LD21 August 19–22, 2011

Starting late

I’m in! I previously thought I wouldn’t have time this weekend, but my plans fell through… so here I am, with 1 day and 12 hours to make something playable.

I’ll be using Flixel & FlashDevelop. Go go go!

Up again this morning! Slept well.

Back to coding! Making platformer engine thing. Done it several times before so there won’t be many problems. Adding a debugging helping box thing to tell me which blocks you’re standing on / could hit your head when you jump:

I like that blue color… Hm. Well! Off to go finish the platforming engine!

Now we are getting somewhere

after some work on enemy behaviour and ai the game suddenly makes more sense..

even when it doesn’t look like it yet :)

 

Tags: progress update

A Quiet Day At Work

Seeing as there’s nothing else to do, I’m throwing my hat into the ring, but I’m only doing my game during boring work hours, today 8 tomorrow 5.

Got an idea already!

The game will be named after a song I love: “I THINK IN A MINUTE OR SO I WILL EXPLODE“.

Wish me luck!

Explore, or Flowers?

So, after fiddling around with a bunch of ideas (some of which I’ve noted for another day…) I did indeed settle for a text adventure.

Whoop.

What do you choose ladies & gentlemen?

And what are you escaping from?

What do you choose?

Tags: progress update

Kicking down walls, and hitting yet more.

OK, so it turns out it wasn’t working because I was using the VS2008 version of SFML, so I looked for the 2010 version, but there isn’t one, so I followed a tute to compile it for 2010, not it works, escept it doesn’t

When I call the LoadFromFile() method for loading images, I get spam spam spam gibberish in the console WHY OH WHY OH WHY?

36h31m to go…

Finished most of the art for the starting area, the bedroom… It is supposed to be a night scene, hence the blue hue… I’ve screwed up on that already, since I want to make a light spark cast glow on the scene, and it will all show blue (should have done stuff in their “normal” color, and let the lighting engine take care of the blue-fication…). I may fix that before the end, but I’ve lost enough time on this, with 3d props, etc… specially considering this is just for a cutscene…

screen02

Next step is adding the scripting system to this, so that I can start coding the cutscene proper and get some gameplay in…

  • Load level
  • Get Lua scripting working
  • Draw main character
  • Character display
  • Character movement working
  • Draw area tiles
    • Bedroom
    • Corridor
    • Forest
  • Game mechanics:
    • Follow mechanic
    • Reversed keys
    • Perpetual movement
    • “Just jump” mechanic
    • Darkness
    • Random teleport
  • Cutscene system
  • Initial cutscene
  • Text render

Early Stages

prison cell

Started making a very basic prison cell in DAME.
Don’t worry though, the relation to the theme isn’t that straightforward. 😉

Okay then…

This will be my first participatement in a ludum dare competition.
I will go for the jam, because I am a little bit late.
I will be coding it in C#.
I think it will be something like escaping from the ever-nearing doom, kinda like dino run. However, I don’t know if it fits in the theme.
Wish me luck, I am an amateur coder!

Tags: beginner, doom, jam, start

Good Progress

ive got my first five levels of my game done now its time to add music!!!

Red, the Green Dragon

 


That’s who you’ll play in my game. His name is Red. And he’s green. And he’s a dragon. And hell, I’m the best artist this LD has ever seen, right? Right? (Please?)
Edit: It seems like the WordPress squished my image, click here or on the pic to see it fullsize

Level design of old game

...Of my Old game

Title and image name says it…

 

I chose my mind because it got a bit too violent and bad. Red dots are prisoners, blue dots are doors that explode so the prisoners can escape.

Evil-Mad-Guy character

Ok, so I see this competition and decide to enter it, so here’s a first design of the main evil-character:
The main bad guy

This is the main bad guy for the game

Tags: blayze, blayzeing, evil, guy

Yeahhh

Healthy wraps, get me ;D

I only started coding about 3 and a half hours ago, but I’ve managed to get basic platformer mechanics working so far. I’ll post screenshots as soon as I have something interesting.

Timelapse Part 1

Attached is my timelapse for my first four+ hours.

Simple collision detection is now implemented. Next will be some actual game mechanics; I’ve got some ideas in mind, I just hope they’re not too ambitious.

Tags: timelapse

Game not going well, switching to new idea

My game isn’t going well. Apart from the idea being terribly unoriginal my attempts at an enemy and physics are not going well. I’m switching to a new idea involving intangibility. I’ll make another post after I get the basics done.

 

 

The Mark Lindemulder

First screenshot!

After a few herpaderps and wtf moments I’ve got texture loading down in OpenGL, so heres a screenshot!

Second update

I’ve tinkered with the visuals a bit, but decided to keep it as it is right now, meaning that things you can’t see look like giant pillars going to the sky. So far I’ve tweaked the camera and the view distance a bit. The camera ‘moves’ with the mouse, so the further away the mouse is from the player, the further ahead you can see. It is capped though (both on the mouse distance and on what you can see). Without it, it felt very annoying and bad to look around. With it, it feels a lot better, but it’s still not perfect. I think the best way would be a camera that lags behind a bit, so it moves smoothly and steadily. This would also affect the gameplay a little, meaning you can’t look around very fast, which is a good thing. But that’ll come later. I’ve also added full polygon collision, so you can’t walk through walls anymore.

Here’s a screenshot:

There’s still many things to do. Here’s my global todo list:

  • Create enemies (with AI) that patrol and try to kill you
  • Create pathfinding for said enemies
  • Create doors, traps, and items to use
  • Create a level editor
  • Create a level with said editor

I’ve no idea how far I will get. The AI will probably be a tough task to do