LD22 December 16–19, 2011

I’m out?

Heading to the airport later today for a 14-hour international flight. Sounds GREAT for LDing, too bad qantas doesn’t have power for my laptop on their A330s. So this is me signing off. Maybe I’ll finish something for the jam, but I might build a smokehouse instead. To bacon in.

 

Seventeen Hours of work

Well, I advanced even less this hour. Mostly spent some time trying to use a method that didn’t work. Trying to squeeze the memory usage and saved data usage down for intractable objects so I don’t end up with huge saved files when I get the game saving.  I’ll skip out on posting a screenshot this time since there is nothing new in this update.  I did manage to get it all working how I want though, so from here I can start re-factoring the current items and then make the map randomly place them on the island.  A couple other changes I want to do is make the inventory only have two rows.. as current names of items is too long for three rows. And I want to add in some sort of grid for detecting if an area is occupied… that would be used for placing buildings like shelters / workstations etc.

Day 1 Update!

Now that the first day has come to a close, it’s time to share what I’ve made so far.

W, A, S, D = Move

Mouse = Aim Light

http://dl.dropbox.com/u/7265269/WebPlayer/WebPlayer.html

 

There isn’t much so far, as most of my time has been spend getting the mechanics of moving, jumping, etc. in place. I also spent several hours tinkering with the lights so they’d be just to my liking.

Since the last update, I’ve added a basic enemy spider, player damage (represented by the in-game lighting), and a simple introductory sequence.

At this point, the game mechanics are mostly done, with the exception of another enemy type. The next 24 hours will involve sleep and level design!

 

 

 

 

 

 

 

 

My progress

This is my first Ludum Dare, and so far I’m happy with my progress. There’s no way I’ll finish in time, but I’ve already surpassed all of my previous game attempts.

25 hours in and I realise…

That I forgot “SDL_Init” at the beginning of my game… On the plus side it doesn’t look like the function achieves very much :-S.

Late to the party

Missed the first 24 hours, but I had real life to attend to.

    Credit where credit is due. I’m going to use:

  • Adobe Flash CS5.5 for the compo (buy it, support it for it to live! I guess not enough sales is one of the reasons why Adobe decided to discontinue further internal development for the Flash Player on mobile browsers)
  • Free FlashDevelop for my main coding IDE
  • Notepad++ for additional text/HTML stuff
  • Adobe Photoshop for additional image manip, (sorry GIMP, I love you, you’re awesome, but you’re not good enough for my needs)
  • FL Studio (formerly known as Fruity Loops) for my main sounds (bought the license, Free updates forever, very reasonably priced with the various price tiers, one of the best purchases I made in my life!)
  • Some free MIDI files on the web for additional music
  • The FOSS project Audacity for additional sound edits
  • Opera Browser for testing (Nordic Barbarian winter technology ftw!)
  • Code from scratch + learned tricks from the masters, little guys & interwebs

Not sure yet if I’m submitting for the main compo (depends if I can finish it on time), otherwise will submit for the Jam rules.

Let’s get it on!

10pm EST – Sat

Adding in the game over logic now, including the submission of highscores.  They’ll be kept track of on a server…which might not be able to handle the LD22 traffic, but that’s something I can’t do much about.

The game should be pretty nice and polished come tomorrow, and I feel pretty good about it.

oh shit

errr had to work last night , go to karate this morning , the go to dads friend’s xmas party , plus i have 11 hours work (in a cafe standing up all day) tomoro. duno when im gunna make this game , but with 1 day and 23 hours to go . im gunna start now and at leas try

Bed Time

I’m pretty tired but I won’t go before taking the opportunity to show stuff off.

Finishing Up

I still need to add music…

I made Big snakes. They can eat through walls (stone and wooden).

I made it compensate for lag (somewhat).

But I added treasure, which makes the game quite more purposeful.

The snakes tend to guard the treasure. It’s still dangerous at day, which is new.

(-o^_^)-o Playable HUG MONSTER demo

Six levels. No title screen or end screen. Arrows move. Space jumps.

(-o^_^)-o Good luck! o-(^_^o-)

Play the Hugmonster Demo

Comments

TehWut
18. Dec 2011 · 01:39 UTC
Awesome game, actually quite fun 0_o

but is there an issue with the jump? it seems a little unresponsive
TehWut
18. Dec 2011 · 01:42 UTC
also I don’t think you can beat the last level 😛

Sparkly!

 

That’s right, I have a graphic for the main character!  And he can make SPARKLIESSS!!!

