LD22 December 16–19, 2011

Not going to win but…

but I’m ready to try next time.

 

EXPERIENCE, LEARNING. I’m doing a lot. I’ll have my engine ready for the next one, so I’ll be able to work on gameplay. This game is going to be a simple adventure, with a spice of fun, I don’t want anyone to vote for me as “best game”, but at least I hope you smile a little bit.Le Weird Castaway

I’m programming on ubuntu, the only image editor that exist here is GIMP, and I need paint, so I downloaded GNOME Paint. If anyone wants to follow my steps, DON’T. It doesn’t do anything you want it to do.

 

 

 

 

Day 1 nearly finished

Day 1 of Ludum Dare 22 will end soon and I think my game is far enough to get it finished.
All the core programing stuff is nearly done. What do we have?

  • Tiled background which can be leaded by an image. Translation between pixel color and
    tile is done by a mapping table so I’m very flexible.
  • Sprites (not yet animated) can move around and have collision detecton implemented.
  • Background and foreground are repeated images which have a delay to the camera position
    so we have a 3d-effect
  • Keyboard input and action system is implemented so we can easily add new features.

And what are our todos?

  • Of course, there must be a really cute and stupid story. I will do this now.
  • Sprite animation.
  • Sequence function for story mode.
  • Cute and stupid paintings for character, tiles and story.
  • Sound and music :).

You can play the current version at
http://dl-web.dropbox.com/u/2720564/LudumDare22/index.html

Tags: day1

Food

http://a.yfrog.com/img878/7061/eqlin.jpg

Still slow

Still figuring Unity out. Got a basic scene mounted with placeholder art and a script that send a can flying away when you click it.

Day 1 Wrap

Ok, development-wise things have been going great. Everything is working.
Idea wise it has been kinda meh.
Been prototyping different mechanics but nothing totally awesome has come from it.

Think I’ll take some shuteye and keep fingers crossed for brilliance during sleep.

/Hannes

Yay, platformer physics!

 

That’s right–I have a little test sprite moving left and right and jumping around!  The white background tiles are loaded from a 16×12 bitmap.  The best part is that the little guy doesn’t glitch through anything!  Hooray~

Unfortunately SDL.net doesn’t seem to really do subpixel render stuff unless you get into OpenGL which I’m not going to do for this project.  But I need to use floating-point coords for logic, otherwise the jumping will look really weird.  So I’m constantly having to round off my logical floating-point coords to int coords for rendering…which actually isn’t too bad.

 

 

 

 

 

 

Nobody Wants Kitty – phase I

Hey, been working on this game since .. the start! It’s Nobody Wants Kitty about a lonely sad kitty who doesn’t have much going for her. She’s got to upgrade herself until someone will finally want her. You start out as a pathetic cat with rabies, mange, a missing eye, a missing ear, no whiskers, and no fur.

I’m using flashpunk and that’s been working pretty well. Using flash is nice because distribution is so super simple :)

-Phil

Comments

17. Dec 2011 · 21:59 UTC
Amazing title! 😀

First screen shot!

 

Spend several hours at starbucks working on the game. Make some good progress since I switched to ImpactJS.

This is the battle screen, the major screen in the game. Left side is the user, right side of the bad guys.

Calling it a night.

Well, I should head to bed. My eyes are tired and my hands are crampy.

I managed to get some sound effects in and the save/load system is almost done (some odd bugs have to be removed).

download ForGlory_LD.zip (2MB)

Good night, y’all!

Moving the Stars.

I moved the stars for you, LD.

 

Having a bit of fun just messing around with the core mechanic. It’s all there now, all that remains to do is give purpose to these mechanics, which will be pretty straightforward and I know exactly how I want it to work, tomorrow should be fun!

All that’s left beyond that is sound, not a clue how to import sounds, might have to try and find an OpenAL library and pick it up quickly.

 

 

Comments

17. Dec 2011 · 22:48 UTC
Looks neat, can’t wait to try the mechanic.

Beaches.

A little late on hour fourteen’s update.. but there wasn’t much to show since I’ve been working on level loading stuff. I have the basic generation worked out in my head now, and now you load the data from rooms that are generated at a new game… hopefully this won’t be too hard to make it save 😀 Anyways. I’m making functions to build beaches on rooms, so that I can make all the edges of the island have their boundaries setup.

Next? More level generation / loading work! I’m going to finish up the beach generation then I’m going to add in changing rooms when you walk to the edge of a map.

 

Edit: Whoops!  That made the memory usage huge.. whoops. Guess I need to fix that.

7pm EST – Sat

Fish and Chips were great.

Right now, I’m working on art assets.  Trying to decide if I want to just do floating heads and abstract it, or if I want to do a character set.  I’m not too enthused about creating my own full sized sprites right now, feeling a little burnt out.

I also need to consider music, either just finding something royalty-free, or whipping up a quick loop or two in renoise tonight.

I’m on track for finishing though, so that’s great news!

A screen shot update

Well, after wrestling with OpenGL spotlight and giving up I moved to using the Ethanon Engine and a couple of hours later I have this too look at, and I get to concentrate on gameplay rather than lighting. The cat must escape the maze by lighting up it’s surroundings. It does this by collecting the bottles of magic milk!

 

UPDATE!

Now with added Normal Mapped Kitten!

 

 

Finally a progress update.

22 Hours in. 1 a.m! Tired as f**k. Finally did something!

Pretty!

DOWNLOAD – Linky!

So, basically you can walk around and open the randomly spawned crates. You can also push the crates. That’s for the tactical factor of the game.

Walking – Arrow Keys
Opening Crates – Space while standing close to them

Comments

17. Dec 2011 · 22:46 UTC
Get some rest and continue- i’m curious to find something in a crate.

Update 3 – End of Day One

Day one draws to a close for me. Since the last update I finished up the inventory system, added the messaging system, created the player sprite and animated it and started work on some of the tile transitions. Things are going well so far, I’ve got allot done but I still have a long way to go.

No more developing from me tonight, I’m going to relax for a bit then get some well needed sleep.

It begins here…

FIrst level

First thing you see

I don’t think i have the power to make more maps (there are four now)… i’ll take a break and try to figure out what to do about the sound.

Last hours of work =)

One day left and here I am :

– The gameplay is all coded =), tutorial’s ready, still some minor bugs but nothing real bad

I AM ready to finish up the storytelling and level design (which should be fast). – I’m still missing the background, the second main character, the sounds&music

– I think I’ll have time to make some screen title and I hope I’ll have enough time to include some additionnal gameplay.

Here are some screenshots of the actual state of the game.


#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 25%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ LD22_0003_Calque-7 LD22_0002_Calque-8 LD22_0006_Calque-4 LD22_0005_Calque-5
LD22_0004_Calque-6 LD22_0001_Calque-9 LD22_0000_Calque-12 LD22Construct2

 

Good luck everybody, 24h of rush awaits us!

OH CRAP!

OK! so, i totally forgot about Ludum Dare, and so here i am, 24 hours in, without even starting!

BUT! Rather than give up on this attempt, this is a good chance for me to do some seriously fast development. Glorious train wreck time!

Tools and tricks:
Language: Python
Framework: My own, PyPunk (based on FlashPunk)
Text Editor: SublimeText using the CoalGraal syntax theme
Compiler: PyInstaller

Not sure if i will end up submitting anything to the compo, but i’ll try! Jam is always there as well, i suppose 😀