LD22 December 16–19, 2011

Progress

So far, we’ve made about half our tileset, I’ve coded the engine, and got most of the functional tiles working. We will soon be working on implementing the concept of our game (which we have changed).

Good luck everyone!

Did anyone else notice…

… that the top three donors are counting upwards from 4 in binary?

Also, progress update I guess. Haven’t worked much on the game so much as the “engine.”

Click to play!Click to play.
Left, Right = Move
Up = Jump

Cookies!
For snacks, my mother made these delicious cookies that I don’t expect to not be digested before tonight.
Omnomnomnom.

 

First prototype release

I haven’t made as much progress as I had hoped for by dinner time, but I still am making decent progress. I wasted some time wrangling with some nasty undocumented features of Fisica (ray casting stuff) before I decided to just roll my own ghetto implementation. But the good news is that player movement is working now, pretty closely to how I had envisioned! I am able to specify walls as being grabbable or not. Just from messing around, it seems like some interesting gameplay might be to have a level with a combination of grabbable and non-grabbable surfaces so you have to ricochet around.

I’ve decided to release my first playable prototype. Download the game here. Brief instructions are below.

Instructions:

You can climb on light blue surfaces. You will bounce off of gray surfaces and debris.

When climbing:

Movement: WASD

Use mouse to aim where you want to go and click to kick off in that direction.

When in free-fall:

Rotate: A and S

Sorry, there’s not much else you can do to influence your direction of travel in zero g! 😉

The final game might have ballast you can throw out in order to get moving in a particular direction.

 

 

Comments

mvl
18. Dec 2011 · 07:58 UTC
Nice work Eliot! You could make courses that are increasingly hard to navigate with the different surfaces. And Power-ups :) Can’t wait to see the finished game.

Coding now…. :C

I’m late! 24 hours late lol. ok, I may just do the jam. IDK Just starting! I had to get done school work. :C wish luck live at  www.livestream .com/iprogramandstuff

 

 

TheP3

24 hour mark: Got jump + terrain collision working!

I’ve been working on object-to-terrain collision since this morning and it’s been working. Also made some of the player stuff  more generic, so now it should be possible to add objects that, um, act more generically.

With respect to the generic stuff, I’ve also made it have velocity and target velocity (which is actually harder than acceleration, but a bit nicer).

But wait! Just in the nick of time (read: about a minute after the 24 hour mark), I got jumping working! And by jumping, I mean it actually detects that you’re on the ground, as opposed to having a magic jetpack.

you do realise those slopes work too, right

What’s there:

  • Object-to-terrain physics, and not just on the object bottom; there’s a total of 4 pixels checked!
  • Gravity!
  • You can jump!
  • You can’t jump in midair!

What’s not:

  • Still need to work on level scrolling.
  • Needs more objects.

What might be there:

  • Due to me fixing a VDP-related race condition, I think I’ve made it able to load levels that aren’t 16 level tiles wide.

So here’s development snapshot #002. You will need an emulator to run it (linked again just in case you’re not following).

Comments

kibertoad
18. Dec 2011 · 00:12 UTC
Neat!

Done for the first day! :-D

My game after 24hrs! :-)

After 24hs, I managed to mostly complete my game engine. There are a few features missing, but I got all the mechanisms that I need to make my game:

  • Controls are all in.
  • Victory and Defeat conditions are in.
  • Level Selection and Unlocking are in.
  • Reading levels from text files is in.
  • Placeholder graphics and animations are in.

This means that tomorrow I can mostly concentrate on adding levels to make the game fun/challenging, and adding bells and whistles like images and sounds. I feel hopeful that, for someone who has never made a video game before, I will not embarrass myself :-)

My code, on the other had, is a complete mess. Hardcoded stuff all around, hacks to make the player and the world talk to each other. Very few comments. Objects and world tiles mashed together. Ugh Ugh. I must say that these first 24hrs of LD were great for me to learn some lessons in programming.

Anyway, here is the game. There is no content, but you can get a feel of how it works. You are an explorer, who has to find your way out of mazes. You can do it by yourself, or help people stuck in the maze. Some of them will give you powers, but they will also get in your way, and eat your food. Sometimes it is better to go alone…

Maze Explorers!

PS: If anyone could give me some hints of what exactly I should put in my manifest to make java skip all (or some) of those nasty warnings, I would be very very happy :-)

Tags: java, maze, prototype

I guess I’m done

Well, there goes all my work down the drain.

I had hit a snag while coding, so I decided to update GameMaker while I worked through the problem. When I downloaded and installed the new version (8.1), the old version (8.0) wasn’t deleted. “Simple enough,” I thought. “I’ll just get rid of 8.0 with the Windows uninstaller.” As it turns out, the project I had been working on was stored with (and deleted with) the 8.0 files.

Comments

18. Dec 2011 · 00:14 UTC
Damn! That really sucks big time!

Underground Pixel needs help!

Well we have all the art we need for programming and almost all of it period. However, our coder got caught up in other priorities and bailed. :/

If you or someone you know would be interested in helping us out, there’s still 48 hours left in the Jam and this game we’ve been creating is very simple but fun. We think the graphics are pretty good too. If interested, email undergroundpixel@gmail.com.

Thanks guys, and here’s our latest mockup!

Comments

18. Dec 2011 · 00:24 UTC
The duck is super cute, I hope someone will help you. I would if I wasnt doing a solo entry. Good luck.

