LD16 December 11–14, 2009

Half-Way Point

Almost at the half-way point. I’m fairly pleased with where I’ve gotten.

The core gameplay tech is implemented and I’ve been able to iterate on it as I go.

I’ve rewritten my tile engine to use a .csv file instead of XML which has allowed me to use Excel as a level editor. While this took a good hour to do, it’s proving invaluable as I iterate on my level designs.

In Build 007 Levels 1 & 2 are playable at a prototype completeness level.

Playable version here: http://www.refrag.com/gamedev/ld-16/

Build007

I’m on-schedule. My plan was (and is):

  • Friday: Prove Out core gameplay tech (done)
  • Saturday: Build the game. Make it playable start to finish. Get to functional Alpha.
  • Sunday: Polish, Polish, Polish. Add gfx and audio as time permits.

Comments

scellers
12. Dec 2009 · 23:30 UTC
This is a really awesome game! I’m very excited to see the final version. :)

Screenshot #2

screenshot_02

Looks a lot like the first screenshot. =/

Comments

evenenders
16. Dec 2009 · 19:29 UTC
but there’s the big ole hunk of cheese and the doors are spiffed up! :)

Tower Quest – 1day and some ammount of time-ish

gasp! orange enemies!

gasp! orange enemies!

well it’s safe to say i’m almost done, and with most of tomorrow ahead of me, it’s also pretty safe to say i will finish my game!

Progress:

since my first post, i have:

  • finished all 15 levels
  • added money/points (your points turn into money when you beat the last floor)
  • added 5 types of enemies
  • added FoW-ish stuff
  • added a shop, with three (almost) purchasable items with descriptions and prices
  • added saving and loading
  • made it so you have to press space to go up a level when you’re at the staircase
  • set up some variables for eventual game-modifiers
  • added a treasure at the end of the last floor, each treasure will eventually allow you to unlock one of many game modifiers.
  • Made the character move, instead of “teleport”, around the grid/rooms
  • added lives/dying
  • added menu+fancy cursor 😀

there’s probably more but that’s what comes to mind right now.

tomorrow i hope to finish up a few things and if i have time, maybe make some more detailed graphics

1 = 0

So, I’ve been working on that game, and I’ve definitely made headway on it. However, GameMaker must think that “1” = “0”. I’m using string_char_at(“0101”,4), and it returns 0! What on earth?

Comments

Deepflame
12. Dec 2009 · 23:52 UTC
Usually indices are 0-based. Check string_char_at(“0101”,3) instead.
Cosine
12. Dec 2009 · 23:53 UTC
I already know it’s 1 based, I’ve used it before and it worked fine. I also tried switching, and it just made it worse 😛

big guy

Here is a boss.
enlarge the small enemy to make a boss
The text beside the health bar is the name and health of the boss.
Yes, I died after I took this shot.

Streaming Stars

Pixel Stars
ship in the stars
Explore the endless supply of pixelated stars at Clicky Clicky
*currently there is a bug where if you go to negative coordinates, your endless supply of stars ends*

Spent pretty much all day working on what comes down to a fairly simple server app. Planets and solar bodies are persistent and tracked on the server in a database. Flash periodically requests a map refresh from the server and creates the necessary sprites. If you go in a positive direction it works fairly well. When you go to a coordinate where the server does not have any stars, it generates somes, saves them and returns them, thus endless until either the client or server crashes.

I wanted to be working on the planetary exploration by this point,grr. Wasted 3 hours fighting with Python/AppEngine before just making a Perl script. Haven’t slept, so 24 hours at my desk trying to code.

Cruising Along

Well, it’s coming along.  I have treasure and some other small things working.  Now all I need to do is make a few other kinds of treasure, put them in the game, finish the ship, and hopefully add some more sounds.  A current screenshot, and playable after more.

W/S – Forward/Backward

A/D – spin couter-clockwise/ clockwise

directional keys – Look and turn

Go forward to find the start of the ship.  A box that can be nocked around and a tophat that can be collected are on the top of the ship.

[WP_UnityObject src=”http://dl.dropbox.com/u/3472941/ocean_02.unity3d” width=”560″ height=”420″/]

Comments

SonnyBone
13. Dec 2009 · 00:18 UTC
This is really rad, but I have no idea how to move around efficiently.

24h to go

With hearing the theme “exploration” my first thought was cave exploration… As I always wanted to create a platformer it decided to do something that should be a bit like pitfall in caves, or so…. Still my biggest problem is that I get stuck in too much details and it was quite exhausting to create some kind of engine that let me create the in blender.

I think I have now a more or less good base to start with gameplay tomorrow. Here a first screenshot:

exploration_day1

Usually I planned to publish the game (if it will be one) as java webstart. But actually it does only work for me from the commando-line at the moment. It would be nice if someone could try to start this from the browser (I didn’t succeed).Nevertheless I think I will have to provide it as downloadable archive….

Browser: http://thomas.trocha.com/games/exploration/exploration.jnlp

left/right :  a/d-key

jump : right shit

Command-Line:  javaws http://thomas.trocha.com/games/exploration/exploration.jnlp

But now I need some sleep. Adios and cu tomorrow,

ToM

A half finished derelict..

Well I’m getting there.. slowly but surely.

I waited up for the theme last night, then went to sleep to think on the theme, so I didn’t start till about 9am GMT this morning.
Most of the day has been design, and getting some base assets down.
Code-wise, I’ve implemented a camera system, and a slightly insane map loading system again – something which wasted a huge amount of time as I stupidly based it on the Moons of Subterrane loader. which was designed specifically for it, and not for scrolling at all. This got rewritten twice, because of my stupidity.
More importantly, you can move your marines about ( though can’t choose the starting classes yet,  the menu systems are in there ready for it though ) and it recognizes doors and entities separately from the rest of the map on load.

Now, a screen shot.. then bed for a few hours sleep; tomorrows plan is finish most of the code by lunchtime, then work on assets and tidying till Midnight, which gives me two hours to port and package the final submit ( no bugger ups this time! )

Excuse the nasty hashing, I may fix this tomorrow with better art… if I have time!

First progress

Well finally got the basic rendering up & working. This screenshot contains all debug colors and normals/shading is not working and so on. I think this game will be very simple, gameplay wise. The plan is to populate the tunnel with different sized blobs and what the player does, is turn the automatically moving camera with the mouse. Game ends when you hit something and your score is the distance traveled.

