LD19 December 17–20, 2010

Goodnight!

I sleep now, more in the… um… later.

Not Much change…

Got arrows pointing to the various planets. A circle saying how close the enemies have to be to shoot. A hub graphic and better all around controls…. and a background … is that all I’ve really done in the last 4 hours or so?

Argh…

Progress report 2: Well crap….

I needed to nip into town with my sister and due to terrible amounts of snow and my sister having to buy a crap load of stuff it put me god knows how many hours even further behind scedule. Finishing on time is looking bleak at the moment so I doubt I will be sleeping tonight.

On the plus side I have fixed many, many bugs with my terrain collision detection and I’m ready to set up a sprite sheet system for players and possibly mobs if I get around to it.

Afternoon of the First Day – Progress

I’ve made progress on Probe!

Now the player’s gun works, but the current behavior (Fire one each time the fire key is pressed) is temporary. I have something else in mind for that, but that’ll wait for later.

There are also baddies. They are the baddies I had art for earlier, but I redesigned them. Because the “armor-plated octorok” looked really dumb and the walk animation I had for it looked really, really bad, I dumped it an redesigned it.

You see, my premise is that the civilization that left all of this neat stuff behind was incredibly arrogant and thought that no future civilization could match their firepower. They put forth what they thought would be sufficient to hold off military firepower. Their defenses are lame enough that a research probe can fend them off with an excavation tool. Crappy aliens. Good loot, though, once I get to making it.

There are three baddies in the level, and if you kill them all you can reset the level by pressing R.

If anyone would like to, they can play my game here on my DropBox.

The controls are:

  • Move – Arrows
  • Jump – X
  • Run – Hold C and Move
  • Fire Gun – Z
  • Drop through ledges – Down+Jump or press S
  • Reset Demo – R

Here’s a screenie showing the redesigned baddie in all of his poorly-equipped majesty:

Zoe the Research Probe facing a Shot Baddie

See what I mean? It's on WHEELS!

Progress so far :

Thanks to those damn kids, we advanced a lot in bungee jumping. So NASA chose to refurbish the Discovery vessel. To grab planets and put them around us. With big elastic cords. And Löve.

Weeeee !

I’m never doing the physics in a space+bungee cords game again D:

Something

Probably won’t finish this game this weekend.

Comments

Henry Blank
18. Dec 2010 · 15:51 UTC
Is that ascii 3D ? …
18. Dec 2010 · 16:10 UTC
Looks cool, half tone shader of sorts?
Sparky
18. Dec 2010 · 16:32 UTC
Oh wow. This is so beautiful. If you don’t finish this weekend, would you at least post a build? I’d love to play around with this and show it to a friend of mine.
18. Dec 2010 · 18:44 UTC
To be honest, it’s really nowhere near as nice as your own experiments with dithered shading :(
Fififox
18. Dec 2010 · 16:34 UTC
That looks great ! 😀

Oh Man!

I think I’m a bit behind on schedule, although I have half of my animation done and I’m happy with the results. Now I have to start coding!!! I would upload the animation if only this would let me…

Pizza dinner

With the one and only chili sauce. And lots of it. Its label says “NATURAL COLOR”. Probably won’t be posting screenshots yet, but there’s a time lapse video coming.

drDiscovery!

I have base thing working, 2d tilemap, using Tiled as editor, animated characters, although these are just placeholders. Working collision&response, Sound, Camera, Input and you can shoot the Thugs! What about that! I also managed to purcase a x-mas-tree and play some Black-OPS today!

Click to play in your browser! Arrows + Z.

Im off to bed!

Done!

6 hours… and a game done? Seems to be impossible, but my crappy, little game is done.

Is strange talk it now, but I’ve spend my time on:

– 1 hour on a good game idea, abandoned,

– 2 hour in internet search about an inspiration,

– 1 hour in let my mind “flow” into the code,

– 3 hour of programming,

Next LD I will partecipate, I’ll need more time to spend on this.. but for now I’m happy.. my game is criptic, like my english, so understand it is  a “discovery“.

Play RandomLD19 now!

p.s: source code uses Flashpunk and is a project for FlexBuilder 3, all images are done with Gimp, like sounds build with as3sfxr. Code is a pain: no comments, lot of work to do, I can do better!

midpoint

Basic gameplay done, now I’m working on setting the data/etc so that the game is winnable but not too easy.

