LD18 August 20–23, 2010

recycling robots – next steps


Ok here are my plans:

step 1 - navigation

- show splash
- show map selection
- select each map
- press Esc to end the map and go back to map selection

step 2 - movement

- build map based on string of heights
- build the char (do i need to animate the bottom of the alien ?)
- move the alien around the map
- make the jump of the alien
. control the height of the alien with the colision with the ground.

step 3 - there comes life

- add life bar to the alien
- add npc with life bar in map 1
- shoot the npc

step 4 - recycle

- add the bullets counter
- reduce npc life to zero shooting
- show dead sprite
- recyle to energy
- recycle to bullets

step 5 - levels please

- define levels map + npc positions
- code boss behavior for levels
- count the time used to finish each level

step 6 - polish

- add help screen

Tags: plans, recycle, robots

Comments

21. Aug 2010 · 20:11 UTC
hahaha missed the sounds 😛

Minor progress

New screenshot! Yay!

ss1

As you can see, I’ve got the selection pallet at the bottom working (sort of, there’s only one choice right now), I’ve got text up in the HUD at the top that’s actually real (mostly), score and funds work, enemies walk around, cannons shoot them, and the timer counts down. Finally starting to look like a game. Too bad the art sucks, hopefully I’ll get a chance to improve it some tomorrow. I’ve been humbled by all the awesome art you guys are posting, great work! I hope they’re as fun as they are beautiful! The voting’s going to be more fun than making my game I think.

A yummy dinner

So I had my yummy dinner of homemade wedges, little cheeseburger and salad which was yummy of course :)

burger time :)

I had fun watching Archimedes defy gravity by hanging on with his tiny feet

archimedes

And I’ve been toying about with the main menu, however this is totally work in progress

wipmenu

Got a few more hours of work in me at least, so I hope to get as much done as possible :)

Comments

22. Aug 2010 · 05:57 UTC
You have a pet millipede?

Upgrades

Upgrades!

elements

You get to put 5 of these on your space ship.
You win them from killing enemies.

Day One

ludum
Screen shot 2010-08-21 at 22.45.34
Screen shot 2010-08-21 at 22.46.33
Screen shot 2010-08-21 at 22.46.08

And a neat looking glitch for luck.

Screen shot 2010-08-21 at 15.00.39.pngn

This is my first Ludum Dare, and it’s a great excuse to make something, however small. I’m taking the opportunity to play with HTML5 and the Canvas API, creating some neat vector imagery as I go. Gameplay-wise, what I have now is more of a tech demo than anything, but I have some concepts lined up (think of those lines above being enemy bullets, and go from there). I’m hopeful that I can finish in time, and if I don’t, I’ve still learned a ton.

Comments

22. Aug 2010 · 04:42 UTC
Currently not working on something that seems similar to this. I have wasted the first 28 hours doing nothing. Why stop now?

The Day That Was The First Day

Well given how sleepy I’m feeling now that I’ve eaten I think it’s probably time to call it a night. I’d hoped to get a *little* bit more done than I have today, but I think I’m still on-track.

Spent the afternoon/evening finishing off and tweaking my core game mechanics to a point that I’m really quite happy with.

Also managed to fit in an hours run, which was completely invigorating, but is probably conspiring to make me rather tired now. I’ve a beautiful local running route that I can hit within 5 minutes of leaving the house, there was rivers and cows and horses and the beginnings of a sunset. I’d have taken photos were my camera less unwieldly.

Oh yes, and completing my days food photos, I had a quiche (store bought I’m afraid, but I did make the salad dressing myself at least):

Quiche

Tags: build, exercise, foodphoto

Dear C#

Dear C#,

I know we got off to a bad start. I was prejudiced against you, despite what my friends said. But in the end I gave you a go, because Visual Studio 2008 is the only IDE on this, my Dad’s laptop, and I didn’t want to use C++. I mean, me and C++ were good friends. Good friends. But she’s too awkward to work with.

You didn’t meet up to my expectations, when your console output was so slow; when you only allowed a few, predefined colours. I could see the good in you, see how you were trying so hard.

Then today, well, I’ve had enough. I wasted so much time today, when I should have been writing game logic, searching through your documentation, trying to find how to draw one image onto another. Eventually someone helped me know how to do it, but it’s still awkward. Why does it involve another class? It’s a basic, fundamental thing to do.

But the final straw was window sizes. When I want an 800×600 window, that means the inside. I wouldn’t mind if there was a way to know the border sizes, but there isn’t, and they vary between operating systems. There is simply no way to do it. Or if there is, it’s not worth the hassle.

Goodbye, C#. It’s not me, it’s you.

(Relatedly, I guess I’m out of the competition now. :( Bah!)