First image of the game

I was all ready to give up

…But then I shoved a really rubbish dialogue system it. It’ll do. It took 3 hours of frustration though! Argh!

I think I’m going to design the rest of the levels (level design is a bit shonky) and then… to bed! One level is completely finished though, so it’s not so bad.workinprogress02

I hope I get time to do music. :/ It’s looking unlikely at this stage, unfortunately. (Again, argh!)

Comments

Cosine
13. Dec 2009 · 00:45 UTC
I love it when an h looks like an n.
SonnyBone
13. Dec 2009 · 00:49 UTC
This is my favorite game so far… and I haven’t even played it.
13. Dec 2009 · 00:53 UTC
Cosine – Nah, sycophants. :) The main character has the unfortunate position of being a suck-up XD
PsySal
13. Dec 2009 · 01:06 UTC
Haha, whatever the hell this is it looks awesome.
13. Dec 2009 · 01:11 UTC
I absolutely adore the look. Keep up the goods. :)
edwardoka
13. Dec 2009 · 01:11 UTC
Take note, Infinity Ward. This is how you do writing for games.
13. Dec 2009 · 01:22 UTC
I think that looks exxxxellent dude. Hope you don’t give up.
13. Dec 2009 · 04:17 UTC
Yay! I’m really glad you’re still doing it!! 😀

…and I was all worked up to solve a hard maze!

Anyhow, I got my maze generator working. I still have to make a possible path to the end possible at all times, as evident by this picture…

...not

Comments

PsySal
13. Dec 2009 · 02:02 UTC
This one looks tricky.

T-23 Hours

Finally finished my town *has a party*

Left to do:

Character

Music

Second Room

Objective

Reason to explore

I’ve finished the game mechanics/score and pretty much everything besides the procedurally generated sound of the echolocator and a decent map. I’ll have to keep it *very* simple to finish on schedule since I will have very little time to work on this tomorrow, if any time at all.

If I don’t finish it was fun anyways, I went from zero experience with Flash to making an incomplete game in a day.

Time to go to sleep.

Foundations

I have most of the foundations of a game (probably more than I really needed), but nothing playable yet.  Actually, I don’t even have any player controls.  However, with what I do have I’m sure I can get a game together pretty quickly tomorrow.  I’m going to have to simplify a lot of my ideas, but it might still be fun.  I hope I can pull it off — it’s going to be challenging.

explore_someThere above screen shot doesn’t well represent the work I’ve done.

Comments

SonnyBone
13. Dec 2009 · 01:04 UTC
Good luck. Your Viking is way rad.

more progress

So, game’s concept revolves around an idea I had for drawing first-person hallways. It’s a cool idea, it fakes everything, and is super CPU intensive. Here’s what it looks like now, with my placeholder graphics:

progress_002

Comments

razzberries
13. Dec 2009 · 01:31 UTC
heh, that’s pretty cool looking.
Cosr
13. Dec 2009 · 01:41 UTC
You may say they’re placeholder graphics, but they are sort of appealing.

Hahaha More Screenshots

So, I complain about Gameplay… and what do I do instead?

PER PIXEL DIFFUSE POINT LIGHTING….

Yeah

Screen3

So… This will be fun to watch, probably!

Tags: screenshot

Comments

SonnyBone
13. Dec 2009 · 01:26 UTC
INTERESTING!
13. Dec 2009 · 02:05 UTC
Heh, did that already with my tools. Although I’m not really using it much.

New Screenshot

When you’re balls deep in Trogdors, you know you’re pretty much f****d.
balls deep in trogdor

Comments

TenjouUtena
13. Dec 2009 · 01:13 UTC
Nice Retro look.
PsySal
13. Dec 2009 · 02:03 UTC
That’s true in real life, too.

22 hours, 46 minutes, 17 seconds left

Another couple of screenshot!

003

INVENTORY! and …

004

You can equip item!

005

Now i’ve only to add some gameplay 8_(

I lOvE bAsH ! 8ppp

Comments

13. Dec 2009 · 01:22 UTC
You might want to upload the screenshots in a format more compatible with web browsers. Most browsers don’t do TIFFs. Try PNG instead.

Almost Done

textbox system

I’ve finished up pretty much all the programming, apart from the enemies and the ending. I’ve just got a little more to go, and then I can call this finished. I didn’t sleep much last night (although I didn’t work on this during that time)… :)

Comments

SonnyBone
13. Dec 2009 · 01:53 UTC
SUPER RAD. Can’t wait to play it!

Halfway over

Well, I think I’m making good progress on my entry.

Good luck to all, and may the best man win!

thrown into dungeon!

Comments

Cosr
13. Dec 2009 · 01:44 UTC
That’s pretty great. Promises to be quite amusing.

Alright, Basics are in, now to make a game!

I think I’ve done alright so far for my first attempt, I have a tiling game world, you can run around and EXPLORE.  Exploration removes the Fog of War. Every island is procedurally generated when you start the game, check out rivers and forests!

http://www.ericmcquiggan.com/Gameuploads/ludumdare/LudumDare48.swf
Use your WASD keys!

Comments

SpaceManiac
13. Dec 2009 · 01:47 UTC
Man, can that guy ever RUN!
13. Dec 2009 · 02:19 UTC
Please put in a time delay after each step. Even a couple of milliseconds would be nice.

Still, this is a lot further than I’ve got. -_-;
13. Dec 2009 · 02:32 UTC
Thanks guys! I’ll throw a delay in. Don’t worry.

Quite far in development

I wouldn’t have thought it, but game development is going pretty well. I refrain from posting another screenshot.

Things I need to do

  • Games Ending. This will take a bit
  • A few levels
  • After that, Polish
  • Polish so people get the game
  • Polish till it shines.

I think I will work for another half hour and then go to bed for the final rush.

Conestoga physics done

folfed

Next up, some semblance of gameplay.

and dysentery. Musn’t forget dysentery.

Comments

SonnyBone
13. Dec 2009 · 01:51 UTC
lol wut
PsySal
13. Dec 2009 · 02:46 UTC
Awesome, love it so much!
Hempuli
14. Dec 2009 · 12:53 UTC
This was fun!

A long way to go

Probably won’t get this entry finished.
Here’s a look-and-feel mockup though.

Zeno Comfort: 1st Screenshot

Mmmm.. I have something.

map01

Tags: tigs flixel

Comments

13. Dec 2009 · 04:23 UTC
Ooh, I love the neon look tot he graphics!

The instructions told me to eat the brownie first.  Sort of.

