jitter around in a trippy fashion.
That should be it for Saturday. Time to sleep and then tomorrow… finish it. Maybe I’ll get some friends together and make a theme song. That’s allowed, right?
Lighting is important for my game, so I need an LOS algorithm. Unfortunately my attempt to implement Bresenham’s is not working on the Y axis for unknown reasons, and KineticJS and its lack of (clearly documented) layer blending is not helping me debug it. I think I’m going to have to switch to another one.
Here’s a screenshot anyway. As you can see, the ‘lighting’ layer is completely obscuring the placeholder player graphic as I’m unable to tweak its opacity.
Another argument in favor of learning your tools before LD starts, I guess.
Tags: journal
Its coming together slowly, added doors to the other floors, also created some feedback for the user in the form of floating text. And most important! You are now able to steal stuff from the house! Even the great goat painting
I must say, with every line of code i write, i start liking the Axel game framework more ![]()
My friend/artist August is doing the jam with me this weekend, and we’re working on a supervilian themed isometric puzzler where you send your (seemingly infinite) minions into the level to do your bidding (ie, steal stuff to make a doomsday device).
This menu screen may have been the first thing done:

After that, I mostly worked on geting isometric coordinates from x,y pixel coordinates. Here is our latest game screen mockup:
There’s a lot left, and it’s not playable yet. Hopefully tomorrow.

Time for a journal post!
My first day didn’t go that excellent! I was originally going to make a ninja turtles-ish beat them up, but I produced some code that quickly turned into the World Wide Web before I could even put meatballs and Parmesan cheese on it!
After talking a very comfortable 18 hour break, I came back stronger and started on a completely new idea (to me)– A non-action game! My tools had to change a bit, I found that I like LMMS more than pxtone or Milky Tracker, but to make the songs loop I had to manually cut them in Audacity.
I ended up going with LÖVE, but now I have to write an interactive story, which I have never done before. I plan on making the player and the characters around the player evolve based on the player’s actions with some invisible stats. You can play a small demo with none of that cool stuff, except for the AWESOME art I have right now, and the ROCKIN’ music! It is VERY short.
You will need to install LÖVE to play this game! It is available at https://love2d.org/

Work in Progress!
Be sure to watch for this friend in the final version!
Everything turned out fine last night. I got all the mechanics for the game done and all the graphics more or less finished. I can now safely spend my last 14 hours on the level, sounds and testing.
Have another screenshot:

We’ll see how them hours will turn out. I do feel kinda crap after my lack of sleep and food. Note to self: Eat more!
Finally I found why my jumps bug sometime x) :

I have a title now, R.B. A. You’ll find out what it stands for later. today is always where I draw the line for adding new features, so I’m declaring the game feature complete. Tomorrow I work on sounds, music, and art to replace the placeholders. There are also a few GUI effects that I want to get in, and some balancing still needs to happen. right now, I cannot even beat the game on the hard difficulty.
Today I live streamed as well. the first streaming went from 1:48 pm to 4:30 pm PST, can be watched on YouTube.
The second stream went from 6:42 pm to 9:50 pm and ending in a rage induced bugfest.
The only thing that has been done off camera was some bug fixing after the Day 2 part 2 stream. I just really wanted to have it done and ready for finish line tomorrow. So I’m off to sleep, and plan to get sound, music, and some new graphics tomorrow.
I finally figured out what went wrong. Evidently, any class which extends FlxState MUST override the create() function, or weird things happen. I have no idea why this would lead to the default camera not being instantiated, but that is what was happening. In any case, the problem is solved.
Unfortunately, losing 25% of one’s time to a single project is pretty devastating, particularly when 30% of it is already lost to sleeping. I’m still not very optimistic about finishing in time, but I am feeling better about the experience in general. I’ll keep working toward getting a playable game together before time runs out, but I’m going to focus a bit more on creating an extendable library that I might be able to use next time. Finish or no, I’ve still gained a lot in a short amount of time.
So I graduated today. Im really excited I ve been celebrating with drinking all day so I wont actually start till Tomorrow. But I think I have centered in on what the game will be. It will be frogger but you control the cars instead of the frog. BOOM your the villain. Simple and elegant. Ok I’m drunk time for krispy cream donuts and bed.