Comments

arif
21. Aug 2010 · 20:29 UTC
i would recommend lua LOVE for you. I think you’ll be in heaven. And you can even complete something for the jam !
21. Aug 2010 · 20:33 UTC
There are functions to find out the border sizes, etc in C#… Don’t remember what they are, though, ran into the same problem you did when I tried it out… :)

The failure of Newton

Space mess

Space mess

So far, I implemented the usual Newtonian physics, that is, the ship has a thurster control, which makes it accelerate in the current direction, and speed and position are integrated from it.

To control by hand, it’s a bit unusual, but we get used pretty fast. Especially since I coded a control that turns you automatically to the direction opposite to your speed, so you can “slow down”.

However, I’m stuggling to build an AI for something as simple as “go there and stop”. The easy way seems to be to first slow down to a stop, then turn to the point, accelerate half the way, deccelerate half the way. But that, of course, fails if the target is moving.

More naive solutions can work too, but they all seem to “diverge” in that if you aim at a fixed point, the ship will oscilate around it, on an increasing orbit.

Anyway, despite allowing for pretty nifty curvy trajectories, I’m affraid Newtonian physics are actually not fun. You almost never point at where you want to go, and you spend your time doing “straight” accel/deccel trajectories, because they are easier to visualize.

The solution I see is to go back to a more “arcade” system, where the player controls directly speed, instead of acceleration. Pressing the thruster button makes you go forward, period. Of course, in space it’s very impossible, but that’s the kind of behavior we are use to on Earth. Thanks to friction on the floor, cars, bikes and stuff are controled by direction.

On the other hand, I like the idea that you can aim at somewhere you don’t go, especially if weapons are aligned with the ship. That way you can do fly-by shootings, and looking around without actually moving erraticly.

Maybe I can try a hybrid system, where ships have proper Newtonian inertia, but as soon as the thrusters are on, the speed is fixed to the forward direction. Maybe also some sort of damping to avoid brutal speed jumps then.

Dunno. I’m getting tired and I haven’t done much yet. Also I’m far from any game at all.

Tags: screenshot

Comments

21. Aug 2010 · 20:43 UTC
You can cheat on the AI, using feedback loops… I’ve done so in the past with lots of success on that same context…

Feedback loops use the following piece of code:

Dear Flash

(If AtkinsSJ is addressing his language of choice…)

Dear Flash,

I know I’ve been hard on you. Bragging about Java being better at applets, bemoaning “Crappy flash games”, and thinking of myself as “above” playing on sites like Kongregate.

I want to admit that I was wrong about you. I can see something in you that’s different from other engines, from other languages. I get the feeling that… That you just want me to have fun with what I’m doing. You want me enjoy my work. Today you and I had a rocky start, but we had a good time regardless. Using FlashPunk, you let me dive right into game logic without hesitation. After using only Pygame and other SDL-based libs for a long time, I can’t tell you how good that felt. With Flixel, you show me the sophistication that you are capable of. Even that little bit of time I spent on Kongregate proved that prejudice yet more baseless. I’ve seen what you can do.

Tomorrow, we’ll begin again. Hopefully we can get a real game going, huh? I have to say, Python’s never given me that. Hm.

I know you and I can be great friends. You’re powerful, you’re high-level, and you’re very fun to work with. We’ll definitely be seeing more of each other.

Thanks for proving me wrong,
–Mr. Dude

End of Day 1

I think I’ve been neglecting my screenshot duties, so here you go:

fk18screen2

This pretty much sums up the extent of my game at the end of day 1. There are some enemies, you shoot at you. You can shoot at them and collect their broken hull.

I had really hoped to be a lot further along, but that’s always the way it goes. Tomorrow I’ll get the whole enemies-as-weapons thing in there, player damage, enemy patterns, etc etc. Right now it’s time to do some serious sleeping.

Good night!

Tags: end of day 1, screenshot, sleeptime

Progress Thus Far

So, 21 hours into LD18 and here is what I have to show for it:

progress1

Who ever said Java had poor framerates?

It may not look like much, but that is the start of a game.

I have functioning:

  • Sprite sheets and animations.
  • Action system and input bindings for actions.  This also ties to the animation system.
  • Attaching/removing actions for objects.  This lets me switch controls to different objects when the player mind controls an enemy.
  • Camera follow attachment.  This lets me focus the camera on any object.
  • Mouse aim / character rotation.

Major things left to do:

  • Tile map loading.
  • Collision detection.
  • Enemy AI.

Hopefully I can get something playable in the next 12 hours.

