LD22 December 16–19, 2011

(-o^_^)-o Giving the controls a big squeeze!

TehWut was kind enough to play the
(-o^_^)-o HUG MONSTER DEMO o-(^_^o-)

And offer some feedback. You know, TehWut was correct, the jumps really were unresponsive at times and that really needed to be taken care of.  Now that play actually works like I feel it should, I can work on making some really neat levels where you try to lure the HUG MONSTER around and have it plow through switches, and through blocks for you.  Alllll in good time!

 

 

It’s much easier to jump now.  I don’t think I’ve seen any of the old issues in the newest builds.

Comments

TehWut
18. Dec 2011 · 04:07 UTC
sorry, you gots a 404 not found on the demo link :/

Time for bed / What I’ve got so far. ~18 hours left!

As of 12:16 AM (00:16 for the ones who are too lazy to think) this is what I have for my game.

TODO:

  • ALMOST EVERYTHING

Click image to play. ~128 KB

Public Screenshot #2

I had to redo collisions, scrap the way the level was rendered, and get rid of cool liquid splashy effects because the game took up 700 MB of RAM. The game no longer uses enormous FlashPunk canvasses for everything anymore.

The build is a little wonky with spots where you have to restart to get out, messages are behind everything, and a few other problems.

Day 2 Update

It may not look like much but this is level one done from a functionality point of view! Which is awesome cause the 3 main elements of the game had to be implemented to do level 1!

I’m going to go take an 8 hour nap. Afterwards level 2 + 3 get designed and I actually try to do some art and Music!
WIN!

 

…. Yes, that thing in the bottom corner is meant to be a Hippo……..

 

 

Stage 3.2 – Game Engine

Not a game engine in the way that Source 2 and CryEngine 3 are. Just the game engine that will run our game, making it much easier to actually implement the game. So, so far we have the concept done, design done, music done, and now the game engine done. All that’s left is artwork, game prototype, testing, and the final game.

 

David,

Timster Studios – Director of Development.

Rise and Shine, for Dig Dig Dig!

It’s 4pm and time for the amatuer Dig Dig Dig! team to gear up into speed.
After a night of being up to 2am (watching three episodes of ‘Samurai Girls’ ; not a very good anime, I must admit) we were back into action by reading up on speculative collsions.

Our game currently contains a working title screen (with awesome music), a game where you can mine blocks (sounds too) with different hardness, randomly generated levels, a base and a player.

Today we have added in resource bar, a home base and gravity. Throughout today we are hoping to add in  random mineral veins, caves, ambient lighting, lava pockets, a shop and a small gamemode.

That is our game update. To remind you our livestreams are located at http://www.spujika.info/ld and we will be back later tonight.

Our title screenOur game so far, please ignore the base placeholder.

 

Dungeons and… Well, no dungeons :(

So, we’ve been working on several awesome new updates as well as some new functions for the engine 😀

First off, the slimes will be changed to recieve more damage from the lightning spell (except the yellow one of course) and skeleton mages are being summoned later levels  (spoiler: They teleport)

Secondly, achievements have been verified to be in themaking 😀 lots of awesomeness there as well as the hotfixes below:

– The Parrepets  now are solid, meaning no flying off to never never land :(
– You will stop getting mana when the bar has fully filled
–  Some other fixes, those were the main two…

So tired.

I should sleep now.

I have a song pretty much done, it’ll play for the “end credits.”

I succeeded at most of my goals for the day – did more polish than I expected, less content. But I’m in good shape. I just have to blast through the rest of the content tomorrow.

	dragon flight code
 get it spawning
 bird flight code
 birds placed in map are spawners?
 or we just have them run on a consistent cycle?
 spriting:
 obstacles for dragon area(attacking birds)
 (reuse birds for hunting segment)
 three tasks:
 diving
 hunting(birds)
 fly dragon
 some sounds
 hit
 finish sounds
 add two or three tasks
 mining
 collect fruit
 make fire
 
 Ending celebration/failure

A bit past 12AM EST, with some progress

I’m making some progress. Physics – check. Player class – check. Enemy class – check. Hitboxes, damage system, a simple enemy AI – check, check, and check. The character can be controlled at this point, and pressing Q will launch a fireball. The enemy’s AI is pretty simple, all it can do so far is always be looking in the same direction as the player and have a 1/200 chance of firing a fireball at the player per frame (which is a lot more often than I want. I think I’ll lower it to 3/1000 chance, perhaps even lower) if the player is more than 50 pixels and less than 300 pixels away. Next up – finish the enemy AI. Make him have more attacks, chase after the player, be somewhat intelligent and attempt to avoid attacks. Then add some more attacks for the player, add upgrades after defeating certain amounts of enemies, and most importantly: make more enemies spawn.