The instructions told me to eat the brownie first. Sort of.

Dinner Progress

Dinner Progress

Functionality has improved a lot, but I’m feeling discouraged about how much is left.  I’m also feeling a bit burned out, so I’m going to take a break.

Tags: foodphoto, screenshot

Woke Up to an Underwhelming Nightmare…

I got about three hours of sleep, then was woken up by a nightmare.

See, in the dream, I Googled Google (As I’m sure many have), and th “I’m Feeling Lucky” too me to this thing called Joogle. Joogle was apparently something my subconscious made up that performs Google searches for you. I was feeling “clever”, so I searched for Google in that. I was then informed by a crazy fullscreen popup that I was banned from using Google until I sent in an apology. In this dream, I was half-asleep in my recliner, and thus decided to write it later. I woke up from the dream, figured that I’d just nodded off in my recliner, and considered just writing the apology right there before realizing it was a dream.

Worst. Nightmare. Ever.

Comments

PsySal
13. Dec 2009 · 05:41 UTC
That is the best dream description to come out of any LD, ever. Dreams are awesome, they make me laugh.

The game turns out to be fun but…

…doesn’t suit the theme anymore. ):

Tags: tigs flixel

Comments

SonnyBone
13. Dec 2009 · 02:49 UTC
lol
13. Dec 2009 · 03:54 UTC
Oh well. Theme is just one category after all. :)

First Screenshot of Massacre at Misfit Toy Island

Oh, so much work to do, but I’ve learned so much (about masking images, hehe). I’m tired but I’ve got so much to do if I want a playable game. Well, maybe I’ll take a little break.

Anyway, here is the first screenshot of the game in progress. Santa is in the process of being devoured by a very anger Misfit Teddy.

GameScreen1

Comments

SonnyBone
13. Dec 2009 · 02:49 UTC
NO!
13. Dec 2009 · 05:11 UTC
I was shocked! XD

Editor

test level editor

Download level_editor.zip

readme included it creates the .map files for my game if you want to check it out go ahead

well thats it for tonight

My text game is getting an upgrade

Awesome pixel artwork is going to accompany the approriate areas. I don’t think my final game will have an ending, per se, though it could. I just want to keep adding content till I get bored, really.

I’m the one with the text based castle themed TextAge game.

a (nearly) finished image:
room 1
WIP image:
room 2

I’m retiring for tonight. Have fun, everybody.

Comments

13. Dec 2009 · 04:55 UTC
Like the images. Nice work.

“Snowventure” v0.2

I came up with the concept of this game when the was theme “exploration” was announced:

In a desolate and vast snowscape… A man collects rocks. what comes next? you decide! no really, im having trouble coming up with the point of the game.

I wanted to see what i could with this setting while seeing how much i could accomplish in a console app.

Snowventure2

the screens are getting less boring at least. those footprints took a while!

suggestions welcome!

World Generator: Time for Plan B

I just tested my world generator. New, this thing was supposed to create a game world on-the-fly. I was anticipating huge logical errors that would take hours to fix.

Instead, it takes loads of time. Heaps, even. So… I’m going with a backup plan.

Here’s what I’ve got: I’ll create a bunch of premade world areas. I’ll store them as PNGs, and load them as such. This will allow me to rotate my big world sections in 90 degree increments, and place them randomly. These chunks won’t be too big, just big enough where I can have a wide hallway around them (To ease designing them) but not so big that they can’t be loaded quickly. This will hopefully run at a reasonable speed. At the very least it’ll be quicker than that nightmare world I made previously.

Entities will still spawn psuedo-randomly, but they will choose between preset spawn points.

It’s a setback, but I won’t let it stop me!

(I’m glad I decided to get this out of the way earlier than last time!)

—Mr.Dude

In The Field

I made it! I wasn’t sure I would be able to participate in this Ludum Dare, and I did have to cut my development time, but I’m pleased that I was able to make a realistic, scaled back project with the time I had. I give you: In The Field!

In The Field gives the player the challenge of finding the end point in a large level. The catch is, the player can’t see areas of the level until he has explored there. There are also randomly placed red fields of death that will destroy the player should he wander into too heavy a level of red. What you end up with is a maze that you can’t see, trying to get to a goal of unknown position. The levels are procedurally generated, so you can play as long as you want.

You can get the game (for Windows) here. Have fun!

Tags: final, journal, ld16

Pixel Perfect Collisions

Every time I use pixel perfect collision in a game I try a slightly different approach, trying to perfect the algorithm.

First it seems very very simple. Let’s just check 1 pixel at the center bottom (at the players “feet”) for a non-transparent pixel. If there’s a collision, follow Y-axis upwards (say, max 5 pixels) until we hit a transparent pixel (non-terrain). Put player there. This will make him walk on the terrain.. and also climb 5 pixel high obstacles. Higher obstacles needs to be jumped.

Cool enough, just checking one pixel and we get all that.

But then you realise you can jump into the roof.. and player will only stop first when his feet head is way into it and his feet his touching the roof.

So you check another pixel for collision, one at the head of the player, now you can stop him when he jumps into the roof. It works well.

Then you start painting more levels, and soon enough you’ll make a pointy object. The player jumps into it, not hitting the head or feet, just the mid-section. Player falls down by gravity, head hits the floor of the pointy object, and the player gets stuck.

You could either not paint pointy objects.. or you could extend your collision detection algo. One of the reasons I went with pixel perfect collisions is that I wanted levelbuilding freedom, just being creative and painting whatever fun terrain in paintbrush or graphics gale. I WANT pointy objects. Makes for nice ladders the player could jump on :).

So, we add pixel checks on the left and the right side of the player so we don’t jump into pointy things. It works decent, but you realise just checking 1 pixel at each side doesn’t cut it in all situations, objects you jump into could be Very pointy. So you basically end up checking all pixels on all sides. A bounding box if you so will, and we check all the pixels along the borders of it.

This is totally ok if you got a fast get_pixel()-method for your disposal. Now, how I usually do small games is I have a “physics”-behavior which I plug in into my player-class. This adds some instance variables to the player-object, velocity_x, velocity_y, acceleration_y etc. Before each update() the plugin will read those and modify x and y accordingly. Then I land in the update() method of the player with my new x and y (the behavior even saves previous_x and previous_y for me if I need to revert to the most recent position).

