LD20 April 29–May 2, 2011

Fell asleep sitting up; callin it for tonight.

I just drank a monster, and yet, I managed to fall asleep at the computer. I’m finally caving in. I have a horrid time waking up, so hopefully i will actually get up and finish this tomorrow. I really wasn’t expecting to pass out so early!

Good luck everyone! See you in the A.M! (or afternoon, depending on how lazy i am)

Cheers!

In over my head

I’m starting to get the feeling like I’m not going to finish.  Have a very basic map-rendering engine set up and working

But it’s pretty rudimentary, and getting an actor to play on that, including making a performer from scratch, something I haven’t done before, is going to be a tall order for less than 22 hours left.  Not giving up mind you, just starting to think I over-estimated myself and my time this weekend.  Oh well, any lesson learned is a lesson learned :-p

doing better than expected

Making a Zelda clone. Quite a bit got done.


Mikhail Rudoy

Under 24 Hours Left

And I’m still on the 2nd level (out of 4).  Demo here.

SPOILERS BELOW.

The idea behind the game is you’re a mental patient with a psychiatrist who’s trying to diagnose your disease.  You go through the different lobes in your mind, while the psychiatrist administers pills to “help” you (they actually hinder you a bit).  Don’t want to give away the ending.

Different lobes (in order):

  • Temporal Lobe – Audio – Marine Animal Themed – The pill dims the audio, or something.
  • Occipital Lobe – Visual – Bug Themed – The view splits in half, with the top half of the screen displayed on the bottom.
  • Parietal Lobe – Motion/Orientation – ??? – Slows down, maybe?
  • Frontal Lobe – Logic – ??? – I have no idea augh.

Calling it a night.  Waking up in two hours.

Getting late here on the east coast

Well, I have had a fairly productive day.  I have a rough physics engine in place though I still need to implement the main component of the game.  I’m thinking of calling it sprung and you have these spring shoes that allow you to jump higher and higher as you go faster and faster.  Its going to be a pretty linear 3d game, but thats ok with me.  I need to clean up the mouse panning so its more controllable.  My collision detection is “ok” in that it works, just you can see through walls but they also do keep you in, so its an aesthetics problem more than anything.  I’ve never worked on a 3d game so these things are a bit foreign for me.  Anyways, I have one level just about done, I still need some detection that the level is complete.  Tomorrow is going to be level design and polishing day.  I’ll probably have a rough build set up around noon if I keep up the pace.  I’m really excited about this

.

You can never have too many spikes.

2nd day screenshots

Two new scrrenshots for now.

The first one is probably where the game start :
screenshot

The second is out this building
screenshot

I have so much to do, and only 16 hours left !

For example there is not yet “real levels”, there is no monsters, I’m planning to add other characters… so much to do.

GO GO !

Tags: screenshot

Yay for lighting

I also got explosions and Font/Text handling working! 😀

Harder than I thought… (that’s what she said)

Hi guys…  Long time follower, first time masochist. I really liked the category this time around, so I downloaded FlashDevelop and FlashPunk on Friday and started coding.

This is the first time I’ve ever touched As3, so we’ll see what comes of it.  I hit the tutorials Friday night, did the ye’old Hello World, and now I’m near 800 lines of code into a half-working 2D space scroller called “L.I.N.K.”.  Got my brother on the graphics and the roommate on voice over.  I’ll publish what we have done, finished or not.

See ya’ll on the other side. :)

SINGLEHANDEDLY — DEMO OUT! — Previously Unnamed

What can you expect if you play this game?

Well, for one, there’s a lot of explosions. There’s also a lot of enemies and a lot of ways to get torn to shreds. This game may be damaging to your ego if you think you are good at platforming games. It’s influenced very heavily by only the very best adventure platformers, things like Metroid, Megaman and Castlevania.

What shouldn’t you expect?

No stupid tutorials. In the final version I’ll tell you the controls. Other than that it should be common sense. Also, no stupid icy physics for the player. That’s the one thing I’ve hated about games like Mario and Super Meat Boy. How can Mario be a good platformer when he sucks at responding to the player? For this game you’re going to need some very precise footwork, so there’s no room to slip up here.

Essentially, this game is tough as balls. And if it isn’t tough yet, it’s only going to get worse when it’s done.

Download it here, from Mediafire. – http://www.mediafire.com/?6hbui998iz8efyi

Controls are simple. Z jumps, X shoots, Arrow keys move. You can aim up and down.