Many necessary random features have been added. Some of them are not shown here.
Well, ive added goats(which, naturally, are indestructible), and fixed bugs, and other stuff. Heres some pics:

Levels are being renovated. Have another sandbox level: HERE
Right click to select buttons
Left click/hold to place
People die from burning and drowning.
water+lava=steam
lava+water=obsidian
The other block kin the screen isn’t actually placeable, i was just showing it off.

Some things came up and I haven’t been able to work on my project for the last 24 hours. I’m just going to scrap my project (possibly putting on the back burner post compo), but I look forward to participating again sometime!

Probably should spend more time making a game, that ya know, you can play rather than a title screen.
People Like Grapes
Link to image: http://puu.sh/1Bto5 – this thing seems to have a VERY HARD TIME setting image dimensions
Taking a snack break. My arse is killing me, and I’ve been sitting on a pillow for the last 8 hours.
All the difficult parts for my entry are done (engine is 90% done). Will post screenshots once the player UI has been added.
After that, just gotta slap together a title screen, really! Really liking how this is coming along. This has been an absolute blast so far!
…But, just to be safe, I’ll make up for the time I lost sleeping in today by not sleeping tonight.
Lucky for me, work was dead today so I had plenty of time to work on this game. After about a good 4-5 hours fixing this spawning bug, I am working on the moves and the turns. I calculated how long each part of the game is going to take, I know that’s bad because it doesn’t come out what it actually is but anyways. It will take me about a good 9 hours to finish this game. If I don’t finish for the compo then it’s off to the jam… again. Things to finish are: minion moving, AI, menus, and polishing. AI will take the longest. Here is a recent pic of the game.
All of the objects, the Goal, E’s, and Start, are movable by the mouse. It made me almost cry with joy at work when I discovered how easy it was to snap the things to the grid. Well it’s time for bed. It’s late and my head hurts.
P.S. I am sorry for any spelling or grammar errors, I am tired.
I’m a bit exhausted coding all yesterday, so I’m not so productive today (good point of the jam, others are still in good mood
)… And need a little more sleep (or coffee
)
So, the core features are finished, just need some graphics and sounds now. The big point of yesterday was to make something that generate level on start. Well it takes me a lot of time and I needed to simplify my first idea. So the result isn’t exactly what I wanted but no time to fix my problems (maybe for a next game, I really love the generating level stuff
).
Let’s eat now, I’m starving ! (Other good point of the jam, no need to worry about food \o/)
4This entry was posted on Sunday, December 16th, 2012 at 5:58 am and is filed under LD #25. 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.
My game about 2D platformer trope inversion has AI now! The goats can now platform themselves around the map without falling into the spikes very much, and they’ll fearlessly leap at you horns-first if they’re at the right range to hit you with it. The goat AI had lots of bugs, and I spent almost the entire past 8 hours in debugging hell. I’m finally happy with how the goats turned out, and the remaining 18 hours will be spent sleeping, implementing the other two enemy types, adding some sound, and coming up with a name.
I’ve uploaded the new goat-AI version of the game right here. It’s Windows only, but it supports gamepads.
After 6 hours of sleep I ‘m back.
I just realized that I didn’t make post yesterday, so here we go.
Yesterday I made my first real pixel art, pretty happy with it :). I also wrote most of the code. A player controller, message queue, enemies and weapons. Also made a lame workaround for some Unity UI shit.
An (almost) obligatory screenshot:

A link to the latest version (It will be updated during the day):
https://dl.dropbox.com/u/616028/LudumDare25/WebPlayer/WebPlayer.html
Goodluck with your procrastination!
It doesn’t seem like much, but I started with the graphics. Not sure what to do next, but I’ll figure something out.
Also, I spend about 3 hours to get those chains working :/


Hack into all the nodes in a security level’s network (walk up to them and tap the directional key) and you can access the outlink, which transports you to the next level of security. Every level, a new node is added. It goes infinitely, but there’s no real challenge or variation yet.
Hello fellow LD’ers!
I have started working on the polish for my little game, and first thing I got done was this title screen, giving away the name of the game’s protagonist : meet Raoul V.
The in-game interface has also changed quite a bit, and also gives away a bit of information. The game takes place in Paris (really ? ^^; ), in 1914. I’ll leave the exact nature of the goal for later, but know that NPCs are going to transform from blank…
…to things progressively more detailed.
Now, I’m going to add a couple of remaining game mechanics, then get going on the sound, and I hope to be able to revisit both the graphics for the tiles and the level generation.
Tags: screenshot
Realized I was moving fast, but had to put in a solid block of coding, so I did. For about the last 4 1/2 hours were spent without a break, and I’m glad I did. I could see there being another 3-4 hours of work before I can at least call it playable from start to finish. After that… details, and lots of them. I have many ideas to add some humor/depth to it, such as having to kill granny Smith (or butcher the sleeping children prince + princess) to unlock the next floor. I hope everyone is doing well with this! Here’s 2 screenshots to show some looks.
All art is still placeholder art and no monsters have been designed yet! Will I ever complete this game in time?
Hmm that’s a working title.
Here’s how the editor/player looks at end of day one. Now, today, I work on play mode 
And here’s a video of me clicking around in the editor:
After banging my head on the wall for a while, I started trying things at random and fixed the showstopping bug via the sophisticated method of renaming some loop iterators from ‘x’ and ‘y’ to ‘j’ and ‘k’. I guess it was some kind of scope/previously initialized variable issue. Due to the aforementioned lack of layer blending, I doubt I can get the lighting to look any nicer than this, but I’m content with it.
Unfortunately, my game still suffers from two major shortcomings; it has really sluggish controls and it’s not a game. I’m not sure if I have time to fix both, so I’ll focus on the former.
Tags: journal
This game has VOICE ACTING.
It has SO MUCH VOICE ACTING.
I have been writing and recording VO for Agent #2, a sneaky, shifty thief, for the past 3 hours almost.
My sound partner is doing the part of Agent #1, a demolitions expert who is itching to blow something up, for almost the same time.
Considering that your only window into the game is their verbal descriptions of what the Agents see, and what you hear around them in the ambient sounds through the phone, this is all incredibly important. Aside from just a bare phone UI, there really are no graphics.
And, by the way, it’s proving incredibly trippy to hear the ambient sounds change as you direct your agents through the building. This is turning out so much better than I had imagined and we’re still only halfway!
We couldn’t get started till earlier today, so this is our first progress update. The idea is fairly simple and we’re doing the Jam so we’ll have monday to make up for some lost time.
Here’s the idea explained perfectly with my amazing sketch 😉
My good friend and artist extraordinaire, Dtran is working on the characters right now. Here’s his player character:
To be continued…
Aside from a few basic usability things (a title screen, toggling fullscreen/windowed mode), and a few essential cosmetic touches (the sheriff STILL needs a face), I can say that Build-a-Bandit is finished on a basic level! Whew. Of course, the last 17 hours will go towards more polish and adding more fun stuff, a goat, levels, perhaps even another feature or two.
Remember my first screen shot with the blank slider screen? Today it received a major, essential face lift:
I spent most of the morning drawing the face and facial features, and was able to implement them without much trouble. The sliders still need labels, but from the top, they control Hat Size, Mustache Type, and Eye Squinty-ness.
The duel part looks much better too! The menu isn’t great and there’s some graphical glitching and debug numbers, but I’m proud of my tiny General Store!
Now, I’ll work on implementing the rest of my desired features one by one until the competition is over. This has been a really fun experience, and I’m already looking forward to the next Ludum Dare!
So I just went to bed yesterday feeling alright, but that switched a short time thereafter, when I realised my game play sucked. So I was considering a second attempt, but no. I’ll stick to this idea, make it more humorous, and make the game play more challenging.
It’s the end of day one here (well, technically the start of day 2). Only a bit more then 17 hours left, and I’m about to dedicate 8 of them for sleep. I’m pretty far behind, so this may end up being a jam game. Right now what you see is pretty much what’s there. No gameplay at all.
The AI will pilot an oddly shaped ship and you’ll be the end-level boss that the AI has to fight. We’ll see how much of the core mechanic gets in.
Tags: goat
DISAGREEMENT TIME:
Side 1 (Nick): Using the Honours March in every stage was funny at one time, but now is a stale joke and is rather grating on the ears to listen to over and over again for each stage
Side 2 (Duran): Using the Honours March in every stage is a funny joke and the dissonance between level and music strike a funny chord every time listened to. If we were to put different music in a new stage, it would break the pattern established by the past 2 (of 4) levels.
Here is some picture:
Will you help us settle the (silly) disagreement?
…even if it only appears to commend your inability to be stealthy…
If nothing else there’s now another layer of strange on this cake.