Comments

Sparky
18. Dec 2010 · 16:19 UTC
This looks neat, though I’m not quite sure what it is based on what you’ve posted so far. Is it a game about digging tunnels, or perhaps a train game?

I guess that’s it.

I’m going to have to drop out early. It seems like a repeat of last year in LD16 (even the theme). I didn’t come up with a good game idea for this theme until now so I just started about an hour ago. Unfortunately this theme and my idea are both lacking motivation for me (not to mention the fact that I have a Calculus 2 final on Monday I still need to study for). I thought I had the time but I simply don’t. Good luck to everyone else though!

The Leftover Breakfast of Champions

Nuking what was left of last night’s grub.

Hoping for a “Most Mundane Food” award. Nice slop of tofu sausage, corn and mash potatoes. I don’t know where you guys find the energy to make fancy foods right now.

I’m thinking if I can nail all of the mechanics between midnight and 3 AM tonight I’ll probably be able to start integrating DB stuff into the game, otherwise I’ll be polishing a single player game : /

Tags: food, foodphoto

Untitled Discovery WIP #2 (sound)

Ii uploaded some audio , i really only spent about 10 minutes making this (FL).

Wanted a break from code, so here we go!

Will get around to more  later. Only about 11 hours down for me.

Listen on sound cloud :

http://soundcloud.com/fuzzyspoon/menuambience
Edit, this goes with the menu :

Untitled Discovery Menu

Untitled Discovery Menu

Tags: audio, music

Comments

TheLolrus
18. Dec 2010 · 16:18 UTC
Very nice music you have there! :)

Title screen done! Enemy spawn code and movement much improved!

I now have a title screen! Also, I’ve improved the enemy spawn code so that they appear at a random point that is 200 pixels away from you. Which means that it’s a lot easier for them to surround you. Always fun.

Collision fixed

I fixed the issues with collision detection, and it mostly works.  It could still be that some glitch is hidden somewhere, but fortunately I couldn’t find it.

Also, it’s cool that I can just draw the background map with gimp and use it in the game.  Too bad I’m drawing with the mouse :)  You can just try the game in its current state at http://chrisjan00.github.com/ld19platformer/

Working on lights

There are so many “2D maps with light” posts that I am beginning to think that I am out of my league. Everyone seems to know how to do it!

I have been using the last few hours to try and implement this :

http://roguebasin.roguelikedevelopment.org/index.php?title=Digital_field_of_view_implementation

I never played with lightning in a tiled game, despite having made a lot of tile based games, so I picked this implementation. It seems to work :

Progress after 4 hours

Not bad for a couple of hours... I think?

The game will be graphical, using XNA, but console is always better when trying to understand an algorithm IMHO. Next post should have it with some gfx tiles in a non-console mode.

Edit : I should have removed the scrollbar from that shoot

Spacebrick

As I mentioned in passing a little earlier, my game is named spacebrick. The main character is a brick with the goal of discovering every way to smash things and every possible thing to smash. All effort so far has been on code/gameplay stuff, art and (hopefully) music/sound comes tomorrow.

SMASH

So far there’s only one type of enemy to smash, and the spacewindows (interstellar portals, indicated by the arrows) are indestructible. There’s also only one way to smash them, which is to crash into them. However, universe generation is up and running.

Use WASD or the arrow keys to move.

Play the current build.

Tags: progress, screenshot, unity, update

Changing Plans – Probe as a Long-Term Project

I’ve got a new goal for Probe. I’m having a really good time making it, and am at a good shelving point for Little Ninja. That said, I now want to just have a feature-complete prototype of Probe for the compo, and will take my time with the finished game.

I may or may not do the jam game. I’m not sure yet. But I’m definitely going to keep my sights for Probe set on having an alpha for the compo. After that, the completed game.

The Haunted Cave

I modified a bit the project. Now, the game will be a Arcade where the player’s goal is to collect the largest amount of gold before being killed by the skeletons and creatures that live in the cave.

Comments

18. Dec 2010 · 16:47 UTC
i doing about the same but until you run out of energy(used for moving) :)
18. Dec 2010 · 17:00 UTC
I’ve got one where you have to run through a cave to find (discover!) gems and take them back to the start to sell them on for money. Caves are just a good thing I guess. Nice and easy to do with lots of potential for discovering and uncovering things.