So, I’m in player update() and I got a new set of x and y .. and I got my collision_left?, collision_right?, collision_bottom? and collision_top? methods (I do Ruby so “?” is totally OK in method-names).

Still sounds like this should be simple, but it turns out it’s not.

What side do I check collisions for first? Depending on what I start with I’ll get different player controls. If I start by checking collision_bottom? and reverting y to previous_y on collision, then checking left/right and reverting x to  previous_x on collision I will be able to stick the player to a vertical wall just be jumping (say to the right) into it and keep holding right arrow-button. And if I check right/left first there’s other effects.

Though this might an effect of first doing all the physics and then doing all the collision detection. Maybe it’s a must to them at the same time, and with that I mean, if a right arrow key is detected, you “fake move” your player 1 pixel to the right and if right_collision? is true, you revert instantly. And so on.

I want to end up with something simple and readable, and I feel it should be possible.

Here’s a screenshot of the game I’m fiddling with, to give you a sense of what kind of terrain we’re talking about:

ld_16_screen

Who’s got the perfect pixel collision algo with simple physics? (only acceleration_y / gravity is OK)

Penguins are back!

19Da

I decided to go with penguins again! I’m sorry! But these were kinda interesting to make.  Today I woke up at 6am and somehow felt that I ‘overslept’, which shows that I have a lot of work to do. I need to focus on the essentials only, and see if I can bring this together.

19A5

So, now I need to investigate some breakfast and building the environment for these guys to play in!

Comments

mirosurabu
13. Dec 2009 · 04:42 UTC
They look cute (:

They look quite Lo-fi. Is it some kind of shader or are their models blocky? Can’t figure out how you made them look like that.
13. Dec 2009 · 04:52 UTC
Nice. Definitely like the look of this.
PsySal
13. Dec 2009 · 05:40 UTC
Super cute pengies!

Fail

istringstream in(data);
int me = 0;
while(true) {
char ch = ' ';
in >> ch;
if(ch == 'p') {
cin >> me;
} else if(ch == 'h') {

uugh

I was going to enter this and KICK BUTT (okay trust me on this one) but my computer decides that today is a good day to not let GM run any games

i was gonna have like this castlevania/metroid shooter with 4 colors in a monochrome black and white style, with a heavy emphasis on time, immersion, visual narrative and the “iceberg”, that is the chain-reaction type feeling upon discovery: Like for example, you find one small hidden doorway. This doorway leads to several other doorways, which ultimately lead to large parts of the game. Its like uncovering an iceberg.

Things like that are, to me, what define exploration – and I only hope at least a few games will build on that idea.

|:

Out of time

Well crap. I’ve run out of time. Only got a total of about 5 hours into my entry and don’t have much to show for it. I was working on a tomb exploration game, and got to the point where a little guy could run around a randomly generated map revealing rooms as he moved, but now I’m falling asleep in my chair and have no time tomorrow to work on it.

Oh well. I really hope that one of these days I’ll be able to dedicate more than a few hours to a Ludum Dare contest.
Just for the record, Flixel is truly awesome and there’s no way I would have gotten as far as I did without it in this amount of time.

Bye?

I don’t think I’ll be able to make this game fun with the remaining time :/.

Here’s a screenshot at least:

asas

Good luck to the rest of you.

Comments

SonnyBone
13. Dec 2009 · 05:30 UTC
Looks cool, though. Keep it up. Lots of people are struggling on this one.

Zeno Comfort: Page 4

Well, no longer exploration but the quality-effort trade-off seems quite fair so I decided to finish this game and keep posting about it here.

Room backgrounds coming along nicely. Here is another one:

map03

Now I have to figure out where I’ll place the character stats.  Currently, there are three of them: confidence, pleasure, health. But I might add more as I develop the story.

Tags: tigs flixel

exit mjau

Looks like I’m going to have to drop out of yet another LD. Sigh.

Good luck to everyone else.

Procedural content

While writing the Elite-style procedural planet/star system generator for my entry, I was messing around with random strings, trying to come up with a system that provided pronounceable planet/star names.

The algorithm which I have used is in fact the same one that was used in Elite and Frontier, and it occasionally spits out a real word, or happily the odd bit of profanity.

I was a little worried when it gave me “quitbed”, though. I think it’s beginning to become sentient.

http://ed.onlinewar.org/exploratorium/foulmouth.php

Comments

SonnyBone
13. Dec 2009 · 05:42 UTC
I JUST GOT
13. Dec 2009 · 06:38 UTC
Haha, I just got “edge”.

Let’s hope Langdell doesn’t see this. 😉

Throwing in the Towel

We’ll see how the next one goes, eh?

I’ve been having fun, I’ve learned a lot, but I don’t feel that the result is fun. So I’ve decided to spend tomorrow studying and working on bits of this game. It certainly won’t be fun in the end but I think it’s still worth spending some time on.

Goodnight.

Aaamazing!

I’m super happy with where my game is headed, so I don’t want to waste too much time here. Really there’s not much to show in screens but here’s what needs to be done:

– Finish weather system. The basic weather system is in place but needs additional work.
– Weather match system. So I can write events that tie to weather events.
– Crew match system. Is JUST done.
– Crew rule system. This is basically the “heart” of the game, but it depends on a lot of other things being in place first, which I only now attained. Basically, what happens is that as the voyage goes on the crew respond to each other, the conditions, etc. You can make choices as captain that will affect them positively or negatively. You can even put them in shackles, make them walk the plank, etc. The rule system has two parts, one is a match and the other is an event. The event says how to change crew members that match.
– Similar to the above, there needs to be a global event system. These might not be written with such streamlined rules as with the crew system, but will respond to crew state, etc.

After this each day cycle would go something like this:
– Sail onward!
– Update weather.
– Flash the global event rules.
– Flash crew rules.
– Update provisions.
– TURN!

So for instance, there might be a storm that happens during the event rules, that will set the “wet” state for crew members. Then we flash the crew rules and it says that any crew member who is wet is sad, and cold. As well, there is a crew rule that says any crew who is “wet” loses that tag (the rules happen in order but apply to all crew). Or maybe “wet1” => “wet0” => “” so they take two days to dry off. You get the idea.

Awesome!

The point of this game is that the mission should end in DISASTER. Hahaha. Amazing.

