LD22 December 16–19, 2011

Oh Yeah? You and what army?

So…calling it quits for tonight, hopefully will get it working today before 5.

I’ve the got (un-animated) player on the field, but I’ve been trying to control his gravity with the AS3.0 Tween object – I can make him go up on command at a defined rate (Think Old Arcade Donkey Kong – jump is always the same height, and always goes down at the same rate, only if he falls further does he fall further.), but I can’t get that to work with the “Hey! You’re hitting the ground! Stop falling!” code.

 

Been trying to use the character’s y value (Based off of his shoe right now, if I’m not mistaken) + 2 (Since going downwards means adding to the y-value…yeah, really annoying when all math courses do it the other way around…but you learn to eventually re-program oneself that way.) to account for the ground (So technically, floating two pixels above the ground), and then stopping the gravity tween object. But it’s not stopping!

 

It actually appears to be that my per-frame check isn’t kicking in, and I can’t find out why. So going to take a look at that…at like 12 noon, in 8 hours or so. Right now I need to rest.

 

You can find the code here:

http://www.sfu.ca/~ajr12/LudumDare22/NearBeta/

 

As you can probably guess, yeah…no army of enemies this time around. Might do this in my spare time for fun instead, however. I do like my approach to the theme.

 

After I get the jumping to work, I’ll be working with the HTML holder for it, I guess. Actually, no. Doing that now. Getting it over with.

 

Hopefully see you all in 8 hours!

 

 

Moar Progress!

DOWNLOAD – Linky!

You can open the crates and with a certain chance you’ll soon be followed by a zombie. If your health == 0 you’ll be taken to gray screen. Else you can just be mean to the zombies ’cause they’re pretty dumb.

Progress Update 6.0

Yikes,

So I slept for about10 hours.

That was kind of an accident, but I guess I’m totally up and rearing to go now.

  • I’ve added bullets,
  • I’ve added enemies
  • I’ve drawn the map in its completeness (at least structurally, still no art)
  • I’ve done most of the plot, just need to do the final 20 seconds of it
Then it is just polishing, I think I’m going to have about 8 hours for that, and it will entail
  • Making some “real” art, or at least better than what I currently have
  • sound effects
  • music (if I have time)
  • alternative ending
  • kittens
  • particles
I think I’m in a good place to at least submit ‘something’ complete, which makes me happy as this is my first Ludum Dare and it would be a shame not to. As per usual, the WIP can be found here:  http://ld22-ashton.heroku.com/ EXCITED ME IS EXCITED

Ludum Dare Night 2

Well today I made the crappy physics engine less crappy.  Now all of my levels are made of trapezoids that sort of pop out.  I also made it really easy to add new types of enemies to the game.  There’s also a file format for levels, but no editor other than using a text editor.  This turned out to be a real pain when putting all the terrain into the game from my paper designs.  Though trying to make some kind of graphical editor would probably have been just as painful.  However I do have three levels done and a fourth one on its way.

In other stuff I’ve added a setup for decorations (including animations) in the levels and hazards that harm only the player.  So far these last two are lava pools and spike balls rotating on chains.

The whole “alone” thing doesn’t shine so far.  I’m hoping that if I do manage to actually get around to drawing then I’ll have a noticeable differentiation between the player and the creatures.  Also some text in the about what’s going on with the “plot.”

Tomorrow I plan to try making a boss monster and the beginning/ending/menu/etc.  Also add in graphics and sound.  It’ll be interesting trying to manage this with stuff happening in real life such as visiting parents.  Eh, 14 hours to go, not bad.

Bailing Out

Hi,

lets see wether I can write a half-way not confused post.

 

Who are you?

I am a computer science student at the Technical University  Dresden.

 

How come you participate?

I followed LD21 with great excitement. The idea to just create something and not try to make it perfect – to have an excuse for it, is awesome. I am super excited that some hundred people around the globe join together to code and design just for fun.

I love playing your LD games. It’s the best kind of entertainment and far more innovative and lovely than the usual games.

I love the idea to have a coding crunch and create something myself.

So a friend encouraged me to take part. And Thursday night I decided to do just that. I moved all my appointments out of the way and prepared for an hour by creating a scratch Qt project and added a mainloop and some moving boxes.

