LD33August 21–24, 2015

Man down

My partner quit– life intervened– but I’m still going to try to do something, even if it’s just a skeleton of a game. I’ll probably submit to the Jam, but maybe the compo if it works out that way. Switching to Unity for ease of deployment.

No more Blender tonight

…because modeling is done. The Saab can also drive around and crush aliens, which will produce gigantic amounts of green gore. Now on to missiles to kill those nasty saucers (and a few other thousand items on the todo-list :S)

monster_wip_2

Tinder, But For Monsters is finally working and has content!

So it took all day to get it to work exactly the way we wanted it to, but we have Tinder But For Monsters (Thinking of calling it “Monstr”) working, and we can now add new content. Here are some of the sexy monsters you can date. Like this vampire:

trailblazer

This guy who wears a cape for no reason and is also covered in spines:

spinesman

And this naga with a really confusing taste in film:

snakeperson

 

Progress is slow but sure. We now have multi-user-editing and the full game loop, but none of the randomized messaging or the win-condition text. We also have a bunch of friends working on some art!

ClickBait: Update Screenshot

Decided to just draw strings rather than using a Rich-Edit Text box. I also decided to add some Skills such as your blog’s Bandwidth that limits the number of people that can visit your blog’s posts.

Throwing in the towel

Well, I put in a day, and decided I’m not feeling this game.  My idea was that you were a chef who served terrible food (this was the best tie I could find with the theme) who had to fight angry customers using his cooking.  I got the modelling done, but I couldn’t work out the combat or cooking, so I’m calling it quits for LD33.  I’ll be back in November for what will be my fifth comp, sadly not in a row.  I’ll enter what I got done, you can find it here.

 

Screenshot (65)

Slower start than I’d have liked, but going well.

First time In ages I’ve been able to a give a Ludum Dare a shot, something’s always managed to get in the way.

Anyway, after a slightly late start coming up with an idea, I’ve decided to for a sort of top-down hack-and-slash-like game where you play as an evil demon type person defending himself against a horde of those goody-two-shoes guards. I’m keeping the gameplay premise rather simple and going for a sort of timed score-attack type mechanic. The idea being as you defeat more of the innocent guards, you’ll evolve into a more powerful demon with stronger abilities, but you have a set amount of time before the reinforcements appear and the guard spawn rate goes through the roof. If you evolve, then the reinforcement timer will reset and stronger guards will start spawning for your current level. Make it to the final evolution and it’s a case of survive as long as you can before they finish you off and you get your score at the end.

Started off by getting a melee/ranged weapon system in on the player, this made it easier to test and ensure everything was working before I passed it off to the guards to hold.

2015-08-22_20-41-20

Once that was sorted, throw together two guard types with the basic chase-the-player AI and some weapon cooldowns and hey presto, the functions of the guards are mostly there.

2015-08-22_22-03-37

I don’t plan on giving the player a frequently usable ranged attack if one at all, you’ll mostly be playing melee throwing punches etc. Having a quick ranged attack would kind of make things too easy. Now that the weapon system for the guards is done, time to get the player his new moveset!

Lots Of Progress

As the day goes on a lot of work is getting done! Not much more to do…? My first game jam, so I hope I’m on track.

Backstory: You are the leader of a group of ghosts that attacks a nearby kingdom every night. One night, you forget to attack! The kingdom’s King, sees this as an opportunity to get revenge and attack your fortress! Now you must, with the help of a dragon miner and a ghostling, defend your fortress and destroy theirs! (King will come into play after all of the knight code is done and they cannot do anymore.)

What I have not finished:
– Knight implementation
– King implementation
– Music
– Ghostling coordinates

– castle/fortress HP

– some art
– fixing bugs

What I have finished:
– player movement
– thunderstorm that damages player and knights
– miner
– powerup
– attacking
– most art
– page transitioning

W.I.P Screenshots:

ghostfortressscreen1

ghostfortressscreen2

Tags: scratch

First Real Progress Update

So far I have a fun (soundless) toy, but not really a game. Now to turn these pieces in to something with a little more direction. For now, enjoy a gif! (I think you might have to click it to see motion, I’m not great at the posts…)

Basic Chaos

Breaktime

Ive spend all time building the framework for the game now, and I figured its time for a break.

