LD16 December 11–14, 2009

Programmer art ftw!

Now this is some actual progress. The images are randomly generated and currently I also included boost (random and shared ptr) to my pack of libraries. Enjoy the programmer art in it’s true form. Here is grass that you can go on and water you can swim in.

programmer art

programmer art ftw!

Now, I’m going to make me some pie!

Comments

AtkinsSJ
12. Dec 2009 · 14:38 UTC
Pie: Good choice!
sirGustav
12. Dec 2009 · 17:04 UTC
thanks, pics will arrive :)

Breakfast 1

MrPhil's Breakfast 1

Mmmmmmm Einstein loves Cheerios

Tags: foodphoto

My concept

I’m a bit behind my schedule, this post is gonna be short, so that I can get back to coding.

A few things about the game I’m trying to make:
Name: Colonial Age (working title)
Short description: As you may probably guessed from the title the game is set during the colonial age. The player controls a ship and needs explore the whole map and colonize as many islands as possible.

Gameplay elements:
– Position of islands will be random
– Powerups (like superspeed, etc.)
– Rudimentary AI (there will be an enemy)
– Simple sea fights

I’m really hungry

I went to the supermarket to buy some food and now I have a pizza in the oven. Here’s image of it before it got in there:

tonic_pizzabeforeoven

Progress with my entry has been a bit slow – still in rough concept thinking / design phase without any actual code yet. Progress so far can almost be summed in these little editing helper tiles which aren’t even supposed to be any final gfx:

tonic_tiles1

“lol”.

Isometric RPG thing

Isometric RPG

Isometric RPG

So, I spent the whole day on graphics. Not much time left to work on an engine now. I was thinking of doing something like Hydlide where you simply bump into enemies (grid based movement). Your character and some enemies can also be in offensive or defensive mode. Drawing the characters consistently in all angles and stances is a pain.

So what about exploration? I’m a fan of Zelda 1 where you could basically go pretty much anywhere on the overworld map right from the start. Here I’d like to do something similar to Dragon Quest 1 where the enemy difficulty partly limits your progression.

I might get the map drawing and scrolling done tomorrow. Perhaps player movement (and buckets). Probably not enemy instances or items.

Mr Magical wand will have to do the transparency mask for me. I haven’t really ordered the graphics in a sensible order. I don’t know if the stuff tiles well either.

Now I’m mighty tired. My slow start aside, I’ve been drawing all day and got a decent amount of graphics done.

Comments

12. Dec 2009 · 15:07 UTC
Ah, yes, I think I’ll go for 800*600. Tiles are 80 wide and 40 (39) high. Might put a 200px wide status bar on the right to make a square playfield.. although it wouldn’t be square because the isometric stuff is not top down.
laremere
12. Dec 2009 · 15:09 UTC
Very nice, polished, graphics. Good luck with the gameplay!
12. Dec 2009 · 15:16 UTC
great graphics !!!
mocker
12. Dec 2009 · 15:18 UTC
shiny. Anything you put those in should turn out looking good
12. Dec 2009 · 15:27 UTC
Whoa. I may be wrong, but are you the guy who made all those design documents and concept art for retro remake games? If you are, I think I’ve been to your site.
12. Dec 2009 · 15:30 UTC
Thanks. I think… Hydlide had 16px characters but 8px map tiles (MSX version) so the movement was relatively smooth because the characters could move half of their width. My graphics aren’t made like that, and smothing the movement might make them look like they are gliding (I have no leg animation). I’m thinking, maybe the enemies only move if the player moves, this might reduce the feeling of enemies warping around, because the player is in control, in a way. Dunno.
12. Dec 2009 · 15:33 UTC
Armchair, Yes. I like redesigning old games. This LD entry is a homage to Hydlide:
SonnyBone
12. Dec 2009 · 15:34 UTC
MAN. This is beautiful stuff. I wish I had this kind of talent.
Cosr
12. Dec 2009 · 15:37 UTC
Looking good. Based on the art I have high hopes fro your game.

Good start I think (Debris Field)

Exploration as a theme left me wanting to procedurally generate a universe that I could fly about in.

I eventually realised that this way led failure, so I locallised my idea a bit more.

screen1

The idea is that you’re a member of a scavenger group and you stumble across a massive debris field. You’re told about valuable items that you need to find in the debris field so you go in there, exploring the place and trying to find them before someone else does.