Bedtime Progress

Bedtime Progress

Bedtime Progress

A few more steps closer, but it still isn’t fun.  I’m tired now, so off to bed.  Goodnight Ludum Dare.

Tags: screenshot

Towlr won for me ..

So, yeah, my complicated island adventure, just started to feel waaaay to much like work. I figured no modern LD can go without a towlr entry, so I’m providing one.

SafariScreenSnapz002

It really is coming out nicely. Once I’ve added SFX in and final touches I’ll have PoV add it to towlr.com and submit it as my final entry.

Let me tell you, dungeon exploration has NEVER been so TOWLR!
-Phil

End of Day 2

I got lots done today – if you walk to an unclaimed hill, you can now claim it! 😀

The new title screen, with login text

The new title screen, with login text

The minimap! Unfinished

The minimap! Unfinished

Roads, and Boboil

Roads, and Boboil

Plan for Day 3:

  • Add ability to change your personal flag color
  • Add ownership tooltips to the minimap
  • Polish up the player sprite (he has a slightly off-pink pixel on his head there, and he’s kind of ugly in general…)
  • Clean up the minimap and login screens, with clickable buttons

In the mean time, since it’s an MMO of sorts, register for it at http://www.platymuus.com/bin/ld16.php.

Happy coding!
– SpaceManiac

Comments

mortar
13. Dec 2009 · 15:10 UTC
i already have a platymuus account, so… do i need to register seperately for just the game? or does it work like CP for example
SpaceManiac
13. Dec 2009 · 16:29 UTC
You need to register separately for it, for the LD version at least. I’ll integrate it into Platymuus sometime postcompo.

whoo got something screenshot-able

a screenshot of my game so far

a screenshot of my game so far

I thought I would make a explore the asteroid field game.

collision is working but all it does so far is show a BAM! image when you hit the asteroids so I need to work on that and an way to score points and a way to the show points I guess. So far I have amazed how much I got done. It helps having low standards I guess.

Tags: screenshot

Day 2 is Over!

Time sure flies when your eyes are burning.

My project is in a good finaling state with most elements complete. I’ve spent a few hours this evening on polish and tuning. Hell – I even fired up Garage Band to throw together a small audio track.

Tomorrow I’ll formalize the intro and ending and then it’s just remaining polish and bug fixing.

Screens from the Alpha Build.

alphabuild_screen1

alphaBuild_screen2

Comments

SonnyBone
13. Dec 2009 · 06:46 UTC
I envy your near-completedness.

Walking and slerpy

mars06Added animations, and made the camera all ‘woo’ :) its slowly getting to be the time where I actually add stuff beyond just walking around. I think I’ll give Bellona a little shadow first. and of course theres a playable build embedded if you view this post in full.

[WP_UnityObject src=”http://www.sophiehoulden.com/randomstuff/ludum/mars05.unity3d” width=”560″ height=”420″/]

WASD/Arrow keys to move, spacebar to jet :)

Tags: mars, PCG, unity

Night 2 Update: UNCERTAINTY

I’m a Ludum Dare newbie, and I’ve fallen victim to that total bastard, Father Time. I had too many ideas and I tried to implement them all, and it has put me in a terrible situation. I won’t be able to complete this game in the way that I previously wanted. Instead, I will have to cut the story short and leave the player with a cliff hanger. Hopefully the story will prove to be interesting enough to justify this decision. I plan to keep working on this game after LD16 is complete, but I intend to get it to a solid, presentable state by the deadline.

The HUD system took the most of my time, as I planned to implement a deep collection of menus and inventory screens. The foundation is there, I just don’t have time to put it all to use, unfortunately.

While planning for LD16, I tossed around a few ideas that involved my suggested theme, UNWANTED POWERS, and the EXPLORATION theme. There were also a few themes in the list that revolved around a post-apocalyptic scenario, so those have been floating around in my brain for a while. It seems as though I ended up going with a Wall-E meets Fallout type of experience where your goal is to scour the land and figure out what happened. It’s kind of rad, but isn’t very exciting at the moment. You just kind of… explore. There are no enemies at this point, and I’m not sure if I need them. The theme IS exploration, after all.

Also… I was hoping to record at least ONE song for this game, but I don’t see that happening.

Here’s a quick screenshot to prove that I actually have something.

2nd preview

Tags: screenshot progress

Saturday Food and Entry Update

Had cereal for breakfast, more chips and salsa for a midday snack and then a Subway sandwich and baked BBQ chips for dinner.

Saturday Dinner - SubwayMy wife then left to go baby our neice and nephew, so I got to play the music loud for a few hours.  When she got back, she surprised me with a nighttime snack.

Saturday Night Snack - Frosty FloatA Wendy’s Frosty Float.  It was yummy.

As far as coding goes, I’m not sure I’ll be able to have the entry I wanted to have.  I spent a lot of time on stupid things, like math.  I do have a ship that moves by the arrow keys (just for testing, that won’t be in the final game) and a compass that reacts to the mouse-hover and click.  Next step would be to implement navigation, which includes setting a direction and an interval.  I also will be implementing fog-of-war because part of exploration is having to go somewhere in order to map it out.

20091213_002616192I’m not using a traditional full-array to keep track of the tiles.  I’m using an image and I’m reading the map data from that image’s individual bit mapping.  I’m going to implement the fog-of-war using a similar method, with a second image that starts off with each pixel being off and they get turned on as you go.

Navigation is going to be direction and time based, so you’d pick one of the 16 directions on the compass and sail.  The ship is locked into the tile coordinate system to make things easier.

I fear there is way to much to do before the deadline tommorrow, so I’ll have to go with the essentials and just add on with whatever time I have left over.  I hope to have a real game to submit, and not just a demo.  I lost a lot of time trying to get my printer to print out a map so I could trace it, draw on it and scan it back in, but I ended up not even using that.  I just created a new map by myself and Photoshop instead.  The compass math stuff was a pain in the rear, though in the end pretty simple.  I always end up spending extra time trying to do whatever it is in an abtract way, which can either be a killer or a timesave, depending on if I end up using it for anything else.  For example, in the last compo, I spent extra time on the basic tile properties, which let me add new types of tiles in a matter of minutes later on.

Anyway, I think I’m done for the night. See you in the morning!

Tags: foodphoto, ld48_16, screenshot

Editor on the way

Iso_Editor I surprised myself and actually got some code done. I have made a simple Editor where I can select, draw, draw randomly and clear. Scrolling isn’t done yet. The map might be 128×128, I don’t know yet.

