LD20 April 29–May 2, 2011

Room exits and entrances

I’ve decided to do proper room transitions like the 2d zeldas. I could just have done a hard cut between rooms but I always think that doesn’t give you a proper sense of space, so it kills a lot of the fun of exploration. That does mean dealing with multiple coordinate spaces though (there’s no such thing as “world” space any more).

Still, I can walk between rooms, which is nice.

To keep things simpler, I’ve limited it to one exit/entrance per side. That slightly restricts the available room designs but not much I think.

Stuck, Tired and a change of Heart

Wow, it’s been a hard day. I spent nearly 6 hours non stop shopping with the girlfriend and my feet, legs, arms and back hurt like hell. I’ve been trying to code and do some minor artwork but it’s all gone nowhere really, at least nowhere fast. And it looks like I’ve been going at a dead end now – it’s time for a pretty large rethinking. But it’s gonna be a fairly large project… Damnation to it all.

I feel the pain from being away from C++ and game programming for so long – I need to constantly refresh on functions, classes and whatnot. The venture into Perl, Haskell, Lisp and whatever has sure made me a better coder, but now I just feel like a damn slow one! I got off to such a great start, but now it’s falling apart a bit.

Now I have some positive things too. My girlfriend is ever supporting and I think she understands the hours I want to put into this this and tomorrow night. I think I have a really, really great idea for the game!

You’re gonna play the role of an alien or some sort of divine spirit, I was thinking of the guy from Tron Legacy who was set to create a perfect world, who has been given an imbalazer which will let him to transform plants and animals. Then you should create a system of sorts, something like a digital circuit, which will emit sounds when an animal reaches a goal or a function or similar. This way you can create all sorts of circuits, with the ultimate goal of being able to create binary algebra – so you can make a calculator or whatever. The sound thing is partly from me being lazy (don’t have to spend all day making something that sounds like music) but also so you can create your own song!

Phew.

Now it’s barbecue time and I’m preparing for a long coding night tonight.

progress so far.

My current progress in my attempt to beat grand master loudumb i’ve done the following:

The player can shoot;

The ending song has been made as well as some ambient loops;

Some of the artwork has been done;

I have a plot. :D;

Someone please help

Does anyone know whether making a(n almost exact) Zelda clone would be a copyright infringement? Also how about the rules of LD and using the same graphics as Zelda?

PS despite the fact that I am planning an almost exact copy, the difference should be worth it, so yes, I know that just copying Zelda defeats the purpose, but I do have a reason for wanting to make it as reminiscent of Zelda as possible.


Mikhail Rudoy

Tags: LD20

Comments

snowyowl
30. Apr 2011 · 16:07 UTC
Yes. Yes it would.

But I don’t think you’d get banned from the competition, and you certainly won’t get sued because Nintendo have better things to do.
toxicfork
30. Apr 2011 · 16:09 UTC
IMO, yes, it would be. Maybe it won’t be infringement if you use your own assets and story and don’t copy all of the gameplay.

But I’m no lawyer so I might be wrong!
30. Apr 2011 · 16:10 UTC
I am not a lawyer, but I’m quite sure that you can’t use any of the graphics or music from Zelda because of both copyright law and the rules of this contest.
TellusE
30. Apr 2011 · 16:13 UTC
I hardly think anyone has a copyright on a 2d tilebased “slash-puzzler”, but using art assets not made by yourself during the 48 hours are clearly against the rules, though.

Control Test (Playable!)

16 hours in, 32 to go – I don’t know if I’ve made it to 1/3rd completion yet, but I do have my first test prototype mocked up. No graphics yet, and none of the collecting survivors mechanic, just a test of the swing/release controls. Play it here:

Click here to play

Click the image to play the control test prototype

And here is another page from my notebook expanding on the design I’m going for with the controls.

Controls concept sketch

And now it is time to start working on some graphics.

Comments

DrunkenOrc
30. Apr 2011 · 16:08 UTC
MUST

Are you ready for the…

Still working with XNA: have a basic level editor, steering for three NPC types, three kinds of bait, collision, and some range visualization stuff for testing/debugging purposes.  Still need to add obstacles/walls so I can start working on some level design.  Many b&w graphics, but still need NPC animations, as well as environment art.

Putting it all Together

sadly, the title has nothing to do with my game.
I’m getting a new computer, no idea what I’m looking for. When I get it I’m going to have to go through a good hour of transferring over important files and hooking it up. This could set my LD back  by a while.

Getting started!

Woke up today a little later then I’d have liked, but with a plan fully in my head.  Super simple RPG system coupled with a pet/minion battle mechanic.  It’s dangerous to go alone.  Here, take this guy!  I also woke up to the lovely, lovely smell of the catbox being well overdue for a cleaning and no litter in the house, and a fridge devoid of food.

Letting my fiancée, who isn’t coding a game in 48 hours, sleep in I went off to the store to repair these things and decided on spoiling us for this stressful weekend.  Recently we discovered our local grocery store has a good stock of quality cheeses, and nothin’ says goodmorning like a good sliver of bree and fresh baked croissants.

So, finally sitting down to code and I’m realizing that me not knowing basically anything about the differences between actionscript 2 and 3 was not the best idea when going into something like this.  Caffeine? Check.

