LD18 August 20–23, 2010

Reviral ~ First Playable Demo

This is the screen capture from abuot 6 hrs ago, but the game pretty much looks the same.

This is the screen capture from abuot 6 hrs ago, but the game pretty much looks the same.

Alright! Awesome! So I have a playable working demo of my game concept. So anyone want to take it for a spin?

http://upurload.com/dl/?n=3627

W to GO FORWARD!

Mouse to aim!

Left mouse button to BOOST!

Boosting changes the direction of bullets!

Destroy all the spikey spinning thingys to win!!!

Does this post need more exclamation points?

YES!!!!!!!!

Comments

AClockWorkLemon
22. Aug 2010 · 02:08 UTC
“unexpected error occurred when trying to run the game” :/
hdon
22. Aug 2010 · 02:56 UTC
Works in wine :)

More and better fire… art.

I tried out some Gimp effects to make the level prettier and to make the fire look less like red circles.  I’m also animating the fire through three images.  I’m pretty surprised my computer can handle this!  There’s a lot of spawning and scaling going on, and those things spread like…  I’m not gonna say it.

It’s way past my bedtime.

ld18 - nice new level art

Coming right along

It really took me a while to come up with an idea for a game that I thought was worth making. “Enemies as weapons” is not an ideal theme. Nonetheless, I’m making good progress now that I’ve decided on a reasonable and doable concept. It’s got it all… helicopters, belly flops, and trampolines. Wait, what?

Yes. All of those, and more. Maybe a visual aid would be helpful.

LD18-1I’ll let you make of that what you will… for now. I will also make you all very hungry by showing you what I had for dinner in order to sustain myself during this quite difficult and daring among competitions!

Deeleeeecious.

Deeleeeecious.

You got many of your main food groups (sorta?), with such great foods as noodles, salad with Caesar salad dressing, and a delicious homemade garlic pesto on rolls. Just what I need to keep working on my project. Onward and upward!

Tags: foodphoto, journal, LD18

Why vede should get a camera, and code faster.

So here I am, desperately seeking approval of the internet, and I don’t have a camera. How can I post pictures of myself on 4chan or show you guys what food I eat during LD if I don’t have a camera? I can’t, that’s how. So what do I do? I make really shitty stuff in GIMP and hope it’s about the same.

This is photo quality, right?

(The hotdog isn’t actually that big in relation to my head, I’m just behind it.)

And with just twenty-two hours till the deadline, what have I accomplished?

(Those are robots!)

Moving, riding in robots, and shooting. Still to do: obstacles, at least one other kind of robot, some sort of interface for HP and whatever, and lots of other stuff.

If anyone’s curious about the idea for the game, then it’s this: the world has been overrun by robots, and you just happen to be able to hack into them and turn them over to your side and ride in them. Before going back above ground you managed to broadcast a global “no kill” beacon to all the robots so they won’t kill humans anymore (that is, they won’t kill what’s left of them), but they’ll still consider any robot who doesn’t appear to be on their side (a remnant from the initial defense measures, trying to kill robots with robots). So you can walk around all the giant robots freely, but as soon as you get into one, they’ll all start trying to attack you. The goal is to kill all the robots (or stop them from being hostile). For the compo, the best I can see myself doing is having just fighter robots in a city that you have to go turn against each other or control against other robots, but I might manage to get some more stuff in for the jam part of the event (I want to have about five different kinds of “robots,” with the abilities of each to essentially allow for basic base-building). Fighter-bots, fuel-tanker-bots, turret-bots, electric fences, and builder-bots (for moving the three non-fighter bots).

So now Imma go code some more and hope I manage to get something presentable (or at least close) by the deadline.

Calling it Quits

Unfortunately I have a plane to catch which I had to pack for and can’t finish the game as I would like. While it is lacking anything close to proper art and neat functionality, it is playable and keeps score. The goal is to get the seeker missiles to crash into each other by jumping around and dodging them at the last second. I might finish it eventually when I get back from this trip. Good luck to everyone.

ftm1

Progress…!

Okay, 26 hours and 30 mins in, mostly feature complete, though I’ll have to tweak the controls a lot to get em just right (gonna have mouse, arrows/ZX, WASD/something, etc to allow for peoples’ preferences). I also need to get the enemy generation running better and add more enemy ship types, but other than those, gameplay is all there. After that it’s just gonna be a mad dash to texture it all up pretty (almost every texture in the shot is placeholder) and add particle effects everywhere.

At the moment I have the enemies’ colors set to their health for debug purposes:

LD18_002

Barrage of Bouncing Baddies

I now have improved player controls, animation, backgrounds, and bouncing enemies.  I have no idea how the gameplay is going to work, but I’m thinking of this Pied Piper type guy being able to tame different enemies with different instruments.  Then they follow him around like Yoshi’s eggs in Yoshi’s Island.  I’m not sure what happens next.

Bouncing Enemies

Bouncing Enemies

Comments

hdon
22. Aug 2010 · 02:49 UTC
FIRE CANT B UNDER WATER
Osgeld
22. Aug 2010 · 03:13 UTC
looks nice
22. Aug 2010 · 03:36 UTC
beautiful !!!