Still ugly :D

Update #3

Hello Ludumadarianois,

I still got a lot to do … But I am of the result at this point 😀

Updated Todo list:

-Message, score and other text information

-Add item to the keyboard game

-Join the keyboard controls and character controls

-Main menu/pause menu

-Add mob

-Add lighting effects

-Animate the character sprite

-And more…

Check out my entry GitHub.

Phares, WIP 003

I overcame most of my technical hurdles, and now I have a pretty tech demo 😀

I’m using SoundManager 2 to check if you have flash. If you do, the game will not bother to try to use HTML5 Audio. If I had the time, I would just integrate it right into my game engine :-p

 

Previous WIP posts:
http://www.ludumdare.com/compo/2011/12/16/phares-wip-001/
http://www.ludumdare.com/compo/2011/12/16/phares-wip-002/

Tags: Phares, test, WIP day 2

Tree

Well. I wanted another tree that I could add on some vines to get some basic materials for crafting before I really start programming the system. I did prepare the crafting framework a little though.

Not really happy with this tree, but it will do for now. I’ll add some vines on and then call it good. Then I’ll add in some more items, and really start on the crafting system.

And It Ends…

I have failed.I spent hours battleing with my own code only to realize i messed up in the begining. If i was determined i might be able to restart and finish something but im demotivated   :.(                  Maby next time

Good luck to everyone else i look forwad to seeing your games!

20 Hours Left

Republished from here.

20 hours left, and I have completed nothing like half of the game. Certainly there is far less than 20 hours of work left, but I need to make sure that I put in some decent work. I have not hit flow once yet and so am coding at quite a poor pace. I have yet to touch the art as well.

If you do not consider the art though, then I have pretty much completed the first level. The three screens, two enemies, three spells and single player character required are all done. I do not think that I will put in that any extra spells and extra enemies are trivial to add. I have certainly broken the back of the coding required. The only major task left is the screen for the kid.

When I next need a break, I shall explain some more about what the game is about. Now though, I feel like I can actually get something done. I just require a cup of tea.

1am EST – Sun

The hiscore is going pretty well so far.

I’ll have a download link of the stencyl project for anyone who wants to see the source (and of course the judges), covered by a CC3.0 license as described on the page itself.

I can’t wait to get this uploaded so you all can see it 😮

Finally… the base code is ready

I will leave tomorrow for graphics, level design, and music.

You can say already that I am late. Thanks, I know that! 😉

Damn collisions (with prevention, not bumping as I usually do) painfully took me 2~3 hours or so.

Ah whatever, good night and good luck.

http://dl.dropbox.com/u/5984649/dareyoutodiscoverwhotheplayeris.pngNobody?

Half-ish time report

Having a couple of hours of a serious lack of motivation at the moment. I did manage to get up fairly early this morning however and sit down to a nice can of energy drink at some retarded hour.

Progress with my game has been slow for a while, I was hoping to have most of the underlying systems finished and be moving onto throwing in content, but I dont even have a moving player yet. And progress is about to come to a complete stop for a few hours as I have a shift at work in ~30mins.

Heres one of the intro screens with the initial story details/clues:

Still yet to come up with a title!!

I have most of the menus done, the main character is 80% finished + a space station has been built and a few other things. I just need some animation, levels and cut scenes to get this game into action. Wont be sleeping much tonight, thats for sure but I find a lot of my better work is done in the final moments of something like this, when the rush begins :)

Another screenshot to wrap up this post, space station X15 which this will all take place on –

Tags: ADEdge, LD22, motivation, space, station