Tags: goat
Just need to sort out a decent method of scoring and then it’s polish all the way 😀 Lots of tweaking values, making pretty and music decisions to come…
This’ll be for the jam with a couple friends, working in unity. So far, there’s space police, a couple civilian vehicles, transports, swat ships, and other fun things. You go around wrecking stuff while trying not to get blown up by the law. It’s turning out pretty good, although it still needs a lot of work. Here’s hoping we can finish it up tomorrow!
Hello,
A little later starting today than planned, but not too bad. Goal in the next few hours is to get the pathfinding done for the hero otherwise the game will be dead in the water. Going to be using A* Pathfinding Project for Unity.
Some really great things on here, keep it going! Good luck guys.
Well, it’s sort of playable but not really since you have to know what to do and you can do lots of things that break the game. It also looks terrible and everything is still temp placeholder. It’s not turning out too good this time. But I’m having fun with it and learning a new language so that’s ok.
It’s uploaded at the same link as my last post, but I’m not going to link it because it’s pretty confusing and broken right now. Hopefully I’ll be able to clean it up tomorrow and get it at least playable even it’s not the most fun thing ever.
It’s 9am in Oxford, and I guess I’ve had maybe 5-6 hours of sleep – but am anxious to get underway. I’ve got plenty of enthusiasm for this idea, and hope I get enough done to do it justice.
There are a lot of great ideas taking shape out there, so nice work all! I look forward to seeing your results (:
And with 17 hrs to go! It was a great experience as always. Here’s an action shot:
And you can check the game out here: Preview
Tags: 8-bit, Game Maker Studio
After a lot of work hours (and 1 sleep hour), we start feeling like Dr. Frankenstein! ![]()
We are at 85% of the setup of our components/classes and now that we’re connecting them, they work like we wanted them to!!! \o/
Unfortunately, it’s most likely we will not be able to finish everything by the submission time. We might have about 2 or 3 hours tomorrow, but we’re so tired that we will probably clock out today and just go to work tomorrow. We will finish this one for sure as, even though we will not finish this one and submit on time, we’re very proud of the teamwork we developed (programmers + artists + a “joker” that keeps bugging us not to lose our speed, showing all his support :)). We’re also proud of the technical improvement on foreseeing attributes and methods we want in order to make our objects perform well during the gameplay.
This was a HUGE opportunity to increase our skills and to learn from our mistakes – we were a little greedy when we did our game and level design, plus the story we wanted to tell. Anyway, we’re still working on it and will only stop when our batteries are empty today. That’s probably why we’re gonna clock out today! ![]()
We have no other words to say than “Thank you Ludum Dare” for forcing us to our edge, for making us avoid excuses and try setting up something to be accompplished. We will definitely finish this game, and post the results here when done! ![]()
Regards,
Daniel / Elison / Luiz / Rafael / Rodrigo / Victor
Ah man, I was waiting for this to happen. I’m working on campus so can’t use my beefy home PC, and instead have been relying on my creaky 5+ year old laptop. Formatted especially for this, it still has issues at a hardware level.
I was lucky it didn’t go yesterday to be honest. No work lost however. Keep on!
After getting some sleep I awake to the same problem I had last night… what to name the damn thing…
Unfortunately I won’t be able to work on this from 11am until 5:30am (which starts in two hours time).
My objective is to get a good / reasonable / rubbish name for this game and get the title and credit screens together first.
Then this evening I’ll be rushing about trying to polish the game up as much as possible.
Any ideas for a name for a game involving trolls, plants / flowers and the sun? If it’s a pun, so much the better!
what’s up with all the goats?
is there something I should have read?
if I had known it would be about goats, my main character would have been a goat in stead of a cow
If you have spare time after finishing your game, you could add a goat character (not necessarily main character) or a secret goat bonus or something.EVERYBODY!!!!!!!!!!!!!!!!!
