Squall VS Squall

Progress!

Progress!
Some of the stuff I’ve been working on this morning. 
Don’t really have a proper idea yet, hence why I’m spending all my time on music and tiles..

Not shown is the orange juice I’m having at the moment.
Maybe I’ll post screenshots soon.
I added bombs. You can “disarm” them by running into them, or shoot them to cause an explosion(an effect which builds on the two-frame bullet firing code). Right now the explosion doesn’t do anything, but I will soon add player death and environment destruction to the mix. Then things will get interesting….
I’d run off another build but I’m getting sleepy at this point(~7pm to ~9am…that’s….5+9=14 hours awake) and would rather conserve some energy.
Got all of the tiles done finally! now i can move on to actual game mechanics and whatnot.

So as you can see, and as I’ve just said, all the tiles are there. (dirt,tree,wood,stone,sand,ladder,window,light,ore)
My next step will be fixing the destroying blocks bug, which i know how to do so now. then make items, and a way of sorts of getting all the tiles/items. A big problem I’m having is dealing with lag, so we’re back to the one small tree island for now. hopefully i’ll find a way to have multiple islands without lag before this is over!

Lunch for the Discerning Fruit Lover
I had fruit for lunch!
The juice is pretty good, but it’s all about the whole fruit.
The apple was very juicy and got all over my hands, and the orange left me downright wet.
Juicy, wet, sticky fruit FTW 😀
Right, now to make some artwork!

My progress is incredibly slow this time. I’m using just my laptop, and I think using 3D/Unity was a very bad idea. Nevertheless, I will persevere, and revise my design if I need to in order to get this finished.
The game is about a turtle ferrying cats (and perhaps other animals) between different islands. I hope I can get it together! -_-;;
The newest build has, as I wanted, destruction, explosions, and player death. It restarts when you die.
I just noticed a bug in it though – didn’t make the ash passable. Oops.
Hi gang, in this LD i’m going to be making a platformer, taking place in a series of islands, inter-connected by the floating bodies of dead sailors killed in the battle that precedes the events of the game. They’ll act as buoyant objects, weighed down the more you stand on them at a speed relative to the size of the body (fat dudes are more buoyant!).
Here’s a mockup that i’ll take the sprites out of, went super super low-res pixel art style, mainly because it’s easy but also because if I feel like it I can mix it in with the Pretentious Art Game theme and do some references to Passage.

Yeah i'm terrible with art so the dead bodies don't look like anything at all really!
Just got to do the enemies and some smaller props, but because i’m using Unity and i’ve done a few platformers before I don’t think i’ll have any problem getting the coding done and somewhat playable by the end of the night. I’d like to do some fancy animated water (ala Dock’s tumbledrop) but we’ll see.
Ciao for now!
Might’ve gone a bit overambitious…
http://imgur.com/2I1Yv.png
http://imgur.com/Lbogq.png
http://imgur.com/sGZM3.png


My little procedural engine can generate 1 island of any size. Only problem is, it likes to hang up when you start making the island size larger ;P I’ve got an idea for a workaround floating in my head, and I’ll try to implement after I have some lunch.
Weapons of choice:
FPC 2.4.0 w/ Lazarus .9.28.3 beta
Andorra 2D
SDL_Mixer
GIMP
sfxr
Anvil Studio (run through GXSCC to make boring midi into 8 bit deliciousness)
Free Audio Editor (because Audacity BSOD’s my computer)
media-convert.com to convert wav to ogg
I’ve got a working title screen, 1 song (24s, loops), and a couple of sound effects (which seem to have issues playing slightly delayed…)
Alternative builds for other operating systems will be created post-compo. I’ll be able to create a linux x86_32 build (and windows x86_32) build, and while there is a Mac in my house, it’s a PPC, so I don’t know how it would build things :/
I’ve realized that the scope of my ‘be the island’ game is way too big. I’m starting again, gonna try do an x-com-esque strategy game called ‘Island Assault’. You’re going to assault an island. Good times.
At least for interesting map generation. Hopefully.
We’ll see if it gets much past the ideas stage though I’m feeling a bit slow today and I’m going for a meal later.
Now back to learning maths.
I don’t have a whole lot to show game-wise, so the next few posts are going to be about my dinner!
After years of making pizzas and never being entirely happy with the results, I finally perfected my recipe a couple of months ago. It starts with dough:
That’s ~100g plain flour*, half a sachet of yeast, and some lukewarm water. This is after I’ve kneaded it for ~20mins, and it’s currently sitting on top of my radiator, hopefully rising. I’ll come back to it in an hour or so, once I’ve done yesterday’s dishes and started the sauce going.
* – A lot of people will tell you to use strong (type-00) flour, but I could never get it to work right. The dough would always kind of ‘crack’ in an odd way, and it didn’t taste as good. Plain flour’s the way to go, if you ask me.
Started kinda slow. In the usual fashion, spent all my time on art… But because the islands are so large (and so so hand drawn) it took a bit longer to get anything playable. Next, GUI and design and more art! YAY!

My original plan for this was too big, and a bit… diluted. Making it simpler now, so it can be tighter (and get finished, perhaps with music, for once!)
Totally failed to get my own engine up and running or to set up a good environment for coding, sleep wasted quite a few hours, and I still haven’t decided between a racing game or a golf game nor can I think of any way to avoid the decision by combining the two (at least not one that suits the Islands theme) but I still have 33 hours, and even just starting something for this LD would be a first for me. Possibly going to go the coin toss route with this.
The game now has enemies and a scoring system. If you’re quick, you’ll be able to catch the helicopter on the east end of the map; in the final version, this will come periodically, and the quicker you are rescued the higher the score multiplier will be. There are also some fun little caves with air pockets and mountain lakes.
Play it at: http://ludusnovus.net/previews/islands3.swf
You’ll still need to click on it to give it focus.

Uh oh!
