LD18 August 20–23, 2010

Coming along slowly

So I had my late lunch a couple of hours ago which was a yummy Tesco cheese baton, covered in marmite, cheese spread or plum jam, so very yummy :).

 bread :)

 The game’s coming along ok I suppose, the screenshot is very basic, as everything needs a lot of work still.

 earlygameshot

 

Hoping to get a lot finished by the end of the day so there’s only art stuff to do tomorrow, currently waiting for dinner to cook, which of course shall have a picture posted shortly :)

Dinnertime Update

The fungi collision detection is in, and I’ve added spores and the weapon toadstools:

SporesAndWeaponsNext to add bullets for the toadstools to fire, and get them colliding with the fungi.  Also, I think I’m going to add drop shadows to the foreground objects to distinguish them from the background.

Dinner was a big bowl of cheesy tomato-y rice:

SaturdayDinner

Tags: foodphoto

Comments

21. Aug 2010 · 18:12 UTC
Those are beautiful watercolour-style graphics! Well done!

Lunch time

After waking up things have been progressing slowly but I definitely think it was a good decision to create all the sprites before starting on the code. So now I’m eating lunch and get back to implementing my core gameplay mechanics. Hope to have something to show soon.

IMG_3541

Tags: ketchup, lunch

Tonight’s meal

I haven’t done much on my game besides a couple of sprites (programmer art!), but the important thing is that I ate. Which is good.

food_20100821_a

Oh by the way, it’s 9pm here, not midday…

Tags: foodphoto

Yay particles! (UPDATE)

Spacenoid4

By the way, it’s permitted to use .dlls?

UPDATE: Ok, I’m using a dll for the online highscores. The problem is that I need to use some special scripts that come with it to make it work. Can it stay on the game, or it isn’t allowed?

Comments

Sos
21. Aug 2010 · 17:13 UTC
haha, yes, silly

Metagun, starting to become almost playable!

screen1

You play a guy in a fodora hat who recently found a cannon that fires tiny angry brown guys. Use platforming skills and puzzle solving to beat the levels and reach the end of the game. Although almost nothing of that is in place yet. 😀

You can play what I’ve got so far here:

Play Metagun!

Comments

i300
21. Aug 2010 · 17:14 UTC
Nice notch! Its great watching you make the game on livestream! You’re awesome, can’t wait to see the final product 😀
SonnyBone
21. Aug 2010 · 17:19 UTC
AAAAAND THE BEST GAME OF LUDUM DARE 18 IS……….
xsnake
21. Aug 2010 · 17:23 UTC
I feel great that you used my hat idea. I’m loving the game so far. Great job, Notch!
pubby8
21. Aug 2010 · 17:26 UTC
The guys should make a run for the exit using incredibly stupid AI.
keiya
21. Aug 2010 · 17:28 UTC
I feel sorta bad for following Notch’s progress so much more closely than everyone else’s just because I fangirl over another of his games. I’ll have to make it up to everyone when it comes out and give them all a good try!
Hatsen
21. Aug 2010 · 17:39 UTC
Nice work, I will surely follow the process of this game, just the thought of all the possible puzzles makes me drooling.
21. Aug 2010 · 17:41 UTC
NicssssSSSssse!
moltanem2000
21. Aug 2010 · 17:49 UTC
I was wondering why that TnT looked so familiar, and then “Oh, it’s notch”
Robbert
21. Aug 2010 · 18:52 UTC
Looks great, but I have one tiny request. Don’t use X and Z, it’s almost unplayable on the widely used QWERTZ keyboards.
stqn
21. Aug 2010 · 22:35 UTC
Using E, R and T is probably safer… Satisfies AZERTY, QWERTY and QWERTZ.

Still no good for Dvorak, Bépo, and probably some others.

taking a shower

im taking a shower 😀
get the brain going (i found a bug)

Tags: q

Comments

Redbone
21. Aug 2010 · 17:15 UTC
“i found a bug”

You found yourself?

Isometric Failure

Well, it looks like I’m probably out… Tried something new, underestimated the challenge, and it didn’t really work out… my attempt at something isometric (2D, no z-buffer) has failed, after spending the whole afternoon trying to sort my depth sorting…

Whilst depth-sorting a grid of isometric tiles is trivial – adding in objects that can move smoothly around the map, well, it’s not exactly simple!…

Will keep hacking away at it for another hour or so, see if I can figure out a ‘good enough’ alternative – but I’ve wasted a big chunk of the day on it now, can’t see much hope of recovering from this and finishing something

Comments

Notch
21. Aug 2010 · 17:17 UTC
There’s still like 30 hours to go. 😀 At it again, I say!
21. Aug 2010 · 17:20 UTC
dont give up! your game is looking really good.
zzorn
21. Aug 2010 · 19:28 UTC
I feel your pain, isometric engines are a headache to get right.

MORE Progress

I can now walk around my generated maps! This is coming together really quickly :)

Comments

Notch
21. Aug 2010 · 17:16 UTC
Ooh, this is looking mighty cool, Terry! 😀 Will the minimap be part of the game like that? I like!
21. Aug 2010 · 17:16 UTC
Yep! I’m going to make it a bit nicer, though :)
The Jahn
21. Aug 2010 · 17:45 UTC
Oh dayum. This is looking great.
moltanem2000
21. Aug 2010 · 17:47 UTC
wow, very nice
snowyowl
21. Aug 2010 · 21:26 UTC
Bug report: You can go one square off the bottom of the map, or one square off the left-hand side (using the minimap as a guide here). You partly go through a wall, and there’s a bit of graphical weirdness.

