LD21 August 19–22, 2011

Since the webpage is back, I’m in!!

What can I say, I *LOVED* the theme, as soon as I read it I got a burst of inspiration, and managed to finish my game  😀

But i’m getting ahead of myself, this time I used:

Flash Develop: http://www.flashdevelop.org/
Flixel: http://flixel.org/ (older version, 2.3)
Pixel Bender: http://www.adobe.com/devnet/pixelbender.html
Asesprite: http://www.aseprite.org/
Audacity: http://audacity.sourceforge.net
Aria Maestosa: http://ariamaestosa.sourceforge.net/
GXSCC: http://www.geocities.co.jp/SiliconValley-SanJose/8700/P/GsorigE.htm

I’ll be posting my submission once I wake up (it’s 6 AM down here in Chile), Good Luck Everyone!

Taken to the next level!



Not much to say, next level complete! Try it out!

Change of plans

I just woke up so I am going to post a resume of what this LD has been :)

So, going with an idea I already had proved to be somewhat of a curse since I could not figure out a good way to make a small game that would be fun. So I changed plans! (A little bit before the compo hit the 24h mark)

Right now I already have a new game, that is starting to show. Right now it looks like this and I am letting you guess what it is. :)

Woke up to see …

… what kind of crap I made yesterday. Well, it’ll have to do, since I have lots of graphics to make.

Progress!

I figured I could share on my progress. Since “ape” is a half of “escape” ;), my main characters in the game are monkeys! The idea is to save them, using a primitive flying machine (anyone played “Ugh!”?).


The progress isn’t bad so far, considering that:

  • this is my first graphic game ever
  • I started learning AS3 + FlashPunk yesterday*
  • I never used Ogmo Editor before
  • I cannot draw AT ALL (hence the horrible graphics)

* So, my main goal (learning FlashPunk) is almost accomplished. AS3 is pretty similar to any other OO language, so this isn’t so bad (plus, the tutorials on the internet are really nice), although I must admitt that my code looks awful. I did some not reccomended stuff (programming in something I don’t know at all, learnig GraphiscGale & Ogmo Editor on the fly, not checking if FlashDevelop works – 4.0 beta 1 was bugged), but I see some chance of finishing the game anyway!

I have more stuff to do:

  • flying enemies (graphics, collisions)
  • more than one level (duh!)
  • end of level/game condition
  • intro
  • sounds (i think music is beyond my reach)

 

What I did yesterday

Good morning, fellow devs!

I was able to do something playable before I went to bed. Every level has now its own ambient light value, that’s something that can be used to add some extra challenges. Still lots of work to do.

Check this screenie! 😀

TO DO list:

– Combat

– Simple level editor

– Stats shown on screen

– Level up screen

Back and progress

Hello! Glad to see the website back up.

Here is some progress from yesterday. This is a jam entry I am creating with my cousins and brother. So far the goal is to escape from different planes that are being overrun by various infestations:

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ screen1 screen2 Remain of day 1
work2

Programs used are Construct, Gimp, Garageband, Paint, Audacity

 

Now back to work :)

 

Here are the remains of day 1:

Remain of day 1

 

 

 

 

Game is done, Time for sleep then tweaking.

So Unity was easier to pick up than I expected. It is hard for me to give up so much of the control that I am used to. I managed to make a game where you have to escape flying robot drone things that are rather difficult to get away from. Getting a few hours of shuteye and then its time to clean it up and get some distributions ready. I’m leaving in a physics bug that throws the player when a bullet hits it since it is rather entertaining to go flying across then map when you die. here is a teaser screenie.

 

 

 

The hardest part is coming up. What should I name it? Escape from the angry drones?  :/

The escape continues…

Hurrah for the heroes of the webserver. Well done for getting it back up and running. :)

Anyways, my progress on Icarus Cannon since yesterday is a little limited. I’ve done some sound effects in SFXR, and I’ve added some special effects for the sun (graphics for that generated in GIMP). I decided to scrap all my prototype code and rebuild something with a more sensible structure, then realised that’s probably not a good idea, so now I’m soldiering on with my old code again. My next job will be to add in something to report the end of a launch… how far travelled, how much gold was earned, and any special achievements awarded. (It won’t be a proper achievements system… just a “well done” message here or there.)