And now for something completely different

So, about 4 hours ago (midnight here), with 22 hours left in the competition, I decided to scrap the idea I was working on and make a different game.

The original idea was a turn based strategy game, where, essentially, your units would gain bonuses for being isolated from their teammates. I knew that was over-ambitious to begin with though, and it was taking to long to get the basic control system working, so I gave up on it.

My new idea is much simpler, and I think I can get it done in the remaining time (even accounting for sleep). So far the game looks like this:

my voice just echoes off these walls

This is a hint about the gameplay:

Adding Some Personality

I’m pretty much burned out at this point, and my game is too simple to do much more anyway, so I’ve added some polish. This is probably going to be my final version:

Play

I’ve added little facial expressions to the circles to go with the sound effects. All done :)

Comments

TehWut
18. Dec 2011 · 01:37 UTC
I’m afraid I don’t know exactly what your supposed to do….
Rusky
18. Dec 2011 · 01:51 UTC
Peg solitaire- hop the pegs to leave one left.

Yay, Kiln!

A golem in the making!

Kilns are in! They burn with fire, and you can drop blocks into them! Also, you can now push and pull blocks.

I’ve come up with a title for my game: Luto Hominus. It means clay man in Latin, which is basically what a golem is.

… I am way too far behind schedule.

First glimpse of The Letter

My first Ludum Dare! :D It’s a lot of fun, and I’m really glad I’m doing it.

I’m working with a friend for the jam, who shall remain anonymous for now… He’s doing the art, and I’m doing the programming, so far. Check it out!

First glimpse of The Letter

Also, Flixel and FlashDevelop for the win! :)

slow progress

I’ve never technically finished a game before.  Even the most basic art creation is taking a long time. Ive already implemented a bunch of things I never have before.

But here is a screenshot. I hope I can make it into a little game before tomorrow!

 

RIDING ON CARS! *Not actually a gameplay element

Alright, I’ve finally got the LightGrid working out – so lights, when they are directed at certain parts of the grid, they’ll react to it – based on the level of power the light has.

I was asleep until 3. So I’m glad I finally got it working. Also…see the title.

 

So yeah. The grid is going to be layed out as background panels, probably a lot smaller than they are now so that it looks smoother, but then they need to be associated with light panels. Which is where I’ve had a problem for a while as to how to do that.

 

So what I end up doing is used two symbols inside the Lamp symbol (So it’s used by the class), and pull those bounding boxes out to use them. Or more specifically, they’re stored as MovieClips. Because MovieClips simplify everything in Flash.

 

So I’m using the MovieClip Symbol object of a specific part  [Separate from the Lamp itself] of that Lamp Symbol object that’s being used, and calling that object’s “hitTestObject” method to determine if a LightGrid object item in sight:

 

So yeah – if it is, then we link the Lamp to that LightGrid object.

 

Would’ve probably been looking around in Actionscript 2.0 code, but I was lucky enough to know that a friend of mine already did the research on the function method name: namely this post here.

http://hownottoblog.tumblr.com/post/9163148238/ludum-dare-21-day-2

Thinking about how the character has gotten me to remember this particular video @7 minutes in:

(Warning: Has Profanity in it, like a lot of it. Use headphones if you’re watching this at work, and/or children you don’t want spouting specific curses.)

http://www.youtube.com/watch?v=8FpigqfcvlM

(Also, it’s 20 minutes long, so you may not want to watch it in full now. But watch it in full at some point. And if you already did, then you wasted 20 minutes away from Ludum Dare. I wish I could say I was sorry, but this is a competition. <_< :p )

So the important part out of that video is that Megaman X is on the title screen as the cursor. Something along those lines.

 

Also, RIDING ON CARS!</random reference from video>*

*Just watch the video when you have time.

 

~~~

 

Okay, but seriously, next is sorting the lights, and storing the lights in one array, and the grid parts in another.

 

Then, ground and the player character.

 

Then Switches the player can use to relate to Lamps and LightGrids (Really, the whole reason we’re doing them more or less.).

 

Then…layout of the level, I guess. Probably just going to be one hardcoded level (Maybe per difficulty level), and like…yeah. Entrance and Exit. Figuring this stuff out then.

 

Then enemies.

 

Then combat.

 

Then EXP.

Then Bonus Board.

 

Then Sounds.

 

Then animation touchups.

 

Then Title Screen?

 

I’m probably missing something, but that sounds like a reasonable setup, I think.