LD 38 April 21–24, 2017

Swapping "scenes"

Why oh why oh WHY did I leave this to near the end. And why was this so hard to figure out. I guess I thought it'd be easy. Guess I'm too used to the way Game Maker handles it (aka super duper omg this is so simple).

As I have to work all day tomorrow, I'm really gonna have to push it tonight if I'm gonna get this thing to playable status. We're getting close. Two scenes to build (thankfully easy ones, I hope), then maybe some sounds. The art can stay as horrible as it is. It's a game about gene splicing anyway. Maybe there's a default "ugly gene" you can't get rid of.

Start of the 3th day

No more excuses, I really need to finish the game loop. :no_mouth:

MakeMeBeautiful005.PNG

Have a great day! :grin:

A Diabolical Game for a Diabolical Experiment

Experimenting with C++ live coding to finally make an actual game

Hello, this is my first time participating in Ludum Dare. Since I saw some of the videos of Notch coding Prelude of the Chambered some years ago that I wanted to try some of his techniques in this competition. Specially the live coding part. However, as a C++ and Pharo Smalltalk developer I really hate Java. As a Pharo developer, I am working on making the language usable for game developer, but unfortunately Pharo is lacking on several small details that make it cumbersome for deploying an actual videogame.

As for C++, recently I learned a technique for doing a limited form of live coding from the Handmade Hero series of videos. Linux with SDL2, and inotity_wait this technique works like a charm. In Linux and Unixes in general, an open file can be deleted without a problem, so by using this bash script for calling make:

```bash command() { make -C build-native -j8 }

while CHANGES=$(inotifywait -e close_write src); do command done ```

And by reloading the shared object whenever its last modification changes, I am able to use any text editor, such as Atom (with clang-autocomplete and linter-clang) for reloading the game code whenever I save one of its sources. This setup works very similar to the Smalltalk Object Browser, but with limitations on changing the layout of objects and the global state.

It took me some hours making the base framework to be able to display the first tiles. As a base template I used my sdl-template which only provides the CMake scripts.

Building The Game

As for the idea of the game, I quickly sketched some ideas: A small world with a huge tower, ship planets fighting, and small eco-devasted world named Earth. For the tile map, I drawed them above a NASA map with a equirectangular projection, thinking on mapping interesting GPS coordinates, which failed.

The soldier character was conceived when I drawed a pixel silhouette of something that looked. Then I thought that berets are cool, and the glasses are mocking a loved and hated communist political figure... The heavy metal and satanic symbols are to increase the irony, they were a sudden idea. They also made me remember lot about the Terranigma videogame, so there are some subtle references to it, such as the place of the Boat.

When having a character that could only die of hunger. I needed some enemies. That is where I thought of omni-directional turret, and some wandering tanks that spawned at random places. I only managed to do the omni-directional turret, and when I saw the turret clusters in action, I knew that they were enough. The implementation of these features was fast due to the immediate feedback thanks to the live coding framework.

But the game was not complete. Only dying is not very funny, we were lacking an objective. Lets go to hell because God represents the evil Spanish Inquisition, and Satan provides the symphonies of Heavy Metal.

The Results

With these iterations, I started from this: first_iteration.png

To get into this: deadStage.png As for the final item required for trespassing the deadly holy panels. Look for an outstanding dot in the map.

19 hours before end

Now i have some sounds, and better gameplay. Mundo.png

Two Days Down

After two days, much of the coding is complete. We have a feature complete game and now must work on some bug fixes (if we can ever recreate them!), some audio polish, and a bit of graphics work to make things less confusing!. It was a fun experience, and I will definitely try it again sometime. Maybe both of us will enter the compo separately for LD39!

Suds of War.png

Branching, layout and story progress.

Figuring out just where my these branches are happening and what is being said. I wish there was quick reference for the syntax and formatting (using Sugar Cube 2.14.0), but things seem to be going alright anyways. I can't say I play many Twine games, but as far as making things go this is pretty fun.

LDemTLU/em20170423_22h29m.jpg

At work!

Sadly I have to work today... means I can't get much done today :( Going to be ha hectic last few hours if I want my game up to stuff before deadline.

More Levels, Menus

A lot of the bugs in the emulator have been ironed out, so now it's just time to smooth out the rough edges. The code editor is still a little bit janky and the compiler is bad at letting you know why your code doesn't work, but everything generally works well enough.

Also, thanks to @Thor, we have a manual.

MoreLevels.PNG

Manual Cover.PNG

End of Day, Goodnight All!

Yesterday(Saturday) was probably my biggest day with 12 hours of coding. I spent a lot less time working on my game today because of other commitments but the core game is finished and the only thing I have yet to do is create and add some ambient music. Looks like I'll make the deadline! Good luck to everyone else and Goodnight;

Good morning!

Okay its 8 am in Germany. So it's time for some breakfast, good thing we found some cereals in our LD game!

ld1.PNG

Spawn some Dronezzzzzzzzzzz..... zzz.... zzz...

new.gif

After some exhaustive work, I've got the most basic premise of my game doing something. Spawn these drones to do stuff! Now to fight off the urge to sleep and finish this thing.

TreeTop Defender: Day 2

Here are some more gifs. Can't wait for this to be over!

2017-04-23 LD38 intro.gif

2017-04-23 LD38 shooting ufos.gif

2017-04-23 LD38 volcanos.gif

Check us out at https://www.twitch.tv/messinabrothers

Saturday Night (Monday Morning) Roundup

Okay, I'm probably not going to have much to show for thanks to a crazy work weekend, but I spent most of my spare time tonight polishing up some of the player animation and sprites. I'll try to finish it tomorrow morning but I work most of the day as well. Worst case I finish it after and throw it up on itch.io... Ah well it was a good try all things considered.kawaii.gif

Transcended Melatonin

TT_02.PNG Wow, what a crazy past 48hrs. No one in the world knows my feels except you beautiful people! Thanks to the event organisers and everyone who participated. Jump on my itch.io and have a play if anyone has the energy! Much Love! [Game Link]: https://indiana91.itch.io/theatre-throw-down

Main Menu!

I have made more progress on the GUI of my game! Sounds are also coming along nicely! :rocket:

4.PNG

Wrapping things up! How exciting!

Got a nice title grahpic: TinyTerraformerTitle.png

Just made my first "full" playthrough, things aren't looking too bad! TinyTerraformer1.png

Oops

I spent the last sevearl hours polishing, expecting to have more time to finish tomorrow. Then I realized that I actually won't have any time tomorrow to work on my game anyway, so I'm submitting for the Jam now, with 18 hours left. It's relatively complete except for audio though. You can check it out here

https://www.youtube.com/watch?v=JY1WjG7x-uQ&feature=youtu.be

Small world... becoming smaller still

Well, team Beelzebox has been working on-and-off for the past 48 hours and here's what we have to show for it. The map for our RTS is ready, but something seems to be happening to it... https://www.youtube.com/watch?v=UgmFQygihQo Today we'll be wrapping things up hopefully submit the game at the last possible moment :pray:

Music is End of Evangelion OST, not that you didn't know.