I have not created a game (or game-like thing) in about 8 years.

 

How has it been so far?

A blast! I quickly had a sense of what I was trying to create, and just began coding.

I wrote a lot of boiler plate code the first day. Input, game states, scrolling text, a moving spaceship, a moving background and all that shananiganry. It was really fun and went surprisingly smooth (taking math courses pays off!).

On the second day I added the things that make it a bit more like a game, like animations, pictures, levels, a start and an end.

 

So why stop now?

I am physically and psychologically tired :(

 

Right now there is nothing to do in the game but wait for the end to arrive at you (so to say).

I wanted to implement an EVEOnline kind of (directional) scanning (in 2D), where you are in a solar system and have to search for the right wormhole to jump through to the next system. (repeat until you are in the earth solar system)

A starmap would guide you.

I was not sure what to do while being inside the solar system and flying to the wormhole. So I left that out to come back to it later. Perhaps evading some asteroids or I don’t know.

Anyways, I am tired and the timing would be pretty close in the end. So I’ll just leave it at that, and be happy that I created something cool (although it is very unfinished) and took the chance to hone my skills for some hours.

 

I wish you all the best for the last 9 hours,

later!

 

(download)

 

ps:

Created on Linux, and probably doesnt work out of the box on windows.

uses sfml 1.6 and Qt 4.7

 

Progress

Some more walls. Progress?

Morning everyone!

I designed the rest of the game while watching Barça’s match. Now I have energy enought to finish this game!

Let’s hear it, does it work?

Can anyone try this and tell me if it loads/doesn’t? There are still placeholder graphics(mostly buttons that look like”?”), but the core is pretty much there. It’s the sandboxy thing the actual game content will be built on.

It should be noted that all species of beings look the same for now, so that’s why some might not breed with each other.

Assigning traits works thusly: click them on the menu on the left, click a being, and on the bottom you should see 3 icons, the middle one changes gender, the other 2 are slots. Click one to ‘equip’ the selected trait.

I’m also open to suggestions and ideas of goals/buildings/traits(jobs,hats etc)

http://software.o-o.ro/ld22/index.html

Comments

Randomasta
18. Dec 2011 · 10:43 UTC
The game loads perfectly, though I have no clue as to what is going on in the game

LD22 Cat Vended

Well I have run out of time for the competition, so I turned in cat vend.  I am very happy with the adhoc song I did this morning.  It’s a parody, yes, so I can’t take credit for the melody but I don’t think the band would be offended and I felt it fit with the spirit of LD to add that.  I think it helps play to the absurdity and humor I intended this time with my entry.  I wanted to make a claw game and the theme ended up being alone, so my first thought was to make a claw game with just one object left in it.  Then I figured why not have it be something that moves around, like a cat.  I really didn’t intend to make a “kitten” themed game, although there is a kitten hidden in my game aside from the cat.

http://www.devinmoore.com/catvend/appletholder.html

disclaimer: This game is not implying that a cat is being abused or that anyone should put a cat in a claw game, etc.

Tags: LD22

Haven’t Updated In a While..

..so here we are! Things are looking up! We got stuff movin, and attacking, and dying, and burning, and exploding, and running, and gettin’ scared, and even freaking out at times. It’s great stuff I tell ya. It’s currently 6:35am here. We’ve been working since about 3pm yesterday. That’s a little over 16 hours straight.  So we’ve made a lot of progress, but there’s just as much, if not more, that needs to be done before Monday. So, I’m back to work but please, let me leave you with some pictures!

See you all soon!

It now looks like a game

Finally after something like 16 hours of work, it now looks like a game.

Screenshot - remeh entry

It has been realised with Qt and its QPainter class.
I’ve wasted a lot of time with collisions which gave me a lot troubles. For now, I have :

  • Levels read from files,
  • Animated sprites,
  • Objects which can be picked up,
  • A text area,
  • Enemies (CLOWNS!),
  • 4 levels.

I now need to add more levels, some sounds, more graphics (kittens?), the possibility to lose by touching a clown and an end to the game.
I don’t think I’ll submit it as it is not really fun to play, just challenging, but I’ll try to go as far as I can.