Progress Update

So my ADSL router decided to stop working this weekend. I spent a while trying to fix it, but in the end I gave up and bought a new one. As for my game, it’s called “Killer Knife-Robots from Knife Planet K” and I have a demo available for download (requires Windows). It’s not playable yet, but it does have spinning blades of doom. I am probably going to make it so that you can take control of the robots and use them to destroy the other robots.

Spinning blades of doom!

Spinning blades of doom!

Tags: demo, journal

Grabitas: progress report 02

screenshot
Starting to implement enemy behavior. Not a lot of progress, but it’s something.

This is actually going to be an actual game with actual gameplay, I promise.

Egg-bert vs. The Vampire Robots

Got up nice and early this morning (nearly 06:00 here) and I’ve had an idea!

I spent so long working on the baddie’s spritesheet yesterday (they kinda look like vampire robots), so I needed something a bit quicker for the player character, and I decided an egg on wheels would be good.  Anyway, basic premise:

  • You control Egg-bert as he is faced with hordes of vampire robots
  • Use you zapper to disable the robots, turning them into harmless (to you) blocks
  • Whack the blocks into the other vampire robots to kill ’em

Now let’s see if I can get this done in the remaining time :)

Milestone!

screen4

My battle system is finished!!

I’ve got fighting, capturing, running away, experience gaining, leveling up and the strength progression that goes with it.

Happy times. 😀

Now I have a lot of work to do on the overworld and tons of content creation. (Lot’s of Daremons to make!)

Comments

22. Aug 2010 · 03:15 UTC
I like where this is going.
22. Aug 2010 · 03:28 UTC
aww, he’s cute
GreaseMonkey
22. Aug 2010 · 04:15 UTC
You can rename them to lemons! It’s not too late!
22. Aug 2010 · 04:18 UTC
I wanna catch them all!! 😀 😀
Eckolin
22. Aug 2010 · 11:23 UTC
Poké PC finally gets made, eh?

First image is up!

First image from my game is up and available! Enemies will attempt to make it from the bottom left door to the top right one! Next I need to put in the code to have an enemy move from one to aImagenother!

Can’t draw? No problem!

Simply hide the fact that you’re art-challenged behind bad lighting.

theyvecomeforme-progress

Please watch this thread for a link to a first playable (win32 only at the moment, sorry).

My Primitives

I hope this soon turns into something,

What kind of  something, even I don’t know…

wtf

Well, I know something, I’m not embeding anything into this swf. If I cannot make it coding, then it won’t be done.

Desperate times,
Desperate measures.

Too much for today,  I’m going to get some sleep and see what happens tomorrow.

Third version posted of “Avoidal”

Version three

Posted my third playable version of my game.

Spent the last part of the first day here getting the preloader, menus, highscores, and other assorted UI ephemera working. This way I won’t have to think about all that stuff during the last day when my brain starts shutting down trying to do game state flow. Always a recipe for last hour bugs!

The third version still needs a bunch of gameplay work but I have activated the local and global highscores.

I finally picked a game name of “Avoidal” too for this creation.

I have my plan for tomorrows code, graphics, sound, and music. Time to get to bed (about 1:30am here) and wake up in about 5 hours for the last day of the compo. What a marathon this LD beast is.  Good luck everyone!

Tags: avoidal, flash, screenshot

Comments

22. Aug 2010 · 08:23 UTC
Catchy game. Look forward to seeing the final entry.

Behold

recycle robots – update 3

ludum dare 18 athanazio update3
Aloha … sleeppppyyy zzzzzz….
update on the task list:

Ok here are my plans:

- shoot, is a little weird ... when moving backards ... probably is the angle...
- show the bullet inventory

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

--- done

step 1 - navigation

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

step 2 - movement

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

ok - add the head
ok - move the head

there is a demo online
http://www.athanazio.com/ludumdare/ld18/version2010aug220221/index.html

Tags: flash, recycling, robots, update

Quitting

I don’t have the skill I guess. Since there was a joke entry, I guess I could make a joke game. Anyone know how to fold a box out of paper?

I should make a note to not visit the ludum dare site while making the game come december. I make myself sick. ‘Oh my art sucks’, you say.Then I take a look, my jaw drops. Seriously, anything I’ve seen on here is better work then mine. Well, except for the smiley face target. Nah I take it back, it still looks better.

Comments

22. Aug 2010 · 04:38 UTC
Please don’t quit!
22. Aug 2010 · 05:07 UTC
At least don’t quit due to art! Those of us that really suck at art really haven’t posted anything that reveals how much we suck yet. There’s going to be a lot of bad programmer art by the time the deadline hits!
Osgeld
22. Aug 2010 · 05:18 UTC
screw art, it a time sink anyway keep truckin!
Geti
22. Aug 2010 · 06:04 UTC
;-; come on, push through it! the point is to learn and have fun, not make something amazing..
xhunterko
25. Aug 2010 · 17:32 UTC
No, it’s more of a time thing. I go to church on sunday mornings and evenings. So that means get up early, church for 2 hours, nap, dinner, dishes, bout an hour left, then church again. So I really had no time at all left.

Grabitas: progress report 03

screenshot
Implemented enemy grabbing, flinging, and damaging. Now we’re actually getting somewhere. Still debating how exactly bullets are going to work.