I want to know, did you understand anything or not! I meant how user-friendly (fiendly?) is my game.
If you did, well done! The first one to reach 50 evilness in “Hard” mode will receive a trophy! (My best so far is 47)
I didn’t make the menu or “You win” screen.
As I said before, I’m planning to make a remake of Terry Cavanagh’s game Don’t Look Back, but changing the history. In fact, I’m playing with the idea that the player controls the Slender character —from the popular, silly and scary 3D game Slender, the eight pages.—.
Here’s some sketches (I don’t know if they helps to explain better the idea)
On the other hand, I resolved some nasty bugs of the simple game engine therefore I can concentrate myself the whole morning on the graphic stuff (sprites, backgrounds, credits…). Yesterday I made this… not of my taste (too much detail!)
A build of my game for Ludum Dare #25 has been posted for anybody who is interested. Most of the code is done, but the graphics have not. That (and sound) will be what I will be focusing on tomorrow. Now I am going to have a couple hours of rest so I can actually be productive. Ironically, had I been further along, I’d be staying up and listening to the remainder of the GNC 24 hour podcast. A few hours of sleep can dramatically boost productivity.
As an evil gnome, it is your duty to disrupt the annoyingly happy holiday known as Christmas. After failing to break into the toy shop (see Santa’s Snowball) you decide stealing Santa’s reindeer will prevent Santa from delivering presents so you enter into his corral. Unfortunately the reindeer are hard to deal with so you figure just chasing them out of the corral will do.
Link: http://blazinggames.com/gamejams/ld25/ludumDare25.php
i forgot to represent myself, but its better later then never. So I’m participating in this LD25 and Im serious about finishing it. I already made my engine basics and today i will spend on graphics polishing and sounds. I’m doing on Flash platform, so i use FlashDevelop , some tools for sprite generation, Adobe scout for performance tests. Mostly GraphicGale for graphics. Maybe I will be lucky to do game for Compo , not Jam , because all friends got busy and I was been working alone till today.
Good luck everyone.
It seems my first Ludum Dare has been spent learning new tools; which sucks because my game looks awful, but awesome because I love new tools!
I gave craftyjs a go and really, really like it. It feels like sencha touch for game dev. I can’t wait to use it next LD when I’ve got some experience under my belt.
Aseprite seems much easier than the last time I used it. I made all my tiles too small though, and it would be fair to say my pixel art skills need a bit of work…
And I didn’t even know LMMS existed until yesterday but I had some great fun on it last night. Hopefully I can get some funky music going even if my graphics and gameplay are lacking somewhat.
So overall my game is terrible and I’m having a blast (which is why I feel like a villian!)
Unfortunately I’m out. There was too much going in my family this week. I can’t focus on programming at all this weekend. I tried though.
Good luck to all!
It’s too late, and many things not implemented..
Take it here: https://dl.dropbox.com/u/17815739/proj/ld25/releases/ld25v0.zip
And screenshot, of course:
Tags: ld25, screenshot, test
I can’t even try doing pixel art without feeling like looking into the abyss. I have pixel art anxiety.
Don’t get me started on anything animation.. it’s painful.
This *should* depict the game’s heroine while you being EVIL LASER GOD aka THE MOUNTAIN try to stop her from climbing up to you, trying to deus axe you. I tried to base the character on this awesome Forgotten Realms artwork… LOL … FORGOTTEN REALMS HEROINE
The hell I will endure.
I have lost track of what I’m trying to accomplish here… Maybe I will have better luck finishing up tomorrow. At least I have some sweet parallax going on, PRESS Start!
// holy freaking christ
// hack levels are currently off the charts
public override function collidesRect(rect:Rect):Boolean {
return true;
}
That’s right. It ALWAYS collides with the other rect. NO MATTER WHAT.
This is legit code that is staying in my game.
Believe me, it’s better not to know.
Greetings, my friends. Wallace here again. Now i have a second version of my game to show.
GAME DESIGN AND BALLANCE