I’m thinking of replacing the shadow ellipse with a selection ellipse for the enemies and items. Or, I can do several shadows which work for different sizes of things.

Overall, the environment is a bit noisy and hard to read, but that’s partly because I crammed so many different objects onto one screen.

Comments

13. Dec 2009 · 06:55 UTC
wow.
Zecks
13. Dec 2009 · 06:59 UTC
asdsgfgh
SonnyBone
13. Dec 2009 · 07:03 UTC
This looks like something I’d play for hours and hours.
Hempuli
13. Dec 2009 · 07:06 UTC
Keep it going Arne!
13. Dec 2009 · 07:06 UTC
TY!
13. Dec 2009 · 07:35 UTC
Awesome graphics! O_O

Heartiac Arrest

A game based inside the circulatory system. Sadly i may not complete it on time, but in that case i shall finish it of f soon after LD16. It’s been fun, i’ve learnt a whole bunch,  and i can’t wait for the next one :3

Comments

SonnyBone
13. Dec 2009 · 07:31 UTC
LOOKS RAD

Up and at ’em

Got up about 8, and have now got the game to colour in the spaces the current player has already explored.  I also recoloured the background paper a bit – it’s still not perfect but it’s better than it was:

colouredSpaces

Next step is to add the victory/game over screen, then the Forage, Garrison and Wait buttons.

Comments

SonnyBone
13. Dec 2009 · 07:32 UTC
I really like the way this looks.
13. Dec 2009 · 08:10 UTC
This looks great!

Got the character spewing blood… I mean throwing flares.

Got my character moving around and throwing flares.  Going to limit my player controls.  So there is less work for me to do.  Forwards/backwards along the bridge, and throw flare up… throw flare down.  Now instead of a whip/gun or other attack, the flare will both be the weapon and the way to light up the level.  UP,DOWN,LEFT,RIGHT.

The rendering is still pretty bad. Not at all how I want it.

After I fix up the drawing… next will be to put in the BIG BAD code, make some lasers, then do collision detection between the particles and the BIG BAD, and also collisions with the cavern.

For lighting and shadows I’ve decided to have a lighting layer with per pixel alpha.  Which will just be an image that is blit across the whole screen.  It will be all black, except in areas where it will have parts taken away by lighting. So I will draw the lights onto this lighting layer, so that it leaves alpha at 50 or so, and instead of black an orangey color where the lighting is… the rest will be shadows.

So now to implement that… but here is a screenie of ‘Exploratio‘ so far…

http://rene.f0o.com/~rene/stuff/screen_shot_2009_12_13_14_19_16.jpg

The exit door!

1a9n

I’ve just made an ‘exit door’ for my game, which will be the goal. It feels good to have something concrete to aim towards, and hopefully I can get everything together and in place in time. :) I’m starting to feel much better about this game.

Comments

SonnyBone
13. Dec 2009 · 09:07 UTC
Looks incredible. I really like the style you’ve got going on.
13. Dec 2009 · 09:34 UTC
I love the combination of retro and 3D! Can’t wait to see the final product.
madk
13. Dec 2009 · 10:59 UTC
I like your graphic style, reminds me a lot of Animal Crossing
C418
13. Dec 2009 · 11:18 UTC
Voxelawesome.

Lost in gameplay land

Started working again. I have pretty much the game in shape, shame that I don’t have any idea yet about how to actually make this fun (in a reasonable time). So I guess I’ll keep changing stuff until something magically happens. :)

screenshot

Day 2 done and there is now a game

So, I think I got a lot of the actual game logic I will have in the final competition entry done today.game_day2

You can try the current windows build here (see final submission). And hopefully everything’s working.

The character will look towards the mouse and will walk left and right with A and D respectively. If there’s a branching path you can take the upper one by holding W. With the placeholder graphics the different paths are not entirely clear.

I think any game play will likely have to wait until after Ludum Dare 16. The character walking animations I drew actually look a lot nicer than I was expecting. Shrinking them down from the high scan resolution and scaling the frames to be a consistent size likely helped. I’ll probably spend tomorrow making some environment art and setting up something other than solid colours to explore. And if I have time I’ll look into adding sounds.

It’s time for sleep now though. Hopefully I don’t sleep in to late.

3:30AM, going to sleep

Well, the rule system for crew is working, I still need to work out the rule system for the weather because it doesn’t appear to be working.

What’s left:
– dynamic weather (a snap, actually!)
– fix rule system for weather, seems to be broken
– make sure rule system works for crew intelligence, etc.
– add “camping” play state NIX IT
– add “shore leave” logic NIX IT
– sell ship and retire at lisboa
– return to england and get a score
– death conditions
– some nice graphics for weather, etc.
– descriptions for the berths, camps
– sound effects, music? why is this always last for me? =)

Quite a bit I guess, but the game is really working well! I’ll probably nix it. I have some nice ideas for making good weather graphics, would work well with sound effects there. At this point I should nix the shore leave, provisioning, and camping stuff.

Whew, I’m too tired to think!

Against insurmountable odds

Iso_Editor2I’m still making progress. I actually made a new year resolution this year that I would finish something. Is this it?

Here I’m trying out the new more silent terrain bits (less dots) in conjunction with the more busy ones.

I might skip making instances for the enemies and just make them terrain objects of sorts. They wouldn’t have any real stats this way. Instead they could die based on a dice roll. The player would have health though. This is a cheap way out just in case I don’t get to making the buckets and linked lists for the enemies.

Comments

13. Dec 2009 · 08:43 UTC
Messed up spelling and uploaded the wrong screen shot. Edited it now though :/ Getting tired.
SonnyBone
13. Dec 2009 · 09:06 UTC
AMAZINGNESS. I totally dig this.
C418
13. Dec 2009 · 11:19 UTC
Yes, you should make smaller games more often.
13. Dec 2009 · 12:23 UTC
This isn’t a game though, just a too small graphics set and an editor… which now can load and save! I just finished making the map. Starting on the actual game now. I only have 4hrs before I black out, so it’ll have to be real simple!

Doing alright

Breakfast…

breakfast

mmmmm

And progress:

screenshot_2009-12-13_001 (Small)

The steps/foots is calculated using a simple manhattan algorithm, if I got the time I’ll use a modified version of bresenham’s line algorithm making it look nicer and making it easier to move. Next up is treasures!