Below is a screenshot of the game showing the sun special effects. It only appears when Icarus goes too high (nearly off the top of the screen).

 

Some Music

I threw together a couple of songs in SunVox last night and polished them off this morning. 😀

Intro Scene

Hero Enters

Suyo? Making remotely good music? What is this?

If you noticed my ear assassins in the last two LDs, you might want to turn off your speakers as soon you play this. But do not worry, as the music actually went pretty well this time!

Well, it didn’t start this well first. I left my trusty Ubuntu to boot in my non-trusty Windows. I started pxtone, and first stared at the thing for 10 minutes since I had no idea how to make a good sounding song. Then I just screwed around for half an hour, remade the main theme of Hatsune Miku no Shoushitsu for some reason until I found the Effects window. And I got an idea.

I didn’t use pxtone to make music, I did the sounds there.

After quickly throwing some together, I rebooted again, this time into Ubuntu Studio, where I jumped into Hydrogen Drum Sequencer and made a little loop.
Then I jumped back to Ubuntu again, slapped everything together and here we are.

Have a link: Update 4
Controls are still the same: A/D or Left/Right to fire grappling hooks, run as long as you can before HOLYCRAPLAVAITISSOHOTAASFGSAFIFASFAS.

Next up: more level variatons. LET’S DO THIS

My story so far …

I’m not one for posting many updates to this site as I am maintaining a log on my personal website as well as the occasional tweet @Kalakian and Facebook post.  I did want to post here last night, but the site was down, and there were still problems this morning.

Anyway, I spent most of yesterday messing about with graphics as I was suffering some coding de-motivation.  I’m no artist, so the graphics aren’t exactly up to much, and it’s ridiculous how long I spent just to get what I have, but I was having fun!! :)

So, my game is supposed to be a point ‘n’ click where you have to escape from something, likely from jail, similar to Oceon’s The Great Escape, but not isometric as my simple 2D graphics are bad enough.  I’m nowhere near that stage though, with only a character “Bob”, a door and a key.  Bob has to escape through the door, but it’s locked … try and solve that puzzle!!!!! 😛

Here’s the current screenshots:

So, back to work (I have a lot still to do) …

(Untitled)

null
My game is at a point where I can start slapping down tiles and calling it a level.

Tall Butt is Completed*!

Yes, you heard right, folks!  My game is a completely playable implementation of Tablut as of about 9 hours ago!  There’s a few minor things it doesn’t do (warn you for Check/Mate), and plenty of places that can be polished (Movement animations?)… but the game can indeed be played!  Currently, though, it only works as a 2-Player game.  My goal with the remaining ~15 hours is to implement a mildly competent AI system who can play as the Attack and/or the Defender, at your own choice.  Currently the AI moves at random until and unless it has a move that will allow it to win immediately, in which case it takes that move.  It’s not much, but it is indeed a start!  The visuals have changed just a little since my last update, so I’ll post a new screenshot as well:

Tags: AI, awesome, game, pygame, python, tablut, viking

Wait for me! I’m in!

Hey! I forgot to make my intro post, I hope I can still enter the Jam at least!

I wasn’t initally going to going the LD, but my friend convinced me to. I’ve made some mini-posts about what I’ve done so far on my blog which you can find here. You can also follow my Twitter @ValeourM if you want any insta-updates.

I’m using MSVC++2010 for my entry, and I’m using the SFML library.

I’ll keep main updates on my main blog because it’s just easier and faster for me to do for now. Good luck to all the other LDers and I hope I actually finish this time!

Sadism and its counterpart

Tee hee. While this level is fun, it also shows how damn buggy collisions are.

Animations done, sounds working, some more tricks on the way. Can’t think of any major changes I’d have to make, so I believe I’m in the clear! I haven’t tried py2exe before, though, so time will tell if I’ll be able to package this thing properly.

Progress update

I wanted to post last night, but here we go:

:

It’s coming along nicely in terms of graphics, but I still need to get core gameplay code in, which is beginning to worry me. I know it’s unusual to focus on visuals first, but I only managed to come up with what I think is a fun concept while trying to get to sleep last night. Hopefully I can implement it in a simple way to get it in in time.

Back to work!