LD20 April 29–May 2, 2011

Clone Wolf – Title screen, cutscenes

Last night I created a title screen and this morning I put together a cutscene system:

 

 

 

 

 

 

 

 

Play the game (5 levels): http://www.jarnik.com/pub/ld20/index-v4.html (FLASH)

Now I’m gonna focus on creating some sounds and music.

Then I’ll add more levels and enemies – any suggestions? So far I’ve got: blackforest + wolves, graveyard + zombies, volcano + lavamen, stronghold + balck knigts, hell + devils.

Tags: flash, progress, screenshot

Comments

01. May 2011 · 08:24 UTC
really good! I don’t know if you want to mess about with this, but potentially enemies that require sacrificing one of your clones to pass?

Got a player…

Created a fairly crude player model. So I’m not running a box around the level any more… Also got collectable gems, but I can’t get Unity shaders working, so they don’t look very gem-like – I just want to make them lit+additive, to look a bit like oldskool Amiga ‘glenz vectors’…)

bit dark, need to work on the lighting

Comments

excrulon
01. May 2011 · 08:10 UTC
models look so nice.

5:30 am…

…and I’ve been up a little over 12 hours and am still going strong (I think). Moslty what I’ve gotten done in the past while is a bunch more areas to explore. Like this:

Still got a lot more areas to make, and a bunch of other stuff to implement before this becomes the game I would like it to be. I’ve got a whole pot of tea in me though, and I’ll see how long I can go before the need to sleep kills me. If I don’t make the competition, at least there’s still the jam. And if I don’t make that, then I guess it’s no different than normal for me.

I am getting a little tired of post-Easter sale chocolate, however, and am wishing I had bought some other snacks (I suppose I do have fruit I could be eating).

We wanted to show you a tiny bit

here is a piece of our story

looking awesome so far :D!

Morning progress

Woke up today at 9.00 am, took a quick shower and went back to work.

I am currently implementing the hud and inventory.
I have falling damage working and item dragging.
Later today I will implement combining items and I will add monsters. After that it’s level building.

Check out my demo here: http://mc.glutt.us/ld20/id0001/

It’s Dangerous to go Alone! Take this white flag!

I give up. I can’t say that I liked this theme (actually there were just a few in the finals I liked less), but it is not a main reason why i have to give up (after all with a small qualms of conscience any game idea can be masked by this theme). I made a mistake of not knowing the tools before the compo, so I spent most of the time by reading of documentation and sample projects of flixel, by trying to learn to use the Dame level editor for the things I needed to do. My idea was that you get a camera (or set of cameras) and you use them to understand the level in a better way by seeing distant parts of it on a split screen and than using this knowledge to your advantage. Maybe I will once try to refine it and use it for some game, who knows.

But for now, I wish all of you the best – I’m looking forward on a lot of the games and can’t wait until i will play them.

Actual progress!

Yay! I had to scale back the ambition of my attack system considerably, but I think I’m actually liking the end result a bit better. A simple combo system is more in keeping with the spirit of the Dragondot franchise, anyway. There will also be charge-up attacks. Also, now has sound! http://nmccoy.net/games/sausage/ld20/index.html

Comments

01. May 2011 · 08:15 UTC
man I wish I could play your games, but your java apps don’t work on my system. It is strange, because processing works on my system.

Could I somehow convince you to switch over to deving in flash? Or perhaps help with getting your games working on osx?

bkacj on sdhchyeudle

One hour brejiomf drhvul;r nui iz finish ton time. REally tiimred. Good anightg all.

Entity: Music and Sounds

Hey everyone –
I spent the morning doing sounds and music. Here’s the ambience track  /music. I created that in Logic.

Track
Also I came across a cool fact:
By controlling the amplitude of white or pink noise over time you can create Wind and Seashore ambience.

Seashore

Now on to some programming -.-
Keep it up – there’s a lot of cool stuff already =)
_leaf

Comments

Grungi Ankhfire
05. May 2011 · 15:35 UTC
Just read through your journal, and was going to ask you if you could provide Entity’s music 😀 But here it is. Again, it’s really one of the multiple highlights of your entry. Thank you for sharing the mp3 !

The Sound of Awesome

I added sound for all of you firefox users!

Play EvilCircles now with any modern browser

Everyone else at least gets a new level. Lunch!

It’s dangerous to go alone! Take this, kthanksbai

Looking through the blog posts, I can’t help but shake the feeling hat a lot of people disliked the theme.

It looks like far too many (although to be fair, 1 game like this would be too far too many) games seem to be the ideas someone has had in the past, except they make one of your items be randomly given to you by an old guy.