Tags: journal, screenshot

Calling it for the night…

Last hours have been most productive… I added 4 types of enemies (soldier, archer, dragon and wizard), each with their own special strenghts and weaknesses, and different types of attacks (melee, ranged, aoe)…

It was easy adding them in my data-driven system, which is totally awesome, at least that’s well design… :)

screen06.jpg

There are still balancing issues, although not many… still not a game, missing the power gems (to restore mana, health and “wall strenght”), game over and win conditions, m…ore levels, title screen and instructions… Instructions are particularly scary, since the game is quite complicated already from a mechanics standpoint… and I didn’t even add more spells and RPG-like attributes like critical strikes and attack speed.
Some graphics need lots of work aswell, and it would be nice if the characters would face whoever they’re attacking, but that will take much longer than I have, specially considering my drawing skills… :)

Tomorrow I own’t have much time to work on the game, since I have family visiting… going to try geting most of the work done in the morning and at night, specially late night (after 11pm or so until 3am, which is the compo’s finishing time in my timezone). Want to have a complete game with sound, music, title screen, instructions, game over and several levels… the rest of the stuff I’ve been pondering about (more spells, RPG-like damage system, etc), will be left for Monday (so it can participate on the Jam aswell).

Anyway, nice for about 10 hours of work… all data-driven and such… :)

Comments

21. Aug 2010 · 20:53 UTC
I love those little guys! Why am I spending all day making a really ugly 32×32 guy?!
21. Aug 2010 · 21:06 UTC
LOL… Well, I can’t really take credit, all I did was grab Oryx’s sprite pack he did for the TIGSource Assemblee competition, magnify the 8×8 sprites, then open another document and put the same pixels he already had… :) Sort of like tracing, which I think is allowed… The “animations” are all me, though! :)

An update on progress

…the first one, actually XD
Well, i have about 1/2 – 2/3 of the game logic done, and a beautiful set of filler sprites that will gouge your eyes out with their ugliness. here’s a screenshot (notice how mt filler sprites have the same colour pallet as last LD :D)

Physics Galore

Physics Galore

Yeah, see each of those outlined blocks? each one has it’s own rudimentary physics :facepalm:

progress report

<sarcasm>

making HUGE progress

I can move a rectangle around now

</ sarcasm>

second

Progress so far… not much

My first ever Ludum Dare day is nearing its end and things aren’t really going as planned, which was expected. 😉

After getting up pretty late today, I originally planned to work until early in the morning, my concentration however is declining rapidly (I just wanted to control the cursor in the WordPress editor with “hjkl”…). So to be fit tomorrow at least, I better get some sleep now!

Progress wise I got a few other Ideas which all evolve around a platformer however, so I’m implementing the basics for that currently. I’m still not that stoked about the concpt and it is getting clearer and clearer that I will never finish it in 48 or 72 hours, but I’m going to keep going with it now.

Oh and despite all those bad news… did I mention that I’m having a boatload of fun? 😀

Good night!

Super collide-em-up

Screenshot

I have a prototype but no real gameplay yet.

Play here.

Comments

21. Aug 2010 · 21:46 UTC
Seems promising. :)

Late Entry

In my game you are a little spaceship where you grab enemy ships and throw them at their friends!
particles2

I am using Java this time and it got fancy particle effects and stuff.

Comments

21. Aug 2010 · 21:14 UTC
How does one create such a glow trail effect? Anyways, good luck with your entry.
ZomBuster
21. Aug 2010 · 21:21 UTC
Thanks, I just blur the screen buffer and slightly darken it instead of clearing it like normal.

Not great for a day’s work, but that’s all I got

Ok, I doubt I’ll get much more done tonight (if anything), so I’ve made a small vidcap of what I’ve got so far:

LD18 Day 1 gone

As you can see, not much, lol.  I have basic sprite animations and scripting support (move or turn), plus the spritesheet took me ages to do.  Here’s hoping for a more productive day tomorrow, and an actual playable game 😀

Comments

21. Aug 2010 · 21:32 UTC
nice ‘bots.. and good luck tomorrow!

A Course Editor, and a Distressingly Simple Visual Effect

To my mixed pleasure, some friends called me around seven and invited me over for dinner. It was good dinner, don’t get me wrong — but throughout the evening my thoughts were dominated by three distinctly anti-social questions:

  • What is the next milestone I need to hit for my Ludum Dare entry?
  • When is the earliest socially acceptable time for me to bow out and get to work on said entry?
  • Dammit, I’m eating during a Compo and I don’t have a camera.

Not all was lost: I worked out the details of my course editor over a glass or three of wine. And behold! An hour or so after my return, here it is:

If you're reading this, Celia, I'm only kidding. It was an /awesome/ dinner.

If you're reading this, Celia, I'm only kidding. It was an /awesome/ dinner.

I’ve also settled on a visual style that doesn’t make me retch. It’s amazing what you can do with a bit of Photoshop glow and additive blending. Mmm, blending.

Oh, and the food I failed to photograph? Homemade (vegan) pizza. Mmm, despite the distinct lack of, well, anything I’d ordinarily put on a pizza. Since I don’t have a picture, can you just envision it? Maybe?

Ah, there you go. No, wait — you forgot the sweetcorn.

Mmm.

Tags: pygame, python, screenshot