All I have now are walking cubes that can interact with other cubes until time runs out, with a lot of pieces of code switching on and off in the background, but if you work too long on one thing you`ll make too many mistakes.

Small to-do summary;

  1. Write dialogue options for the game ending
    1. Program said dialogue options
  2. images
    1. character sprites
    2. GUI
    3. houses
    4. interactable objects

at least I can say that this game has the clearest instructions of any gamejam game I personally made, haha!

game

You know this LD wasn’t going welll when…

*Your AI throws a monkey head (Aka Suzanne) on your player via his gun p:

 

screenshot

*You’re listening to this while doing it:

 

 

 

 

 

 

Comments

Flygamer101
22. Aug 2015 · 22:07 UTC
I’m still glad to see someone else use Blender. I used it last LD

Progress and Lag

So I’ve made some progress with my town smashing game, it has some new features:

  • Randomly generated roads
  • Randomly placed building
  • Textures
  • Building smashing (done by you – the monster)
  • Part throwing
  • LAG

Picture3

GameDev Report !

In the middle of the competition, I have finish main menu, about menu, how to play menu and pause menu.

New System of input keys listener for move player. adding random move for Childs and I have add animation of sprites.

capture2

You can scared Childrens on to maps.

when you make a child afraid , they run in all directions.

capture3

next steps : Sounds, update Graphics and add more design for city, player death system, renderlight;

But now it’s time to sleep 😉

to be continued…

Tiny Triceratops

Triceraback Tricerafront Triceraside

First character model progress.

Some preview of my entry

So, basically is a rhythm game like Guitar Hero/Rhythm Heaven but the objective is kill as much little cute animals ase you can, i have not implemented yet, but the story is like, you are a villain who are killing puppies around the town, and then the MELODYMAN comes to save the city, he puts a spell on everyone so they cant stop dancing, including the dogs and cats, so, you have an idea of puting anvils on the park so when puppies pass, they die xD!

ezgif.com-gif-maker (1)

Did a background!

I think i just spent a valuabe half an hour for it. I don’t know what to feel.menuback

Progress!

Hey Cherno if you’re out there good luck man I’m sure you’ll like Unity.

Tags: cherno, MothDan, thecherno, unity

20 hours in…

Spritesheet

First 20 hours almost entirely spent on graphics…

Note for LD34! -> NOT DOING GRAPHICS!!!!!

After 10+ hours of work

I spent far too long trying to decide on a graphical style, experimenting with physics and skeletal animation. I have a bit of an engine in-place but apart from that, this is all I have to show:

rawr

Comments

22. Aug 2015 · 21:46 UTC
“’cause this is thriller, thriller night

And no one’s gonna save you from the beast about to strike

You know it’s thriller, thriller night

You’re fighting for your life inside a killer

Thriller tonight”

The most terrifying monster!

Yeah, you can keep worrying about deadly bloodsuckers or furry werewolves, when the most terrible monster EVER was created by mankind…

Yeah, look at him, just there staring at you right now… Behold the true every day monster… The ALARM CLOCK!

 

AlarmClock/Bigbuggames

Monster City Rampage – Update 1

Hi All,

This is my game after day 1. You play as a monster and you will have to destroy the city/buildings/civilians/cars etc. You will gain points and combos. You have an abilitiy to eat destruction and people to gain points aswell as gaining for pure smashing stuff. The destruction system is all dynamic so you can smash walls/floors/roofs and watch the havok unfold.

Pic2 Pic3

Second progress update

The game is called “Minotaur and the Theseus”. You are the Minotaur, and Theseus is coming to find you and kill you. He’s faster than you, but you know the labyrinth intimately and can outwit him. If you can evade him until his candle burns down, then the tables turn and you have the upper hand.

Currently have the labyrinth, player sprite and movement implemented. I’ve now added the key elements of Theseus’s (carrying a torch/candle to illuminate the Labyrinth) and the ability for the player to move walls around (which took far longer than it should have done due to me making the collision-detection unnecessarily confusing).

At the moment, Theseus just walks randomly. The next job is to allow him to see/hear the player (already have some of the infrastructure in place for this) and some rudimentary AI for hunting.

progress2

tGiant Day1 Part2 !!!

So finally I am getting somewhere.

I now have a monster to control and spit fireballs.

