LD28 December 13–16, 2013

Construct is Mixed Bag

I kinda like it, but then, I haven’t used a whole lot of engines. My partner, who is well versed in Unity freaking hates it. Speaking of my partner, he’s streaming the stuff that he’s doing on twitch. So, that’s where you can up to date updates on what and how we are doing. As always, here’s a link to our github. Now if you’ll excuse me, I need to go and work on our positioning errors.

Comments

LiberalNerdism
22. Feb 2014 · 23:42 UTC
There are a lot of engines for “non-programmers” out there, and I have tried many of them. Personally I like Clickteam Fusion 2.5 and Game Maker the best, but a big thing to consider is what the cost options are for the exporters you will want. In the cost regard Construct 2 is one of the best, you can export your game to most formats for $119.

MRA 0.3.5

I finally added volume sliders and noted that Level 2 is a work in progress.

Got caught in the optimisation trap

I know it’s bad to prematurely or pre-emptively optimise, buuut I was concerned about CPU usage, and it all seemed to stem from drawing routines…

So after a bit of reading around and testing and worrying, I rewrote all the drawing to use a spritebatched tileset image, and it’s now much much more comfortable. hooray!

If I’d been using images in the first place for tiles, I’d probably have done this from the get go, but because this is all solid colours, I thought creating images for them was madness. Turns out I was wrong; at least the images are being created once at runtime each, and only ever sat in memory. Making 32×32 flat coloured squares in Photoshop would have felt really botchy…

obligatory screenshot of progress:

Rooms are now randomly coloured, which I think is nice. Breaks up the monotony. Map view works, for each player. I think it’s rather nice, even if it is just scaling the live render.

Heading to bed now, tomorrow will see fast implementation of mechanics and UI (hopefully). At least I have a plan for those and they shouldn’t be too complex – I knew graphics-y stuff and the procedural thing would be the hard work on this, but I’m pleased with the results!

Comments

rigg.travis
23. Feb 2014 · 04:10 UTC
This looks so pretty.

Experimental Exodus, Screenshot saturday!!

 

 

 

Hello everyone, 2 months ago we joined the jam and had a great time on it. Now, we have finally completed an alpha of an evolution of aour original game.

Experimental Exodus is a 2D Procedurally Generated action-adventure RPG that mixes elements from The Legend of Zelda Series as well as the Souls series (Demons’ Souls, Dark Souls).

On it you will explore a laboratory filled with crazy enemies, dangerous traps and epic Bosses. Find new abilities and gain acces to previously unnaccesible areas. Just remember that the more power you attain, the more frail your humanity will become, acquiring diseases that will try to stop you as well.

Death is non-optional, how many experiments will it take you to reach the end?

Sir Korgi

Danger Room

Finding Secrets

Pantalla_inicio_02

 

Visit us on our facebook page:
https://www.facebook.com/ExperimentalExodus/

Updating the Blag while Cody fixes levels that he needs to push.

I’m genuinely getting worried that I’m posting here too often, but I’m just so happy to be here. I realized that I haven’t been posting screenshots when I totally can. Well, I present to the jury, the good citizens of this fair internet, a picture of one of the main characters, *— jumping up a wall, because that is her special ability.

sss

It’s really hard to show in a picture something like that, but I promise, that’s what is happening.

As always, you can look at our GitHub and our (Cody’s) twitch.

Day 2 Wrap Up

Today was a great day for progress. I finished up the main engine and almost all of the art assets. I also built up a GUI for the control panel. By the end of the day, I got the paint mechanics in, along with half functionality. Wood Blocks burn if you’re coated in fire paint, metal blocks dissolve if you’re wearing acid paint. Soon I’ll have it so that electric paint powers generators and ice paint freezes flame jets.

But what’s a bit of progress without pictures to show it? Here are some screen shots of my crappy little game!

PShP Screen 1      PShP Screenshot 3

PShP Screen 2     PShP Screenshot 4

Tomorrow, I plan to finish up the art, including the logo, and do the sound effects/music. This will give me the rest of the time to polish it and make it more presentable. Once again, I will also be streaming footage of myself working on the content, under the name BETAMANOMEGA on Twitch. I plan on working from 3:30 PM to 5:00 PM, and if nothing comes up, 7:00 PM to 10:00 PM. I invite anyone interested to come watch and comment on my progress, be it good or bad.

-

alone1

Day 3!