Yay, first day summary

The day started with me hating the theme, now I like it.
Had a first version of old game, abandoned because of really messy code.
Created a second game.

Prototype

+Jumping
+Can hang onto edges with cap
+Punching
-Nothing get dropped yet
-No title
-1 Minute Menu
-Zombies don’t do anything but run

Controls:
Left + Right = Walking
Up = Jumping
Space = Punching

Download: http://www.mediafire.com/?k6q1de2jmhpi6w2

aDeathFromAbove Update and NE LD Meetup

Multiple enemies loaded from xml files, levels loaded from xml files created by a timeline based level editor I made.

adeathfromabovescreenshot3

Had a great time this monring / afternoon with the other people who met up here in New England, JonnyD and HybridMind.

Flinging birds

My game is “Birds of Prey“.

Birds are flying south for the winter; stop them! There are several types of birds [not yet] and all you have is your bare “hands” (I plan to port this to Android where it’ll make more sense). Grab a bird and fling it into the others; don’t let them fly south!

Each of the birds will fling in a slightly different way. The first one (and only one at the moment), which I secretly name Spearbird, gets flung in a straight line. The flinging mechanic is there; the collision and random generation of birds is not. So I have a while to go, but I’m making good progress!

Please take a look; play it in your browser! All you need is Java 1.6.0_10 or newer, it’s a Java applet. Browse on over to http://insertnamehere.org/birdsofprey/ and give it a try!

Here’s a screenshot for those of you that can’t get it to work. I’m off to bake cookies. :)

Birds of Prey (ss1) - LD18

Comments

pubby8
21. Aug 2010 · 17:42 UTC
If you have a point be tracked that moves towards a few pixels below mouse, at a speed that is faster the farther it is away from that point, and then base the bird’s angle off the vector from the mouse’s coordinates and the point’s coordinates, you end up with a much more realistic bird fling.
Tyler
21. Aug 2010 · 17:52 UTC
Uh, someones gotta say it, so I might as well be the one… your birds look like phallic symbols.

Enemies

There are enemies. Their utility as weapons is yet to be determined.

Back from lunch

2010-08-21-05

Game on!

food

food

And why is there only one entry at this time? By now there’s usually ten!

Enemies as PANTS

Yes, good idea. Wait. Eww.

Because I feel that sleep, food, and hanging out with family is A Good Idea ™, it looks like I’ll be lucky if I get 16 hours in. But fear not! I’ve got an awesome game idea. Also some ground tiles!

IMG_2158

Behold my workspace. I was going to photograph my sketches, but my camera battery died. You’ll just have to wait in suspense for the final product.

Comments

pants12
21. Aug 2010 · 18:00 UTC
great now im an enemy and a bug….

Progress report #2!

Things are going well, I’ve got all the hard stuff programmed and a fair few sprites sorted. The game is playable and has 1 level at the moment. Still need to sort out some more levels, more art, sounds.

Here’s a screenshot:

wabbit3

Oh look, it’s a crab, the natural enemy of the rabbit! We can deal with this problem by loading one into the cannon and firing at the other.

wabbit2

Comments

SonnyBone
21. Aug 2010 · 18:00 UTC
My idea. You has stole it.

Rad.
21. Aug 2010 · 18:16 UTC
That’s pretty awesome! It reminds me of a game I played at an arcade in Italy when I was 11. Unfortunately, I don’t remember the name, but you had vacuum cleaners to suck up enemies and then shoot them at each other.
Frimkron
21. Aug 2010 · 20:28 UTC
I’m lovin’ the character design – good stuff :)

GUI and core gameplay logic done…

Finished lots of stuff… The GUI was pretty easy, and it doesn’t look half bad (I’ve done worse in the past, eheheh):

screen04.jpg

Still need to add some information on what’s the blue bar and the other bar that will be shown later (showing the progress of the super spell that’s being cast). Also left space for other spells, if I have time to make them work (game logic system already supports it, just a matter of implementing each spell).

Also done the possession logic:

screen05.jpg

The possessed soldier (the blueish one) has just killed another soldier (hence the grave), by dealing 25 points of damage… Different unit types deal different damage to the others… this way I can have archer units dealing more damage to dragon units than soldier units.

Currently, the fight system is done through a “I hit you, you hit me” thing, although I might want to add some randomness to it (just because it’s cooler), and even critical hits (because they’re even cooler!).

The game also implements an agro table so that the enemies attack whoever is dealing them more damage (which will make them prioritize, hopefully).

Not sure on what to do next… probably I should finish the game, with just some more units types (trivial to add) and game over/next level/success conditions, so I can try to balance it. That would leave me with whatever time I can gather on Sunday for polish and the Monday for all the spells and abilities I’d like to add to this game (although it could only be used in the jam then)…

Anyway, haven’t had this much fun doing a game for a 48-hour compo for some time now… :)