On a separate note, quite a few games seem to focus around the item given to you by said old man, which is excellent, but I am surprised by the tiny number of games which seem to center around this old man, which is what I thought would be the predictable thing to do.

Anyway, enough of these musings. I have a string/piano-y track made, just need to add some dramatic guitar to make my music complete.

After that, it should be fairly quick.

I may actually finish this! *gasp*

Comments

SonnyBone
01. May 2011 · 08:37 UTC
My idea seems to be pretty unique and follows the theme in an unexpected way… but I haven’t shared it with anyone yet and you can’t tell by the screenshots. I might not be able to implement it at all so it may not even matter.
snowyowl
01. May 2011 · 11:58 UTC
You have music? I don’t even have sound FX yet.

Looks Like Another Unfinished Game On My Hands

I had a few crazy setbacks today and it looks like I’ll be falling short once again.

I’ll get a few hours of rest and then wake up and work like a dirty rotten sumbitch.

Ran a few art style rendering tests and I’m still not sure what to go with. Performance takes a huge hit, but I have a monster rig so it doesn’t reflect well on my end. I’ll have to turn the knobs down a bit before releasing it for the compo so more people can play at a steady frame rate.

See you suckaz tomorrow. I’m sure I’ll be there… at the deadline… with an unfinished game.

CURSE YOU, OH FOWL FATHER TIME!

Tags: LD20, screenshot

Mostly lost my morning…

…but I have now implemented a lose condition !

I also manage to squeeze some time and compose a couple of tracks for the soundtrack I intend to record at some point during the afternoon. But first, I want to add some more types of obstacles, then the win condition, and the remaining context (start screen, backstory, etc…).

Progress on Sprites

AHAUDIGAS MY EYES ARRRGH

First time spriting humans – it’s not that good, but a lot better than expected.
Left: Background and Cutscene, then Scoring.

Now listening to: World is Mine – Miku Hatsune

Way behind schedule…

But I have finally got the core mechanic (the ledge grab) working, after much procrastination and head/desk interfacing. Climbing the tower is now more forgiving and more exhilarating, but a bit too easy. I’ve tarted it up a bit late last night when my poor brain couldn’t handle debugging any more JavaScript.

Next up, in priority order:

  • Title/win/death screens and logic.
  • Obstacles – spikes and whatnot.
  • Helper AI and respawn points
  • Music and audio
  • Optimizations – I want the tower to go INSANELY high, and individual cube colliders aren’t cheap.
  • Hands – I wanted you to see your own hands grabbing the ledge, but it’s a big job. May have to drop it :(

15 hours to go!

Take This Convoy: Nearly Done

The gameplay for Take This Convoy is now complete.

The single player game is to collect as many stars as possible in 60 seconds. The multiplayer game is to collect 10 stars before the other person without dying. I playtested this with my brother and it was fun, but missing something. That something was definitely the ability to kill each other. I added an asteroid trailing at the end of the convoy to drag through the other persons convoy. This makes the game something else entirely. I think I will actually enjoy playing this after the competition is over.

Now I just need to add sound and music and I can call it a day.

getting better

Still no graphics but i’ll be in business soon selling to and buying from heroes. Time being 3/4 over I’m very pleased with the progress so far.

Tags: trollbridge armours

first progress shot

Worked for about 4 hr tonight.  So far I have a simple tile map with basic collision detection and an invisible NPC that reminds me what the theme is.

Started later than I had hoped

So it took me a REALLY long time to come up with a good enough idea to start working on the game. If I recall correctly, I began when there were around 22 hours left.

The good news though, is that it’s making decent progress. I’m still not sure how the finished product will look, but here`s a progress screenie:

Comments

Septi
01. May 2011 · 08:52 UTC
That’s pretty :)

Naptime News

Well… I can’t fight it any longer.  I’ve got to take a nap.  Hopefully ~3 hours will be enough to let me get up and go for the 12 I’ll have left to finish?  I’ve been continuing with the good progress though!  I’ve got scrolling ground and rocks spawning now.  Next step’ll be to add collisions with obstacles  and the edges of the screen.  Then it’ll be time for enemies and attacking!  Hooray!  (Oh, and the status bar thing) The end is getting towards being in sight!  I’ll post a video as soon as I can A: figure out how to and B: have enemies + combat.

Maybe I’ve already fallen asleep in my chair, and the progress is just a dream…

Tags: LD #20 - It's Dangerous to go Alone! Take This!, progress update, pygame, python, sleep