Its day 3 already?! Wow, time flys when you’re having fun. Im already done almost everything, so today is builds, putting the source on github, and test play a couple more times. First game jam almost complete!

Multiplayer, 3D and other stuff

Going 3D?

Going 3D?

So, in December, I (with a 3 rookies team) did my very first game, it was Rogue Rush and we finished #95 overall (many, many thanks!). Last month, I tried doing something alone, it was Grab, Check, Inprison -Extra Invasive Edition- which was inspired by Papers, Please and (obviously) Cook, Serv, Delicious! Extra Crispy Edition, but it turned out pretty bad.

In order to learn a few tricks, for my third game (and also third participation to Ludum Dare in a row :D) I wanted to try something new… So I tried to use some 3D (as you can see, my modelling skills need quite an upgrade) and local multiplayer…

From the look of thing, my game should be ready in time, and I can already announce that it’s both stupid and fun :3

My game might not get done in time

Im making a platformer and it was over ambitious and I dont think I will get it done by the end of today. If it doesnt get done in time I will keep working on it and post it on GameJolt when its finished.

Gaming Cockroach is out.

Here we are, Gaming Cockroach is out!

Title

This is my third game and third entry to the Ludum Dare in a row :3

Gaming Cockroach is a serious game depicting how hard it is for cockroach to find adapted gamepad…  a stupid game where a cockroach plays Tetris on NES…

Actually, the theme wasn’t inspiring me at all, I thought about all those 16 bits games with animals and couldn’t feel anything but that I would make a clone… Trying to do something new, I tried a few idea with my cat, to see if I could make her play with my tablet, but nothing good there either… Then I’ve got my idea: what if  you where playing an animal (so… non human player) playing (literally non human player!) Tetris (again, non human)… This is solid theme following!

Tetris

The game is REALLY hard, never been able to go beyond level 5, but it’s also fun enough to play not to get frustrated.

Also, I thought it would be better to try some features now than during a classic Ludum Dare, so I added:

  • Local multiplayer (you need at least one gamepad though)
  • Online scoreboard.
  • A Konami Code (try it to have even more fun!)

You should try it, cause I’m proud of it :3

My Patreon account

Just in case anyone has a lot of money and wants to support me, you can do so via my Patreon account here. Every month, I post text-based games and other fiction. For every $30 I receive, I’ll post an additional game or story.

Have a look and see if my work is something you’d like to sponsor.

NonHumanArena is finally over !

Wow, the last day was really tough, but I added everything I wanted to add 😀

I also discovered that music support for HTML5 games is bad :c

Thanks again to Artremix for the chiptunes and Theupgradezone for the graphics !Final :)

Comments

24. Feb 2014 · 14:50 UTC
Yeah, HTML5 audio support is still a ways off of being perfect. You will constantly run into issues with file formats, browsers supporting different ways of playing audio, ect. I find it helps to grab a library that tries to solve as many problems as possible with one .play() call, such as AudioJS or the audio engine built into Phaser. I’ve never run into problems when using them. Even so, the game looks great!

Hey, I actually finished!

Wow, never expected this. Doge vs Doge is ready to play!

Of course there are many improvements I would like to make. Maybe I’ll do a detailed post-mortem in a few days.

But I actually sat down to make a game for a weekend, and ended up with a game that can be won, and lost.

Here’s hoping it doesn’t immediately crash for everyone who runs it, eh?

I hope everyone else had as much fun as I did!

Flappy Beasts

We finally started work on our MiniLD#49 (non-human player) submission, it is an underwater Flappy Bird clone for 1-4 players.

The playable characters are grotesque fishes attempting to avoid the grasping tentacles of predatory cephalopods.

Fish

The fish expand or deflate when the button is depressed / released, tapping the button makes the fish incrementally rise in the water, holding the button forces the fish to expand making it move more slowly through the water.

We have the basic gameplay implemented (excluding the scoring system) but need to finish, texture, and animate the fish model and add the menu and additional sounds.

Flappy Beasts

Flappy Beasts

We put a short gameplay video on YouTube, the link is Flappy Beasts, we will probably make the fish larger (and inflate more) than the placeholder spheres.

 

 

 

 

Comments

24. Feb 2014 · 01:05 UTC
Cool. I like the tentacle movement.
Boneloaf
24. Feb 2014 · 02:08 UTC
Thank you, we stole the tentacles from another game we are working on.