Day 1 screenshot!

So now we’re more than halfway into the comp, things are going as planed here. I would like to finish the ingame gfx t’day but I think it’s time to take a nap and get back to it t’morrow, got a good feeling with this game, it starts to feel pretty nice and it’s a little bit fun already. I need to balance it up better when I got the gfx finished, but I think I’m on to something here. Anyway, here’s the Day 1 screenshot!

So Many Dots

It kinda looks like I just spent a while in Paint using the spray-paint tool, doesn’t it?

I swear this will make more sense soon.

 

Comments

Cross
18. Dec 2011 · 00:15 UTC
this looks promising.
18. Dec 2011 · 00:16 UTC
paaaaaarty-ticle 😀

(-o^_^)-o Is the Hugmonster out of bounds?

So, maybe it would have been good to know this ahead of time, but is a code library for which one pays the author considered out of bounds? If so, how does that differ from a proprietary IDE or toolchain like Flash?

Either way, if that’s a technicality that knocks the Hugmonster out of the competition, I’m fine with that. I’ll still see what I can do with it for the next day or so and I feel pretty good about the results I’ve gotten thusfar.

HUG MONSTER LOVES YOU EVEN IF YOU SAY HE HAS TO GO HOME

Comments

Pythonus
18. Dec 2011 · 02:36 UTC
what are you using ? orthello, sprite manager or which one ? I’m having some trouble crating prefabs sprites like blocks and stuff :as i drag from the hierarchy to my project view some sprite game object it looses connection with the sprite atlases container… it is slowing me down to much!!

24 Hours Down

After 24 hours, I have something that resembles the whole of the game.  The remaining hours will just be for polish and adding features.  Really happy with myself at this point 😀

 

The latest demo can be found here.

 

 

Tags: demo, screenshot

Kitty cat.

Nuff said.

 

Half way in!

24 hours gone. Wow.

I managed to add collisions with the enemy ships themselves, and tweaked a few things since my last update post. No screenshot now, but many more more will come later.

Tags: update

finally!

No kitties yet, but I’ve actually been able to make progress!

There was about 9-10 hours worth of no work due to important, and completely unexpected family stuff, so I’m happy I’m this far!

screenshot

End of Day 1 Round up

 

 

wow

I started early this morning, and despite a few things looking a bit odd I’m on track to finish this game for the Compo. It’s a spaceship shoot-em-up game with a twist, I haven’t got to the point where I implement the twist yet but I think it’ll work really well. So far I’ve done 3 Waves, a dialogue system and all of the sound effects. Tomorrow I’m going to do Boss 1, the super special plot twist and the final boss, as well as music and the title screen. Unfortunately, there is no name yet.

Here’s how this ties into the alone theme:

Humans have discovered one other intelligent race in the universe, but a new recently elected (psycho) President (might change the title to something like dictator) doesn’t think very fondly of the aliens and wants to completely eradicate them, so humans can be alone in the universe again. This stems from the question, “Are we alone?”. The answer has become yes, but the President prefers it the other way (because he’s stark raving mad).

Here’s an incredibly detailed rough of Boss 1, if you’re interested. I’ll be livestreaming all though tomorrow, if anyone wants to watch… ;_;

Some progress and a Demo

I decided to make a simple platformer, in the time I had today, I created a bunch of simple graphics and the basic game engine. Will finnish tomorrow, if you want to take a peek, heres a demo

http://rialgar.de/LD22.xhtml

Just ignore the “Impressum” link, it’s just a nasty thing in german law.

 

 

 

 

Update 5.5 – KITTEHS

As of now, I have 0% of the kittens I should have in my game.

In the meantime:


This one is fat


This one is retarded.

BUT BOTH OF THEM USED TO BE KITTENS /nod

…back to work.

a little past the halfway mark…

First, a screenshot…(click on it, it’s scaled down in the blog post.)

 

So, the game is going swimmingly, I think. I’m planning for 5 stages (each with two phases), I have two of those done so far, as well as most of the mechanics. Once I iron out the mechanics of the ending (gameplay influences the ending), I’m going to finish the level design (so there’s a game), then probably move on to making the tileset look less like crap.

It’s interesting to think about how to make the game design progressively more difficult. At the moment, the character really only jumps. I feel like the timer (anxiety-relieving pills) add a sense of urgency, which is a nice effect, well, maybe. I think added difficulty can come from different types of platforms (Shouldn’t be that hard to implement?), some small other interacting objects that affect the anxiety meter, etc…

I’m going to try to stretch out the difficulty as much as possible without implementing those things, first…I want to get at least a rough thing finished soon. Plus, I need to figure out how to make this work on windows. It works fine in chromium on ubuntu. Not sure why not windows – I thought the compilation process was cross-platform, but maybe not. I think I’m going to look into that now, actually…

 

Anyways, the plot of the game. Still more or less just absurd, but that’s okay – it’s more fun that way. I’m not really in the mood to, well, make a moody game of any sort.

Pretty excited to do the music for this. Since this game is slightly related to pavement, I might do some short mockup of one of their songs. I’m assuming I won’t be sued or anything, but hey. I’ve had some ideas for ways to incorporate music into the game other than the usual, but I’m leaving that for if time allows.

 

Tags: anxiety, pavement, platformer