Watch out tiny humans….

screenshot1

And a video:

Now for some sleep… zzzzZZZZZ

A screenshot and some art

sharkand the parallax background is…

background

Dither is good

 

Tags: screenshot

Comments

demogorgon
22. Aug 2015 · 21:47 UTC
Yey progress!

We’re doing it.

We never did a “We’re In” post, but here it is, now, a day in.

We’re doing the Jam, we being the duo of Kelsie Sara and Wyatt White(me), we’re working diligently as possible considering all the other stuff also happening this weekend, but we’re determined to make something!

I’ll be writing the codes and Kelsie will be drawing the things!!

We’ll be using GameMaker: Pro as well as Paint.net and likely SFXR

 

We can be found on twitter Here and Here!

Movement Selection

movementselection

God I am so far behind all of you beautiful talented people.

Oops!

plouf2

Progress

screenshot1

I’m not sure where this is going, but the initial concept is there. I still need to think of progression in the game. Feedback is welcome!

Try the ‘game’ here: http://softwarebakery.com/games/ld33/

Late, as usual… BUT!!

After hours of hair pulling, shouting, house crashing and getting fat, our team has (FINALLY!!!) came up with an idea.

Of a spider, yes a spider. But they aren’t monsters are they? Starvation, ambition, and the toughest life decisions await you in the hack n slash game :

Ankabut

Boats!

You are a sea monster, working tirelessly to scuttle the supply ships bringing vital things to the village on the shore. Latch onto boats with your many tentacles, drag them into each other, and send their crew and cargo to a watery grave.

boats

Each boat will be labeled with what it’s carrying, for instance “reading-lamp oil”, “bunny medicine”, and “orphan food”. You’re really not a nice creature.

Day one

I managed to get a lot done today.

You are a dinosaur! The concept is similar to that of a sheepdog herding sheep. Still unsure what the object of the game will be. People are faster than you, so maybe you have to corner people to catch them. Perhaps, you aren’t the bad guy at all, maybe you have to guide them to the exit of a maze by chasing them. I’ll have to think about it.

Dinosaur

Time to sleep.

‘Composing’ the ‘Soundtrack’

We finally have some music up on our Soundcloud so go check that out and let us know how we’re doing!

We’re also dialogue writing at the moment, so join us to see how many puns it’s possible to fit into one game!

http://twitch.tv/LiteralGames

Kite Fite Is Coming Along!

Me and some other people at Fukushima Game Jam in Worcester, MA are working on a kite fighting game called Kite Fite (working title). All of the characters are monsters from Japanese mythology and the kite designs are based on Nagasaki hata kites used in actual kite fighting in Japan. I am doing the art! I’m going for a minimalist, low poly 3D similar to Animal Crossing/Katamari. The character sprites are 2D with fronts and backs similar to Paper Mario characters.

The basic gameplay involves flying your kite through weak points in the other character’s kite’s strings. It is still being ironed out… Anyway excited to be working on this cool project! We’ll be finishing at 4:00 AM on Sunday EST.

game_proto

Comments

LewisChaplin
22. Aug 2015 · 22:01 UTC
they look awesome! will be playing this when you are done!
22. Aug 2015 · 23:09 UTC
I feel you! My last LD one of my harddrives crashed! Luckily I just lost half my timelapse and nothing else.

Progress so far

Started late today after complaining about the theme haha :-) But finally came up with an idea, it is a platformer where you are a brutal serial killer and have to kill random people (npc’s) to upgrade your weapon until the Monster level ( Yes, seriously a monster level weapon >:D ).

Here a .GIF what i have already

Day 1 Completed

Day 1 has been great! I hope everyone else is having fun,

I feel good about my game so far, here is a screen shot of what I have,

tomorrow is adding score, Opening screen and game over screen. along with general theming for the game although I am happy with the art on my tiles.

there is some smoothing out of the hexes that needs to be done, I think it was caused when changing from the 64 pixel image to the 128 that are below. they don’t quite line up with each other.

PSLD332

Have a good night!

good luck tomorrow!

Tags: compo, screenshot

Yay

Pretty much done with the assets for the first stage of the game. Scattered a bunch of stuff around which I’ll be placing properly later on. I still plan on making more stuff but I’ve got some of the basics down. Added a new monster and humans for that monster to devour. I’m gonna add one or two (or three if I’m feeling ambitious) more monsters tomorrow and then start making some puzzles. For now, though, I think I’ll call it a day. I leave you with this mess:

CaptureCaptureCaptureCapture

I has the arts! (partially)

Ooh. Scary.

