Just look at that
Look at that, just look at it. You’ll never see a more beautiful reproduction of the Link vs. Old Man screen in your entire life.
Tags: in my entiah rife, screenshot
Look at that, just look at it. You’ll never see a more beautiful reproduction of the Link vs. Old Man screen in your entire life.
Tags: in my entiah rife, screenshot
As is traditional now, I’ve spent a couple of hours having things not work for no explicable reason. It doesn’t help that Flashpunk’s documentation isn’t very good, but all I’m trying to do is draw a line, for which there is a function, which does nothing.
Maybe it’s a simple thing (the equivalent to forgetting to add a tween to the world) but whatever it is, it’s burned me out a bit. If anyone could tell me how to draw a line and make it work (preferably onto a Canvas, as I’ll be doing collisions from it too) then I’d be very, very grateful! And you’ll get a warm, fuzzy feeling, along with a game that has lines in! Everyone’s a winner!
Tags: help
Spent the past few hours writing a bunch of base code to help out with the additional mechanics that I want to put in. I also did some more graphics work (A HILL.). Best excuse to show off another screenshot ever. So you are seeing countdown bars for the upcoming bricks that you can drop on your tower. I was thinking it might be nice to put in a pax briticannica style “hold down to get more power” thing to this. Don’t know if I will need it though.

I got a call from the friends that went to the movie, so I am going to meet up with them instead of running myself into the ground. My eye is starting to twitch and I have been at my desk for 11 hours straight, so that seems like a good idea. We will see if that means better work tomorrow. Also I have a tagline for the game: a 3 button realtime strategy tower defense brick game. No title yet though.
Tags: progress, screenshot
And the speech system is in-place… Was a bitch getting right: getting the projected position of the 3d position of the speaker so I could write the text there, center the text, script binds, etc…
Was hard making it visible in all circumstances aswell… Finished writing the text twice, one in black and offset and then in the normal color… Worked quite well…
This is finally shaping up, although it’s not even close to being a game… Next step is probably to draw and animate the imps, making them spawn in their proper positions and giving them AI… Probably will call it then…
Task list:
Task list:
I’m a long time veteran on the Ludum Dare IRC channel, but haven’t had the chance to take part until now – so LD20 is my first LD. Since it’s dangerous to go alone, I took two old buddies, FlashDevelop and FlashPunk along with me. Besides that, I’m working with PhotoShop CS5 and Audacity, and progress is looking okay so far. The basic gameplay mechanics are starting to take shape, so tomorrow I’ll have plenty of time to add more variation and work on levels – perhaps even incorporate the theme, since I sort of got sidetracked a bit. 😛
A gfx teaser:
So my game will be a platformer in which the character keeps getting new items. One of these items is a spiked helmet which you can use to climb walls, stick to ceilings and kill enemies.
Got a lot done this day but there is also a lot of things left to do for tomorrow, at least I won’t be hungover tomorrow 
Here is a screenie with some placeholder art (if I have enough time left to make some new )!
And yes, he is upside down 
I’ve done simple particle system for the torch which looks a bit weird in game but since I have everything implemented it won’t be hard to make small changes to the system (just in case of spare time). HUD – Torch bar has been updated with the bar and now I only have to make that bar become smaller while torch is burning. Another thing I’ve decided to add is “Sprint” which will make the torch glow with even stronger flame but torch bar will lower faster because of that.


Pfiouu….after 19hours working and some troubles with the items generator, i finally have something good 
Time to sleep some hours…
Next step: Including mobs, heroes and weapons !
Got the tile engine and character/enemy up and running!
You can now “attack” enemies, but it still doesn’t do anything interesting, it looks like this:
Tomorrow I will add real interactions + levels, monsters and winning losing conditions.
Plenty of work, not much time – let’s see how it goes!!
Daniel
I may try to make some interactive story thing.
But, in hindsight, I have considered the following:
-Will not use mappy for tilemaps
-If I do a tile map game again, I will not make the levels.
-Not design such a large map.
-Even with a smallish map, not allow feature creep to get in the thought process.
And that is all.
LD20 mailman first movement in the city from Hamilton Lima on Vimeo.
now I can control the char and the camera follow it !!!
used the default character controller and a camera following script
there so many streets here to name … I think I will change plans !! the mailman now need to deliver letters from a cat to the other cats !! lol just need to find the cats in the city, and fight the zombies !!!
Tags: cats, changing plans, mailman, progress, unity3d