I’ve managed to get the controls down, done an awesome parralax star field, done the worthless debris, done physics and collisions, done particles and done a little targeter so you know what things are before you pick them up.

screen2

Also some terrible programmer graphics. Next up is the tractor beam so you can pick up useful items.

BTW, the segfault warning is real >.>

http://www.box.net/shared/bouovfon1t

So there, basic jumping with the arrow keys, map loading, random crappy light effects.

Most of the remaining work will be done tomorrow. I must also think of a name and decide to either add some real gameplay or keep it simple.

Nothing to Show

Damn. Why do I always do this? I’ve got bogged down in trying to get some procedural generation working and after a good 8 hours I have nothing to show for it :(

Well, here’s some debug text from my console at the moment:


1 1 10
3 2 10
5 3 10
layer 0
1 1 10
3 2 10
5 3 10
layer 0
# # # # #
# # # # #
# # # # #
# # # # #
# # # # #

It sounds a lot fancier than it really is 😛

Tags: bogged down, console, procedural generation

Oh Dear!

Spend the better part of 6 hours trying to find a bug in my mapping procedure… only to discover that there wasn’t one! I had set the bounds too high, and it would have worked, had I given it enough time on any of my many tests. Oh dear!

Made up for the frustration by having an awesome breakfast courtesy of my roomie, Sarah. :)

Tags: food, foodphoto, journal

Progression

Progression…is slow

Another screenshot of what’s going on, looks quite similar to before but I’ve done a fair bit of work that I’m happy with :)

dino dude :)

And now it’s pizza time :)

pizza :)

Tags: food, progression

Progress

screenshot
I spent most of the day sleeping and thinking about a idea. My first idea would be to make a jungle spy exploration game, which kind of stuck

The rest of the day I spent writing an SVG importer, so I can design my levels in Inkscape

Cereal for Lunch? Yeah!

I’m having cereal for lunch.

I eat alot of cereal...

I eat alot of cereal...

Mm… Cocoa Krispies…

Breakfast food for lunch! You betcha!

I had turkey in a tomato sauce (Allegedly turkey parmesan, but it really isn’t…) for breakfast, too.

Looks nasty, but it tasted okay

Looks nasty, but it tasted okay

Anywho, I’m gonna finish eating, then I’m gonna get back to work!

Next demo’s gonna have a world to explore!

Shadows, and Seven Hours

So I’m just about seven hours into this thing, and it’s going reasonably well. Lighting works, which is cool — when you walk around the map things are revealed as you approach, then fade back into darkness as you move elsewhere. I’m probably going to duck out of here a little earlier than normal (got to catch a plane Monday at 4am, and I still haven’t packed!), so I don’t expect to get too much else into the game beyond some simple dungeon crawling mechanic.

Lighting!

Lighting!

Tags: screenshot

Uwaaah!

Must not give in to panic. Not already! Argh!

Got something working. Would like to make more than one level of this game. It’s being made in Construct, as I can’t code for toffee (still). You play the little guy with no legs (being cheap on the animation.)

Think I’ve gotta start working on dialogue. The map is done for this level, although it needs prettying up. Once the dialogue is done, the questy parts can go in. Phew!

workinprogress01

Comments

SonnyBone
12. Dec 2009 · 17:34 UTC
Looks incredible!
12. Dec 2009 · 18:46 UTC
DrPetter approves of cyan triangle.

Progress

Got all screens (title, instructions and end) done.

Also got first person movement working with a temporary square (had to struggle with ActionScript for it to work right – blame all the outdated Flash tutorials out there). Not that bad since I’m learning Flash today but not as good as it could be, either.

instructionmovement

Boat movement

Created boat sprite (I suck so much at art!), and added boat movement for the player, considering the wind strenghts and direction…

I decided to use 3ds Max to make the boat model and then render it to make a sprite… end result would probably have been better if I’d just drawn it by hand in Photoshop, but this way I get something I can use for title screens, etc…

boat_shot.jpg

boat_game.jpg

Think that maybe the boat is too small, but I’ll see that when I had the code for collision detection and shooting and stuff like that…

Comments

12. Dec 2009 · 16:02 UTC
You made that boat in the last day? Great job