Tags: foodphoto, progress

Another screen shot

Screenshot2
We are getting there, I hope. This little bugger took me a good 3 hours of work, but he is walking around and happily humping air, when there is nothing else to do. (Yeah, the idle animation sequence didn’t turn out quite the way I wanted it too).
For a puzzle game, I have an alarming puzzle deficiency. Looks like I won’t be able to put together more than 1 level, but already It seems this game’s quality is far beyond my usual entry (if I get one together).
Also I would need some nature themed sounds for this thing. :S

Start of the last push

Good morning. Got a decent nights sleep so hopefully I can finish the game today :). As the game itself will be quite simple, I’m planning on getting the gameplay thing down fairly quickly, then focus on making it at least look pretty, if nothing else. I’m planning on heading the post processing route (with possibly deferred rendering). But we’ll see what The Time allows. Now it’s time to take the dog out and then start whipping out some code.

MindExplo(ration)sion

Aprox. 20 hours from last post. Almost all of the time spent on debugging and deleting things that didn’t worked out like i thought they will and discovering posibilities of flixel. But at least, the biggest bug was found, triggering actions kind of works (even if it needs some changes) and i can start thinking about ‘level design’ and actions needed to be done. 2 hours ago i didn’t hope, that i will be able to finish at least anything, now i have some hope, but am affraid, that it won’t be that much fun as i hoped before.

In the evening i needed to pause searching bugs for a while, so i started to think about the main charakter(s)…

ludumPixelsFound out what size the characters should have and used this measure for another debugging session…

ludumDebugWithout greater success i tried to eat some chocolate and when it didn’t helped, i fell asleep.ludum6

Taday i’m a bit further, even if it doesn’t look like that from this screenshot…ludumDebug2I’m 12 hours after my optimistic schedule, so now i have decided keeping the programming part simple and trying to get at least some graphics working…

Woke and ready to go

My "overly" organizated desktop :3

That’s my desktop. There’s not too much thing there, as my books and mangas and other stuff stays on the shelf :3 Anyways, there’s still work to do, and I hope I can finish it to-day 😀

Map’d

Starting to see a little progress!

Tags: screenshot

Particles for the Win! (PFTW)

Got some particle system lighting coming from the characters flare. All the darkness should give a nice dark atmosphere… and a sense of exploring the caverns.

http://rene.f0o.com/~rene/stuff/screen_shot_2009_12_13_16_36_38.jpg

A new source release here if you wanna have a look (requires python/pygame/numpy):
http://rene.f0o.com/~rene/stuff/exploratio-0.1.1.tar.gz

Or check it out with bzr…

bzr clone lp:exploratio
0

This entry was posted on Sunday, December 13th, 2009 at 9:40 am and is filed under LD #16 - Exploration - 2009. 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.

Awoken

Ugh. I’m awake – honest. Z Z z z z z z

Right I’ve got 24 hours to catch up on. Today I’m going to throw a game together!

Tags: awake, catch up, zzz

You are feeling sleeeeeepy

Procedural galaxy generation gone bad:

galaxy

Comments

13. Dec 2009 · 11:22 UTC
I lol’d.
13. Dec 2009 · 11:29 UTC
did you divide by zero!?
13. Dec 2009 · 11:33 UTC
zzzzzz…

Input is flowing..

Wheem, just got DirectInput up and running, so I’m getting mouse input now.. Now to combine it with the tunnel renderer to form some sort of game class with interactivity =).

Comments

gimblll
13. Dec 2009 · 15:40 UTC
Go go go, you’ve got our companys reputation to uphold since my entry is going to be shit. :)

Too Much Sun!

My lovely workplace!

Tags: desk, deskphoto

Comments

Akunate
13. Dec 2009 · 14:04 UTC
I spy a twilight poster! Poor 10Print was all ready to do a twilight fandom.

Lunch break

Stopping for lunch and, incredibly, the core game’s finished.  All I’ve got to do now is the sound and the AI player.

guiElements2

So there you can see the 3 buttons and the amount of food the player has (top left).  Each movement/garrison costs 1 food.  On the map there’s a garrison to the right of the blue player, which means nobody can move onto that space until its turn limit is up.  You can also see various spaces with food in them.  These appear after someone forages in that space, so you can see how much food can be got from which spaces.

I keep forgetting to post my pictures of my food, but here’s my lunch:

SundayLunch
Beans on toast, and a goblet of Irn Bru. You can just about see the original map in the pile of paper to the right.

Comments

edwardoka
13. Dec 2009 · 10:49 UTC
Irn Bru? A fellow Scot are we?
Hempuli
13. Dec 2009 · 10:55 UTC
Amazing!

Still behind time.

I’m not sure I’ll be able to make it… will have to pull an all-nighter just to have a shot at it. Haven’t even started on the combat engine.

Here’s the star map. The ?’s are unexplored planets which will be revealed when the player’s ships get close enough. I am rather chuffed about how you can zoom seamlessly from a close-up of the ships to this map.

screenshot5

nine down, one to go

it’s getting done!

i don’t know will i be able to include music due to the time restraints and being generally bad in that field, but who knows?

what, no bonks?

what, no bonks?

Comments

madk
13. Dec 2009 · 11:37 UTC
Go to vgmusic.com. The music has no copyright restraints, and you would only need to contact the song’s creator if you were to sell the game commercially.
13. Dec 2009 · 11:46 UTC
Your game is bringing back fond memories of megazeux! Looking forward to giving it a try.
madk
13. Dec 2009 · 11:48 UTC
oh
PsySal
13. Dec 2009 · 14:32 UTC
HEY MAN, U aren’t allowed to use ZZT GAME ENGINE.
MTM
13. Dec 2009 · 18:02 UTC
WOah awesome flying red tie! Best game EVERS!!

12 Hours to Go

12 hours to go, and things are coming together way better than expected. But will I have a game by the end of the day? Who knows!

Graphics!

I’ve got my tilemap rendering with some placeholder graphics. Here’s a screenshot:

shot1

Busy busy busy…. back to coding!

Tags: graphics, screenshot, tilemap

12 items remaining in TODO list

screenshot3

Comments

Zecks
13. Dec 2009 · 12:09 UTC
i like
PsySal
13. Dec 2009 · 14:31 UTC
Looks totally cool, fixed grid isometric FTW!

12 hours left

I hardly got anything done yesterday, I had to do some shopping and played in a concert.

wskov

When I returned from the concert I played around with Flixel for some time and it looks like it’s pretty easy to use. I hope I can get a little game finished in the next 12 hours.