Getting a lot of game design ideas to realize how the drill can be stopped by the planet guys, I search results, and with the help of my friend Sharbel i get a idea: You can play as Missile Command. (actually Diogo sayed that idea too, but he thinking about “save the world” theme).
So i started my game/level design/ballance, until I reach something good (not perfect.. yet). Now you can shoot bombs like Missile Command, but you can hit only the kamikases who’s attacking you, not the planet.As the drill will get closer, more and more kamikases will attack, and when they hit you, the drill returns a little and you lost life (the red bar at the top of the screen). So, you have to put the drill in the planet and hang on until all the civilians die to win.
So after do all this stuff I decide to pass to something that i never do before…
SOUND FX.
Sound FX is FUCKING…. GENIUS!!!
That’s something that I wanna learn before… how they made that chiptunes awesome songs… but i have only a comple of hours to learn and do all my sounds. So, I decided to use the tool http://www.bfxr.net/ to make the sound fx. Based on that 8Bit sound, I get the MilkyTracker app and spend all this night (in Brazil it’s 7:30 am and i don’t sleep nothing ) learning how to use the app and making the music. I like the results (for the first music ever).
After put it all my game, i receive a feedback from my girlfriend about a need to How to Play, and a bug. I fix the bug, and now i’m going to bed.
This sunday will be horrible because i have to go to work… AND work. Fucking shit. But at least just need graphics, a start screen and some better ballance.
well, spent all day working on the game. Overall the day went pretty smoothly, i only wanted to rip my hair out one time. So far all the game mechanics are implemented and working. Starting bright and early tomorrow it’ll be time to hop on making some art, as you can tell by the image what i have now is still placeholder art. I’m beginning to feel jealous of the art i’ve been seeing posted here all day, so hopefully tomorrow ill bring something to the table.
Time to admit defeat, I’m not going to make it.
The major reason was I gave myself too much tech to write. In fact, if I’m going to be honest, I prefer tech writing to game writing (I’m not a fan of things like Unity, I think they hide too much away, so you end up learning the tool, not the method). The minor reason is that I wasn’t mad keen on the theme. I had two themes from the final round on my “Please don’t let these win” list, and one of them did. Ah well, better luck next time.
If you’re interested, the concept for “Hell is Other People’s Bullets” was that you would control the enemies in a vertical shmup in a similar manner to an RTS game. Things would be pretty frantic as, of course, the AI-controlled player could one-hit-kill most of your units. The beauty of the idea was that level design was more-or-less not required (however, I can see that seriously affecting the longevity of the game). And naturally the end-of-level boss would be the Enormous Mutant Star Goat from H2G2. 
I got as far as having the player dodge bullets in a reasonably convincing manner, but I wasted too much time finding a bug that turned out to be caused by passing by reference rather than value (showing my Javascript inexperience there). I flat-out won’t have time to finish any graphics or music to my satisfaction, so I think it’s best I leave it while I’ve still got some Sunday left. I shall remember to have less coding to do next time.
However, that’s not to say I didn’t achieve the goal I set myself. I learnt Javascript, and I found a lot of the pitfalls inherent in web programming. I’m going to carry on with this framework for the next LD. I want to sort out proper pixel collision and look more into database access so I can have data files other than textures.
I’m reasonably happy, and now I’m going to do some gardening.
Tags: fail, ld25, postmortem
My computer is freezing, and i have no idea how i am going to finish. My guy is walking through the sides of my program! Graphics is terrible, and shhing all my devices is so confusing! AHHH! This is so unbeliable. Im thinking of entering the jam, but i have school, so people get an advantage on me!lol… i am 11. who cares. *Me* 
I started almost 8 hours ago, and I only have a total of 25 hours to do this LD entry because of prior engagements on Friday/saturday.
About 16 hours left in the compo, and i’m MAYBE 1/3 of the way there. It’s gonna be a close call.
Had literally no time to make decent graphics and won’t be able to do much polish, but this is where I’m at:

Hi there!
This is my first Ludum Dare. I started thursday to write a simple 2d Framework which uses HTML5 and WebGL. But I was not that productive and Friday in the evening I had only a box with textures running (you can find it here).
The contest started for me Saturday at 3am and I decided to just sleep and start later on. One day later, here is the progress on my game:

Features implemented:
– Tilemap
– Texture Atlas with animations
– Simple Collision
– very stupid AI – I need sth like A* for pathfinding but I dont know if I will manage it in time
Greetings
Almost halfway through now and the game is really starting to take shape.
View a longer write-up and description at our dev blog
Which means more time for making a game! 😀
Stream should be up shortly: http://pl.justin.tv/wirtualnosc
Time to eat some cold pizza and get coding!
I left myself a to-do list last night and I want to get cracking through it as I’ve got ideas about sound that I want to explore with all of the spare time I have given the game is already ‘finished’ !! 😀
Oh god.
I’m just (very very) a little late ! But i’m in !
And i will try to make my game in the remaining 15h !
My weapons ? Motivation, C, Curses, and an almost complete idea of story !
Wish me luck n_n
So, I’ve spend almost 6 hours today trying to get the pathfinding working for my PACMAN game, fighting lots of strange code bugs (and one eclipse bug). Then, when I get everything right, I realize that the way I was approaching the problem was fundamentally wrong!
See, I was picking one of the closest pellets, and trying to find a path around the monsters to it. If there was a monster between Pac and the pellet, this algorithm won’t find another closer pellet in the other direction!
In short, whenever pacman sees a monster between him and the pellet he wants, he freezes.
The solution is to instead implement a BFS, returning when I find the first pellet available (should have seen that all along
). But since I’ve spent SO much time tweaking the AI already, I will put this on the backburner, and work a bit on the sound effects (Wakka wakka wakka!), and the graphics. After I’m done with a somewhat more polished look to my game, I will concentrate on the AI again.
Here are the links, if you want to play with dumb pacman:
Tags: bug, pathfinding, prototype, refocus
Sometimes you get those curly bits of logic that seem like they’ll be a massive pain and keep you busy for hours – and sometimes they just start working very quickly!
Again, you can’t see a lot from the screen shot, but the guards now chase the player around the houses without getting stuck on the houses. That may not sound amazing, but it’s certainly very satisfying to get it working (:
I should be back at noon with a complete game.
(Acording to the timer on the top of the screen :))