I’m going to rant about what needs done now, and how likely I am to finish:

  • More rooms. Needs a lot more rooms. It might be about halfway done at most? Either way this feels way too short. Definitely doing this.
  • Bosses. It needs two. Maybe one if I’m in too big a crunch.
  • Plot. Obviously it’s some dude who gets a laser gun, but why? Where is he? Probably gonna cop out on this one and do a one or two frame cutscene.
  • A much, MUCH prettier title screen. Definitely needs this.
  • Higher difficulty. It’s a little steep as it is but I’m going to make the final rooms even more intense.

So far I really like how this could fit the theme after I establish a plot and setting. The dude gets a laser gun, and pretty much everything in the game, sometimes even jumping, revolves around firing the gun. It’d be very dangerous and literally impossible without his weapon.

Sooooo let me know what you guys think and how far you’ve made it in the demo. If you can reach the end (It’s the coolest item in the game, hard to miss) of the demo, then I might throw in a cookie for you in the full version.
Oh, and speaking of the full and finished version, there’ll be cake at the end. I promise.

Morning 2 with some red and blue

Where I got to before getting some rest, the liquids now flow from the inlets over the map, following the objects in the world and mixing when they meet.

The model is far from perfect, but enough time has been spent on it, now I have to flesh out the game around it.

End of First Day

I spent all day laying the groundwork for my game. There’s not much actual game done yet, but I think the base code I have now will serve me well tomorrow. I think I did a good job making things data-driven. Almost everything is powered by config files, so adding new levels will be easy and changing up the player’s items and abilities should occupy most of my time. Tomorrow will consist of mapping out levels, making sprites, writing code for new abilities and items, and writing scripted interactions (conversations and such). I’m planning on taking things easy and just seeing how much I can get done. Here’s a screen shot of my work so far:

Progress report

I did about 30-40% of the expected work, the basic engine works, but there aren’t any graphic assets or levels (well, there is the prototype level). It’s still doable, but it will be close to the deadline.

Starting to burn out a bit :|

Work is getting a little slow and I can feel myself starting to burn out a bit! I gotta get on the ball though since I skipped out on Linux North-By-Northwest for this!

Basic console and events are starting to come together though 😀

edit: oops, forgot the pic!

 

Dawn of the Final Day

I finished up the collision detection routine last night. I felt I could not go to sleep until I got something going and somehow CD always gives me some sort of troubles. In the end, I noticed I was coding a system that was way to general and ambitious for my game, so I replaced it with a dead simple system that just tries to move, checks against a bitmap and reverts back to the original position if something is hit. No normals, separating axis theorem or anything.

Today I have some social obligations, so I cannot code full time, but I still feel I can create some game before the deadline. Ah, ambition :)

Now, where is my cup of tea and breakfast?

EDIT: The obligatory breakfast photo – a cup of tea and some healthy ‘musli’ (not sure how it is called in English)

Comments

01. May 2011 · 06:47 UTC
It’s “muesli”. :)

Furious Fighting Felines – Mini Progress Update

FFF is coming along pretty well, have most of the engine done, a good chunk of the assets. Feeling comfortable now that we’re just past the half way point. If worse comes to worse I can limit the game to one screen as opposed to being a side scrolling beat ’em up, and have something “finished”.

 

Click to play!

Not a whole ton of gameplay yet (press space to punch, timing your punches on the right frame lets you combo {or you can just mash the space bar}).

Tags: progress, screenshot

That’s why they’re chasing me…

Boxes. They want to kill me for moving harmless (so my employers tell me) boxes around a solar system.

So I narrowed down what I’m going to try and get done before the end. A decent amount of stuff is working, sort of. I also managed to get around some performance issues (I’m starting to think Three.js might not be so great at handling lots of scene object insertion/removals, so I’ve switched to creating a pool of objects to reassign when needed). Hopefully I can put up a demo instead of a screenshot for the next post.

Saturday Night Fever

Had a pretty good day. Didn’t get hung up on anything in particular, but trying to be pretty careful about not overscoping the game. Added a theme song to the title, implemented physics, animated our adventurers. Transitions between rooms work (after a hairy refactor) but might need some polishing. I’m currently making improvements to the level editor so that I can crank out a bunch of content tomorrow. If I can spend the whole day on gameplay and content, I will be pretty happy because that’s a lot of content! Similar Interests

Similar Interests

 

 

Here is some graphic from our game for the jam… we love bacon…

Making good progress now.

I have basic game play working. (collect ammo, shoot, a game over condition, a tutorial)

Not spending my time on pixel art was the best decision I have ever made. I should have time to iterate on gameplay for once!

FUCK RASTER

Comments

chrisp
01. May 2011 · 06:21 UTC
Woo vector art!