Face-Palm Collision Problems
I am stuck… Love2D doesn’t have a collision engine that I can get to work, and I can’t even seem to get something home brewed made. I’m still trying though!
I am stuck… Love2D doesn’t have a collision engine that I can get to work, and I can’t even seem to get something home brewed made. I’m still trying though!
SFML is not compatible with my IDE of choice, VS 2010, so a few days before the competition started, I downloaded the source code and recompiled it so it would be compatible.
It turns out the source didn’t come with libsndfile-1.dll and openal32.dll, so I couldn’t use sound until I obtained the binaries. Fortunately I found them in the folder of another project, so now my game will have sound.
I don’t think that I get disqualified for this since I previously declared that I would be using SFML for my project.
Surprisingly I am still here.
Night one was a good start.
7:30pm (pst) start. I managed to get a working GL app with mouse input and some text output.
9:00pm?? mmm burgers

MEAT
11:20pm I had a game design and started to code!
Drinking and coding proceded until about 1:00am when a friend arrived. Promptly forgot about LD and hung out with friend until about 6:00am when I decided I should sleep.
~12:30?? wake up
breakfast cartoons.
mmm food. mmm coffee.
Sourdough + Cashew Butter + Strong Coffee
~2:00pm started up again!
Game has enemies with ‘intelligence’!
5:00pm
Mmm leftovers.

Salad + Leftovers
Clearly I need to start busting my arse if I want something more than just-barely-complete.
I’ll do a screenshot post of game progress at the end of this thing. For now all you get is GRATUITOUS FOOD SHOTS!
Alright fellas, I have a request.
When you accidentally hit a friendly planet in the game, they will yell out hilarious sayings (pictured above). I want your help coming up with additional funny, wierd, or awkward sayings.
Some so far include:
Lets hear some funny shit; you bet they will be in the game.

Messenger dog is clearly bemused at the lack of progress today. Nevertheless, things are starting to fall into place with the art, and early code tests finally turned out successful, so I should be okay to achieve something tomorrow, however limited. Sleep now, then work like zoom tomorrow, with some heavy prioritisation on features. o_o
Well, I the “engine” is nearly done. I just need to give the game difficulty progression. I’m confident that it’s going to be fun, and the design is simple enough to let me concentrate on what I have more difficulty in.
I have 4/12 characters. The was unhappy with the 5th, so I’ve decided to redraw it tomorrow. I still have no sound effects or music, and I have no idea how I’m going to come up with some, especially with over half of the graphics still not done… I guess I can record some sounds with my microphone or look for some sort of sound resource generator? As for the music, I can’t exactly compose a tune out of thin air. Any tips on these would be greatly appreciated. So here’s another screenshot (In the final version the items will only appear when their respective character starts showing up):
I feel like dropping this one. Not because I can’t finish, it’s because I can. Let me explain. You see, I’m working on a visually minimalistic game using Curses. The reason I want to drop out is that my game feels subpar to all the others in the compo, and more importantly, dull. However if I receive at least two comments asking me to finish, I will.
The point is, I want to know if there are some people out there who want to see something like this on the list of games. Thanks for reading.
Hi all,
First day is over. My filmation engine is almost done. I failed with a couple of goals, but not too much.
My partner sent me the sprites for the main character… still waiting for the rest of the sprites, before use them in the engine, so the “graphics” were made by me in the following screenshots:


Still working on the gameplay concept ![]()
Good luck!!
Here’s a link to a playable version of my progress so far (click it and go!):
Arrow keys move, spacebar deploys/picks up cat.
It’s still missing quite a lot of content (and quite a lot of gameplay for that matter!), tried my hand at sprite animations for the first time and I think they turned out pretty good.
My IDE is in the browser so it will automatically update as I add new features.
Please check it out and let me know what you think!
Progress is slower than expected, largely due to my lack of experience with Flixel. I’m pretty happy with the player movement and shooting though. Next up up is enemies. But first I’m going to take a break and meet some friends for food. I’m hoping to have most of the gameplay wrapped up tonight, and then I can spend tomorrow on things like art and story. No screen shots yet, as it is all still rectangles and Flixel defaults.
Making progress.
Stuff done since the last update:
– prevent the player from leaving the sides of the screen
– Doors to get to the next level
– fix brush drawing to be less laggy
– Ink limits / ink bar on top
– switching ink
– WASD support
– Laser tripwires, buttons
– dying
Stuff left to do:
– Add enemies: turrets, especially
– health system
– crumbling blocks, blocks that appear/disappear with switches
– make current levels fully functional
– Pop in stealth fog and vaporizer fog
– Erase ink, create surfaces that you cant draw on
– ten more functional levels
– End game boss
– Menu stuff, end game / skip level, pause screen
– Saving progress, dialog / instructions
– sound effects, background music,
Okay, first update. I got something together today but it still needs….a lot of work. Here’s a screenshot:
You can move the green square, and attack the other squares that try to hurt you. Never entered one of these before so I’ve obviously overestimated how much I can get done in 48 hours. I’ll try make it be more of a game in the morning.
First, a cryptic screenshot:
As I said, I am going into the “Portal” direction. Without portals, of course, but ego perspective and environmental puzzles will be in it. (Which means that I will have to make some levels, ugh.) The gameplay is finished now, at circa 80% (hopefully the Pareto principle won’t hit me here).
I will go to bed soon and tomorrow work on minimalistic graphics, levels, story, and perhaps sound and music (even though I’ve never done that, but maybe there will be time for it).
You probably noticed that I didn’t tell anything about the game’s gameplay. There is not much to tell, you get a device which looks like a gun, and have to overcome obstacles to reach the exit of every level. At least that’s the plan for now. I don’t want to do the obligatory robotic voice which tells you what to do, maybe I add some NPCs.
So after almost 24 hours of the contest is over, I’m home and going to tackle this compo!! It also means I had plenty of time for conceptualization…
Think Press Your Luck (the old game show) turned into a battle system and event interface, with RPG style stats and dungeon crawling, using a board game as the method of moving around! BOOM! That just happened 
Just felt like posting a few screenies from what ive done already:
On the picture above you can see the first enemy i added, ill start working on the watergun and killing the enemies later on the night. Everything looks very promising for the moment and im quite satisfied with it, i think ill be pretty tight with the time (specially if i keep making the animations frame per frame colored in photoshop..)
The main game will be a mix of the classic platform physics; three or more lives, if an emeny touches tou you loose a life, you have to grab some upgrades for the weapon and one or two keys on the way to unlock the big boss.. pretty standard.
Cheers! ^^
LD20 mailman progress – zombies moving and sound from Hamilton Lima on Vimeo.
ha ! zombies moving around in the city, soundtrack playing, each different type of zombie with his different sound ! hahahah I love zombies !!!
next step check zombies colision with the walls and with the main char