Apart from some strange blue becoming green antics, the base systems and building objects seem to be working, next step. Add the outlet goal blocks and the game play element of getting a particular block and having to figure out how best to use it.

I’m RDP from a macbook at the moment which means i’ve lost print screen button… when I get a break I’ll figure it out.

Keep it groovy

tic tac, the clock is running.

Unfortunatly for us, Abe’s netbook keep on crashing, his punny laptop couldn’t handle the hight level of awesomeness we trying to make him compil.

The engin still needs many tweaks before beeing able to be concider as prototype.
I guess those hardware issues are part of the challenge.

Anyway Mr Aries have finish the first music layer :
Have a loook !

For my part i m starting animations and content variation in order to generate our levels.

sorry, this lib viewing is a crappy but it stills give you a little update.

Take and keep the good work !

(definitly a great experience sharing this wek end with you mates)

Comments

30. Apr 2011 · 16:17 UTC
wwhoaa dubstep peter and the wolf… I like this. Dubble WOAA amazing art! can’t wait to see the final game here.
30. Apr 2011 · 16:20 UTC
Wow, that’s looking great.
Demontoon
30. Apr 2011 · 17:52 UTC
OMG! Good sound!
Cabra
01. May 2011 · 10:33 UTC
Rahhh, where your music come from, because I heard that back-sound in an other place, and I don’t remember where… perhaps on a movie ?

Recursion works!

I am trying to do an automatic procedural quest thing – probably foolish, but here’s what I have:

I WANT A KITTEH!

YOU MUST DO SOMETHING FOR ME FIRST

YOU MUST DO SOMETHING FOR ME FIRST

YOU MUST DO SOMETHING FOR ME FIRST

YOU ALREADY HAVE IT!

OK, ALRIGHT, I’ll GIVE IT TO YOU.

OK, ALRIGHT, I’ll GIVE IT TO YOU.

OK, ALRIGHT, I’ll GIVE IT TO YOU.

KITTEH!

That is, the player was assigned a subquest to get something else, and from that subquest, another subquest, nesting (in this case) three deep.

 

Diner timer!

I woke up 16 hours ago and now is a good time to afford some diner. I feel bad for last few hours because I was looking for simple yet efficient way to implement lighting in my game but no success except one tutorial which will help but not today. I’ll make that tomorrow for today, I have next plans:

– Make nice torch particle system
– Pickups
– Some cheap monsters
– Maybe some additional mechanics

After that, I’ll find suitable place in my bed :)

 

classic pizza with very spicy peppers + beer

Comments

wademcgillis
30. Apr 2011 · 16:46 UTC
+1 for pizza.
Felipe Budinich
30. Apr 2011 · 16:47 UTC
That looks sooo goood!

Boxes!

What’s there not to love?

Anyway just wanted to share an early screen of my game with you guys.

Have physics up and running, now to figure out what to do with it 😛

Nyan out!

 

Anchors Away!

Hooray, I kind-of have some playabilitinessification.

So far, you can move around, and trhow an anchor at the little red dudes that come out of the huts,to knock them over. Then you have to pick-up your achor before you can throw it again, which at the moment is a huge drag, and it’s hard to hit things with the anchor… Hmmm.

The idea is that after throwing, you’ll have a chain to the anchor, and you’ll run round knocking dudes over with it. I may well get nothing else done, which is a bit rubbish! Too much time spent fiddling with the (veeery basic) animations.

Screenshot!

It’s sort-of, kind-of, playable here.

Tags: progress, screenshot

Comments

Folis
30. Apr 2011 · 16:36 UTC
Plays very fluent, but I certainly either suck at aiming or iI can’t hit that little guys ^^

Some Progress

I have Flixel up and running, and now have a framework I can start building a game on top of.  I’m still a bit uncertain about the theme.  So I’m going to continue to work on my engine.  Next steps are:

  • Improve player movement
  • Mouse aim and shooting
  • Proper level loading
  • Enemies
  • Enemy path finding

I didn’t get a chance to buy groceries last night, so I’ve ordered pizza.  I tend to eat pretty poorly during LD48s.

one step forward…

Okay, porting a boids-style steering system to Monocle was probably not a good use of competition time.  And in the end the movement didn’t really look good and I threw it away and replaced it with something simple.  Oh, it would be nice to learn the lesson to do it the simple way the first time…

Playable

Graphics are placeholders, of course.

Quaintbrush – 4 / 20 Levels complete

It’s coming along great so far. :)

 

Comments

snowyowl
30. Apr 2011 · 17:07 UTC
What’s the red paint? Acceleration?
Jesse Chand
30. Apr 2011 · 17:14 UTC
The red paint is the Overload Brush. It basically ‘prolongs events’:

First draft online

I couldn’t Imagine how fuzzy the jar-thingie with java is, or maybe it’s just me, but it took me hours to put it together in a working state, but finaly, here is my first draft. It’s incomplete, buggy and ugly, but it haz multiple characters at once and Buttons (you can even play it together with a friend, if you share a keyboard or so)

 

 

 

 

 

 

 

wanna try out? click here

Comments

30. Apr 2011 · 17:03 UTC
Your link gives a 404 error. :/