I’ve worked out the art style for this game (now named St. George’s Academy for Monster-Slaying Lasses). It takes me about an hour to do three character-emotions, which is fortunate because it means I have time to draw the other characters.

Backgrounds can come later 😀 It’s time to work on the battle!

Comments

22. Aug 2015 · 22:08 UTC
Nice! You’re using renpy right?

This gonna be a long night

So all the assets are drawn (unless I have extra time to animate more characters), so I’m implementing monster visibility. They can detect you if you cross from above/below/left/right, unless you hide behind a box (or a hole). For testing purposes, monsters turn blue 😀

 

ld33_visibility

“You are the Monster” short story

Hello there. I have read others interestings post about this theme and I would like share my thoughts.

When you are the monster, you are the enemy, an ugly being what will kill the hero or innocent victims, but I was thinking someone that is very cruel. So I decided make an interactive horror short story where you are the monster >=D . I’m going to use this tool http://twinery.org/ . Let’s go.

I did brain storming, now it’s time to wire up the script. Unfortunately I have “real life” so I will do the Jam =/.

Making progress and changing the game!

I worked for about 13 hours today. For about 6 of those I was creating a Godzilla, sidescroller type game where you destroy buildings and shoot at cops but…I was bored of sidescrollers. I’ve created too many.

 

I wanted to do something different.

 

Not to mention it was horribly written and with level design being an absolute NIGHTMARE due to the horribly written code!

 

So now I’m doing this sort of mental experiment (by sort of I mean not at all), clicker type game. I don’t have any progress pics as I didn’t take any and I’m on my laptop now but I’ll make a new update post tomorrow when I’ve done just a bit more.

 

I’m exploring things I’ve wanted to do such as upgrades, saving and space exploration so it’s great to finally tick them off the ‘game dev bucket list.’

 

I cannot wait to see what games get created in this competition, you’re all so talented! <3

 

~ Lack

Day 1

 

So, today is ending and I feel like I haven’t done all that much. I now know what game I want to make, but I’m not really very motivated, let’s see if sleeps improves that… Anyway, I hope I can finish the game tomorrow, it doesn’t seem impossible

The work so far

Under development

Nossa primeira tentativa na Ludum Dare. Estamos com código em construção em conjunto com a arte como mostram os conceitos que fizemos para referenciar melhor a arte. Iremos fazer um jogo simples de tower defense ambientado na Idade Média como tema, mas preparamos um pequeno segredo para o final para se adequar na temática requirida pela Ludum Dare. As screenshots ainda mostram a construção inicial de levels com tilesets que mais tarde serão feitos por nós mesmos.

Our first attempt on Ludum Dare. We are still building the code along with the graphics, as the art concepts we’ve done and showed to reference better final art. We’re going to do a basic tower defense with the Dark Age as theme, but we’ve prepared a little surprise for ya, to fit the Ludum Dare requirements. The screenshots yet show we starting to test new patterns of levels with tilesets that later, will be build with our own made tiles.

11944814_895612357185026_1541728023_n 20150822_180012 20150822_180100 20150822_180109 20150822_180322 20150822_181133 20150822_181255 20150822_200800 20150822_200822 20150822_200834

Tags: #BrazilianGame, gamemaker, towerdefense

All for One: Update 4

Working on graphics now. I’m going to be using very simple pixel art, because I really don’t think I’m gonna have time for anything else. That’s ok though, I think it looks good enough that players won’t want to kill themselves while moving around.

 

More than the pixel art right now, i’m working on stuff like screen size, text placement, camera scroll speed and distance, etc. to make sure that it works. I’m pretty happy with that right now.

 

Screenshot may be squashed slightly, click on it for a better view.

 

04

Starting Over?

I might just scrap my LD as it is. Its heavily story based with no unique content to speak of and has no action. Scrapping? Saving that for later. Well, time to go again!

I’m in

A little late, but I think I can do it.

 

Will use Construct 2 and Paint.net

 

Will try pixel art this time.

Comments

fragileannihilator
22. Aug 2015 · 22:33 UTC
Good luck! It’s never too late!
Heiach
22. Aug 2015 · 23:46 UTC
You can do it, also good to see another C2-er!