Note for myself: next time, use an existing engine.

HELP! (Slick2D)

So I´m trying to pretty up my game, but I can´t get Slick2D to render fronts using the UnicodeFont class. (So I can´t use some of the fancier functions from that class)

using the Graphics Class, I manage to:

g.Drawstring(¨foo¨,x,y);

But when I do:

UnicodeFont font = new Unicodefont(new Font(fontname, Font.Plain,20);
font.draw(x,y,¨foo);

Nothing happens.

I have tried to add a font effect to UnicodeFont, but it is still not displaying :-(

Halp, please?

EDIT: Thanks for all the help! It turns out that I have to font.loadGlyphs() at every render cycle to get my font to display.

Tags: code, help, java

Comments

18. Dec 2011 · 10:47 UTC
Got some help _> lolwut?
kibertoad
18. Dec 2011 · 10:54 UTC
Are you sure you want to use UnicodeFonts? AngelCode fonts are much faster, you can generate them from ttf (don’t forget to remember some symbols) with this utility
Jarek Radosz
18. Dec 2011 · 10:54 UTC
after adding the font effect:
kibertoad
18. Dec 2011 · 10:54 UTC
remember -> “select” some symbols, I meant – otherwise you’ll generate empty font :).
18. Dec 2011 · 11:16 UTC
Yeah, I forgot to load the glyphs :-(

So as far I as can tell, loadGlyphs() is kind of a ¨Flush¨, and the ¨Draw()¨ method doesn´t really draw? That makes sense with the behavior I´m seeing.

Still Playing Catchup

I’m still playing catchup from real life getting in the way, but I’m finally getting somewhere. Now to add some actual gameplay…

A demo before I head to bed…

Okay, I got some randomly generating dungeons in. They generate with a spawnpoint, a block, and a player! They’re rather bland right now, but I’ll fix that later.

Dungeons and minimaps!

As seen in the screenshot above, there’s also a minimap now! Hooray!

Here’s a demo if you want to putter around in the dungeon.

Arrow keys move, hold space for minimap. You can push/pull blocks once you grab them.

Comments

18. Dec 2011 · 10:48 UTC
BUG: holding left while transferring between rooms with the block means you phase through the block. Shaping up regardless :)

Start of day 2

Bit of a late start to day 2, courtesy of an unexpected excursion to the pub last night.

So, this game thing then. Well, Alone was the theme I was _really_ hoping wouldn’t win, because I couldn’t think of a damn thing to do with it, but eventually I came up with something.

Borrowing somewhat heavily from Spectrum classic Ant Attack, you play a lonely robot whose only friend, an adorable kitten, has been lost in an ancient city populated by hostile killdroids.

So far I’ve got a fairly acceptable random map generator and a controllable player character wandering the empty ruins.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 100%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Generator
Generator2
Robot

First order of business for today then is to put some game in there. Knock up a couple of evil looking killdroid models and a fluffy kitten and get them in there, then I can start looking at adding some general polish, like sound, music, title screen and win/lose sequences.

*Looks at clock* Crap! I’d better get busy!

 

Tags: kitten dare, kitten-challenge, progress, unity3d

Hammer Time

Combat is coming along nicely. Damage is based on your equipped item + random chance + enemy defense.

I don’t plan on spending too much more time on combat, Just get it working then move on!

There is still a ton of stuff I would like to add in before the competition is over.

And there be peoples!

Giants

Some villagers to convince they should worship you, slightly harder when they are big enough to stamp on you and suish you!

But size doesn’t matter right?

P.S. And no villagers aren’t meant to have rocket lauchers…

Deano

Melvin and you…

So, after many hours of development, we have introduced melvin as your counterpart and he will become the final boss of Volume 1. Volume 2 (Should we have time) will feature another, more powerful boss and some not so dungeon levels 😀

Many hotfixes, few new additions since last post and a boss… This is actually going much faster than I anticipated and we are going full steam ahead!

TL;DR Unicorns… They are part of the game… ’nuff said…

ACHIEVEMENT GET!

Moving on some more

Now everything is written and works – its gameplay and art time!

Lets take this Defcon/Wargames style on… You’re all alone VS the entire world!