Comments

C418
13. Dec 2009 · 13:05 UTC
Haha! Real Life can be annoying sometimes:)

Two down, one to go

Got another level done. Here’s hoping I can make the last and still do a bit of polishing!

workinprogress03

Now I deserve a can of coke 😀

Comments

gimblll
13. Dec 2009 · 12:28 UTC
Wow, that looks seriously cool, definitely coke-worthy. :)
C418
13. Dec 2009 · 13:04 UTC
It definitely looks very interesting.

What’s left?!?!

Man, there’s a whole lotta roguelikes 😀 I’m gonna have some fun come voting time…

Things left to do :

Make combat and “leveling” work
Put in the rest of the enemies (not just sparkling vampires and TROGDOR)
Add the treasure and the church (spend money at the church to restore HP and buy potions)
The rest of the areas, dungeons etc etc…

A screenshot of part the World Map 😀
Oh look, the world map!

Comments

C418
13. Dec 2009 · 13:04 UTC
This looks lovely. Simply lovely.

Enemy shooting!

Got up about 3 hours ago, been working on enemy AI… finally got something that’s challenging, but still dumb as hell, but that’s 48-hours compo for you…

enemy_shoot.jpg

Now I need to build a home port thing, so players can spend money, get maps, etc, to see if I can actually get a game out of this…

Don’t think I’ll have the time to finish this, but c’est la vie…

botanic quest – 11 hours to the end

ld16 day2 lunch time

lunch time …

ld16 new player at home

and we got a new player at home !! his name is Neskau :) distracting everybody including me LOL.

After some drawing hours got the graphics that I will use

ld16 npc list

and made lots of improvements to the framework itself, including the colision handling, and finishing the desktop implementation, that probably broke the android one hehehehe, but for now the target is finish the game and post-compo will make sure jaga can have both implementations working.

Tags: botanic, botanic quest, dog, dogphoto, foodpic, graphic, NPC, progress, puppy

Keyboard bashing

Well with just 11 hours to go I think its safe to say, I will finish. I have finished the main structure of the game and I have drawn all the levels on paper. Now to finish graphics and design all the levels and if there’s time, make so nice music.

Comments

C418
13. Dec 2009 · 13:03 UTC
Go voltain go voltain go!

Flying through the air, eating chicken!

eating

Comments

C418
13. Dec 2009 · 13:02 UTC
Paint.Net-Art.
2dawolf
13. Dec 2009 · 13:03 UTC
Where’d the live stream go?
pythong
13. Dec 2009 · 13:06 UTC
at least you have chicken 😀
13. Dec 2009 · 15:17 UTC
NOM

running the last meters…

just got back from hanging out with friends, and now I’m pumped for the last few meters till the finish line! The game is basically done, all that’s missing is the most important part: the fun :D. because right now, there’s just a god mode, and no attacking enemies. well, 11 hours to go!

Also missing is the sound, but that’s a more minor thing compared to the attacking enemies

IMG_0770

haha, and that’s the food for the last hours. i consider myself happy having a 24h McD right around the corner 😀

So, at all, have fun and good luck for finishing the games!

Breakfast v2

I’m posting this pic a bit late, forgot first to add this right after the breakfast. After this rye bread + ham + coffee combo, I also did a re-run of yesterdays breakfast.

tonic_breakfast2

In related news: my compo entry is not advancing well. Basically I have it “all planned out” in my mind, and done bunch of groundwork with editing & coding & part of graphics. But I don’t have anything playable, not even close to that.

Partly this is because I have been feeling a bit sick, and I have slept more than during normal nights… If I don’t get my entry done in some adequate fashion, I’ll leave the idea for some later time then, since I do like the idea of what I’m building (although I wasn’t actually too fond of the theme!).

Tags: foodphoto

Comments

13. Dec 2009 · 16:43 UTC
I don’t know what that thing on the left is, but it’s amazing.

Done!

I won’t have time to code today so I’m considering my game done.

The procedural sound isn’t as nice as I wanted, there is only one level (but it’s a pretty hard one) and there is no high scores list (altough there is a score when you finish).

I had never used Flash before so I think it turned out fine. It’s not polished but it’s playable  and works as a proof of concept of a hearing-only exploration game.

You can play it here: http://www.nogard.net/soundscape

I’d love to receive comments and bug reports. If any bug is found I might have some time to fix before submitting tonight.

Materialized: breakfast and highest score

It was something like 3 pm when I finally made it out of bed. Other half had just brewed some coffee, so here’s my breakfast cupfull with some rye bread with it. After drinking it, I have managed to get done highest score showing in to the game.

Tags: foodphoto, progress

Cake or Death!

1ajk

Arrgh I have soo much work to do, but at least my game has voxel cake!

Comments

Fiona
13. Dec 2009 · 14:00 UTC
Death! Er no, I mean cake!

Preparing for competition

I ate lunch…

DSCN6746 (Small)

Closest to the camera is in Sweden called caviar, and according to wikipedia, called creamed smoked roe pretty much everywhere else(I am told it can be found on ikea when your not in sweden). On the other two sandwiches there are lettuce, ham, cucumber and garden cress. If you haven’t tried it it’s delicious :)

I also ate a few cookies, and all I got left is null, so here is a picture of that:

DSCN6747 (Small)

Finally I added a pirate treasure, in the shot below I’ve picked up two of them:

screenshot_2009-12-13_003 (Small)

Now I’m going to add some more stuff!

Tags: foodphoto, progress

Comments

13. Dec 2009 · 15:13 UTC
smoked roe you say? Is that anything like Taramasalata?

doing, doing, done

So my game is pretty much done now.

I still have about five hours left, gonna try doing some music.

Day 2 is going much better! :D

First, current screenshot:

Whoooo!

Whoooo!

Yeah! In the last… hour and a half, I think, I got some player interaction in there! Oh, yeah! Things are going quite smoothly all of a sudden, it’s rather odd.

Finally had an idea of what the game will be about, and I might as well say it – a dungeon crawler, where the only way to get experience is by exploring. Plan is every tile revealed will give you 1 XP, though other exploratory things could help too – perhaps discovering interesting plants? Actually, maybe each time you face a new monster you get some, that could work.

The darkness has the added usefulness of partially disguising how bad the level generator is. 😛

Tags: progress, screenshot