Uhh.. Procrasti-palooza

Was very distracted today :(

Oh well, I still do have something to show for Day 1!

My game is a pretty literal interpretation of the theme as well. You are a creature from the forest angry at villagers who have been chopping down your forest. You can eat the villagers, activate a dash ability and complete levels currently. Works on mobile too. Looks like poo, but I’ll work on that tomorrow :)

Animated screenshot of monster game

Click for a bigger gif

An update on my development

So far I have spent 3 hours planning and about 12 hours coding and making art(not very well).

At its current stage my game has a randomly generated level as well as spawn points for the player and the enemies.

I have a progress screen shot as well as a concept for my player. Looking fforward to continuiing with this tomorrow.

Monster Random

 

Nosferacula concept art

Above some concept art of Nosferacula by Tarcísio!

screen01screen02

And these are two screenshots with mostly placeholder art that can give you some small idea of a couple things you can in the game =D

I am out

Spent the day doing family stuff, no regrets. I had some ideas but nothing electrifying. Maybe I will work on some engine stuff tomorrow, but there will be no submission.

I will check out some streams and play some games, though. Good luck everyone!

You are the Zombie!!!

Hey Bros! Just a quick image from my No Named Game, Im planing to build a RTS game =)
GL and keep working guys =) !

TesteGIF

Virion Alpha Progress

Alright, basic UI and controls are in. Programmer art is yes. Cells produce virions when infected, and can properly target healthy cells. HERRREEEE WE GOOOO!
virionalpha-test1

So far…

first day progress..

INSIDIAE_Preview

Screenshot for the page

I’ve been posting these over twitter (@johnhattan), but here’s the thing thus-far.

Untitled-1

Comments

Acerio
22. Aug 2015 · 22:32 UTC
Cool font.

Failed to implement the core mechanic with the monster plant, this is what my game looks so far.

Screenshot from 2015-08-22 23:50:49

 

Spent the first half of the day thinking about the theme. I just couldn’t get a good idea.

I’m trying to make a tower defence game with a monster plant that was created by a failed immortality ritual performed by a necromancer. This guy is the necromancer, Pluto, brought back to life by the plant, to defend his heart.

I have failed to implement the core mechanic of making the plant grow various weapons.

Well, at least the collision detection seems to work like it’s supposed to. That should be something, at least.

#LudumDareKC 33 update #2

And this is where we came up with the idea for the Flux Capacitor, which is what makes time travel possible.

ludum dare 33 board

Tags: #LudumDareKC

End of Day 1

It’s 1am where I live and I finally fixed the problems with it and it works now. Tomorrow I’ll explain the game more, but until then the short description: You have changed place with the Hero and you’ve become the monster/s.

Good night.

TheMonster

 

Game update…

The game I am making is about being one of those awful people who share terrible information on social media. Watch as your horrible influence spreads! I need to tweak the mechanics and add more flourish to the game components, but the core is well done.

 

wakeup1

First day over

First Ludum Dare for me, after i joined on short notice only hours before the start. Had problems to find a useable idea for the theme “You are the Monster!” and came up with “You are the Monster(creator)!”, meaning i wanted to make an spore like monster creator tool. Give a few body part as standard and let the people creater their own. Well… let´s say i really realized how low my experience with javascript and other parts are. No wonder, most of my works until now were only sites who needed to look nice, with no or only very little effects. Didn´t work with canvas before either. My plan is now down to “let the people draw!” and perhaps an option to save it as image only, you that you can compare yourself with others.  At least i managed to create a canvas, where you can draw (continous) lines, rects and arcs, either stroked or filled. Ah, yes, you can select a color too. Firefox and Chrome give you an color-picker, in internet explorer you have to type the color in the box :( Btw, that´s the link to the project.

And that´s that for today, let´s see how much i can finish tomorrow.

Becoming more like a game

I just need to have it so you can eat stuff and die. Gotta balance the rates on everything afterward.

progress1

LD33 Progress Update 4

Goodness its gotten late over here, will probably call it a night now. I’ve made heaps of progress since the last update. The squares are no more and the bugs now look like proper insects 😀 I’m overjoyed that the code I wrote to have then pointing in the direction of travel works flawlessly and doesn’t slow down the rendering too much. Just placed down some plantlife on the ground for the swarm to gobble up. I’m going to have to rethink how much food value plants are worth though because at the moment…

all consuming swarm

 

The swarm grows to a rather silly size! 😀

Pleased with how the game has been developing, tomorrow I’ll need to decide what I want to add before the submission deadline. Still planning on using this code as the basis for a Jam entry as well. Friends have made some really nice sprites and music which I’d love to combine with the game engine here. Hopefully that isn’t against the spirit of the competition :s

Meet Clemencio

Meet our “monster”

Clemecio

Comments

jrbitt
23. Aug 2015 · 22:26 UTC
I’m curious to see the result :-)

I think that the priest need a cigarette =P

The futur destructor of the town !

Now, the monster can be build like the game Luftrauser, and it’s amazing ! I really want to see what it will done at the end 😀

We just started to create the blocs, …

Teasing3

We got trees!

Screen Shot 2015-08-22 at 23.37.20

As the title suggests.

 

I’ve got the core mechanics down, so I’m starting to implement a story.

storybasic

Werkin on it!

beastforest woi

 

Decided to go with Love2D since I had an existing codebase and a map making tool to go with.

I only have four map styles implemented but I may add more if I have time before the end of the compo.

Each time you exit the screen it takes you to another map that is randomly selected based on how you left the previous map.

I think I might finish this!

Moving on.

I finished the first 20 levels of my game.

snapshot

So I will be moving on to a basic level editor.

our first screenshot

scenario-sketch02

 

We are very exited!!

“Vocês são tiras caaaaaaara!! Acabem com esses tiras!”

More done

It’s starting to come together! I mostly need to get the conversation logic working, draw the rest of the people, and a lot of polish, but I’m mostly done!

LD33_1

 

This is not going according to any plan…

I’m really starting to regret that I decided to build a mini-render-engine from “scratch” even if it will be fun to have in the future for other projects.

The obvious problem now is that due to the fact that the engine took waaay longer to implement than expected hardly any gameplay has been implemented and I’m still working on the base mechanics…

Hopefully I’ll get enough done for my fellow Ludum Dare’rs to be able to appreciate the game idea…

Oh… and I really have to fix the graphics :-/

ld33state1

 

Time to get some sleep. Some of the more obvious bugs are starting to elude me in my current state…

 

Good luck everyone!

Random Level!

progress

Because my game is kinda finished i wanted to make a random level generator so i won’t have to sit and make about 50 levels. It is kinda working… It creates a file thats the game can read and render, But it is just too much random :\

p.s. These are not all the tiles, I just have not implemented the other tiles to the generator yet

Day 1

Hello Ludum Dare-ers! I hope you’re enjoying both compo and the theme. Day 1 is almost done so let me summarize my work today:

Finished:

  • Testing custom engine for the first time; not working perfectly, but not as bad as the last time.
  • Main character animations and some static assets
  • Integration with Box2D. Tons of stupid issues to resolve. Good lesson.
  • Loading level from .png files.

TODO for Day 2:

  • Enemies: path finding, very simple AI
  • More gfx/sfx assets
  • Rendering optimizations and fixes
  • Juicing the game up (screen shakes, explosions!)
  • Design more levels and simple plot structure
  • Come up with the title…

Not sure what’s going to be dropped. I guess it’s the music and more polished assets again.

ld33_day1

Tags: LD33, wip

Need coffee?

So does our protagonist! I did the last Game Jam solo, but I’m really glad to be collaborating with designer/artist Ben Moss and designer/musician Robert Shaffer this time round – the aesthetics and audio create an awesome, foreboding mood! I’m doing design and writing, and putting it together using the Adventure Creator toolkit for Unity, so development is super fast and easy.

Screenshot

Comments

robshaff
24. Aug 2015 · 21:22 UTC
Good workin with you too!

A title and a logo!

We started 11h ago and now we have a prototypes, awesome music,  a story idea a title and a logo :) Going good so far!

Logo09

 

Monster Factory

MonsterFactory-Dev1

*It’s a gif, you can click on it if it doesn’t play*
My idea is you create a monster by selecting limbs, I admit the art doesn’t look that monster-y but I’m not good at art and it’s the best I could do…

Now to move onto actual gameplay! Woo. Nope. No ideas. Shoot. Ahh shooting. <- Good idea brain

Progress!

After a few hours of work, I have a decent foundation for an RTS-type game. Check it out (click to play gif):

treez

ClickBait: Totally crazy random chance

So the blog post titles in ClickBait are randomly generated by taking 2 terms from a list of 250 terms.

In the 62,500 chance they’re both the same thing, I ended up getting:
1 in 62,500 chance

First day finished! Quite happy with the result!

 

I finally decided on a name:

hungry

 

I spent most of the day today to create the effect you see here: (Spatters, trails etc).

chtoad2

 

Tomorrow I will have to create some actual gameplay!

I’m opting for a simple art style this time, as I got some feedback last time that it was a mixed back of chaos. :-)

Some Art!

 

 

 

Little Monster and Triceratops! BridgeLava Rock 1 Lava Rock 2

Some art progress. Rough models for two characters, part of a playground, and a couple lava rocks.

Tags: #hashtag, LD33

Basic UI and Main Menu

Yay, I just finished my Main Menu and the main HUD now we need some Guns

HUD

Have Fun Everyone!

I’m in

I’m in for the 5th time. It took me quite some time, but I finally got a game mechanics idea I’d like to explore.

I know pixel art is overrated, but I like it, so here, have some early level tiles.

monster1

Very slowly making progress

You can’t turn into a monster yet, but you will be able to soon!

gameProgress1

Getting Somewhere

Started a bit late but now I’m getting somewhere. It’s a game where you eat star-ships (look familiar, maybe…?). Now I’m going to get some shut eye and in the morning I will continue and finish this product.

forLD

One day passed!

pic

First long day is over, managed to figure out an idea I felt comfortable with during the early hours thankfully so after waking up I could start the coding.

For the major systems everything is in and working, with the only exception of audio.

 

Left for tomorow:

– Different ai types (Allready have 2-3 ideas)
– Different monsters (Not a difficult implementation)
– Different traps (Same as monsters)
– Different spells (Same)
– Game over effect (Just a collision detection and a game over screen)
– Map read from files (Reading from a txt file should be easy enough)
– Plan 4-6 maps for the demo (This is the difficult part, since if they are not fun / challenging the game won’t feel good)
– Redo the unit arts (This is gonna be horrible, currently the placeholders for units are free to use graphics but I’ll need to replace them tomorow)

About the game:

In this game you are a Demi-Lich who must protect his phylactery from the heroes who tries to destroy it. You are only able to use spells to summon traps, undead minions and boil them in their own armor. Some of the enemies and summoned units will only walk around aimlessly (Mostly your zombies) while some enemies will use divine guideance (A* pathfinding algorithm) to find the optimal way to your phylactery.

 

Now I’ll go and play some games before sleeping, and I’ll return tomorow to finish whats left.

For those having trouble with collision detection in Java:

Try putting this in your player class:

public boolean intersects(Tile tile) {
tile = this.tile;
Rectangle r1 = new Rectangle(x, y, width, height);
Rectangle r2 = tile.getRectangle();
if(r1.intersects(r2) || r2.intersects(r1)) {
return true;
} else {
return false;
}

And in your main class, put:

if(player.intersects(tile) {
System.out.println("Intersects!");
}

To get a visual interpretation of the rectangles, put this code in your method where you render:
CDetection
// This is at the top of the class
public boolean meshMode;
// Rendering:
public void render(Graphics2D g) {
player.render(g);
tile.render(g);
if(meshMode) {
// You can of course use any color
g.setColor(Color.GREEN);
// If your ints/doubles aren't public, then make some getters.
g.drawRect(player.x, player.y, player.width, player.height);
g.drawRect(tile.x, tile.y, tile.width, tile.height);
// In Key Listeners:
public void keyPressed(KeyEvent e) {
int k = e.getKeyCode();
if(k == KeyEvent.VK_M) {
meshMode = true;
}
if(k == KeyEvent.VK_N) {
meshMode = false;
}
}
}
}

This is a very simple way to calculate collision detection in a 2D Java Game.
Hope this helps a lot :)

Tags: code, help, java

Comments

22. Aug 2015 · 23:27 UTC
I’m pretty sure there’s a built in intersection box. I think though you need to make sure it’s axis aligned

Whoops!

Making those trees physics objects didn’t work out how I’d planned…

oops_480