LD14 April 17–20, 2009

Tilemap done, going for player character

Just completed the tilemap loading and rendering (yeah, yeah, tiles are ugly!):

screen01.jpg

Anyway, now to get the player character moving and such… Problem is I have awesomely bad drawing skills, so I don’t know how the hell I’m going to make something decent…

Wall of Space Doom!

So.. finally got an idea I feel like running with on this theme:

First, the mockup!

(Click image to view larger)

Anyway.. the simple concept is you are controlling a fleet of the last ships of your race.  You are fleeing your planet as an alien armada of doom approaches.  You will be able to move your fleet up/down/left/right and there will also be a key that lets you toggle the density/pattern of your fleet.  Think of it as able to expand or contract.

You will move through the armada avoiding colliding with capital ships and what will surely be horrendous energy weapons fire as they attempt to anihilate your race.

You must get a least ONE of your ships through the armada to win.  The more ships you get through the larger your bonus at the end for saving a larger gene pool of your race… 😉

Simple idea, hopefully the scope will be one of which I can get a fun, playable game out of before the deadline is up…

Tags: alien, avoider, concept, doom, fleet, laserbeams, lasers, mockup, rays, space, swarm

Comments

Fiona
18. Apr 2009 · 09:07 UTC
That is a bloody brilliant idea and I absolutely love it. Please make this game.
18. Apr 2009 · 09:22 UTC
thank you for your enthusiasm! it does help.. and I am making this game! :)
5parrowhawk
18. Apr 2009 · 09:33 UTC
It isn’t really complete without a way to blow up the bad guys’ ships, is it? Of course, not all of them – maybe 1 ship out of every 10 or so? If you have the time, exploding ships should create a debris cloud which is almost as hazardous to your ships as the original ship was – possibly more so!
18. Apr 2009 · 09:39 UTC
@5sparrowhawk: Yeah– I was debating this. At this point I am still leaning towards the concept where these are your race’s colony ships.. more transports than heavy fighters. Their priority is getting the hell outta there and saving who they can. I hear ya that the capital ships exploding would be fun. Perhaps cannon’s back on the main planet are providing support fire? Or you can call in a power up attack now and again that you have to be sure to avoid yourself.. that can take out a big ship but then you have to avoid the debris? Many ideas I’m sure I’ll ponder as this develops.

Finally a concept

I’ve finally settled with a concept:

Help the Wall of Doom destroy the city! Some bold villagers will try to evacuate so it’s your job to stop them with uplink cannons and TD towers. Pretty morbid, lets see how it turns out.

Tags: concept

Flowing through

Ideas anyone?

prototype

Inspiration: The scene from Shining where hallway is filled with blood

The Shining

It’ll be less disgusting, I promise.

Comments

18. Apr 2009 · 09:30 UTC
Is that a fluid simulation? What code did you use?
18. Apr 2009 · 09:45 UTC
I modified Stam’s code (1). It is a really short and relatively simple code for 2D fluid simulation.
18. Apr 2009 · 14:55 UTC
Ah, yes, I’ve seen that solver before; I was guessing that you were using it 😉

Lunch time

Brown bread with ox-sausage, young cheese, peanutbutter + chocolate hail, and proper good cherry jam, and a glass of Chocolate Milk :)

Ox-sausage is tradionally a dutch treat from Amsterdam, made of ox. It also includes pepper, clove, nutmeg and some other spices, originally imported from the far-east (Indonesia) back in the seventeenth century. Chocolate hail probably is typically dutch as well, and cherry jam is just delecious as it’s got whole cherries in there.

I’ve switched from my original plan and im now using flash instead of love2d. It suits me better. Im currently working on creating a tile editor so that i can cleanly export level xmls to my game. Hopefully i’ll get it done in 3 hours time and go on with the game. I don’t have any solid ideas yet, but they all included tiles anyway so i thought i fixed that first 😉

Thats it for now, more to come in a couple of hours 😉

Tags: lunch, progress

Comments

18. Apr 2009 · 09:50 UTC
After having cherry jam, I can’t really go back to grape. Cherry is a little expensive around here, so I’ve settled with raspberry… but I really want cherry.

Story time!

Okay, it’s lunch time.  And lunch time is story time…

You are Wally the wall.  You hate hurdlers.  You have hated hurdlers ever since your girlfriend (Tina the Shopping Trolley) ran off with a handsome, athletic, talented hurdler called Harry.  At the time you were too small to do anything (being little more than a bollard), but now you’re all grown up and determined to take your revenge on all the hurdlers of the world.

By going round to athletics tracks prior to a big race and setting traps, you can trip and crush the stupid handsome, athletic, talented hurdlers beneath your mighty bricks and make them pay.  And maybe you’ll be able to win Tina back…

Also, a 1st screenshot of the game itself.

The main game screen

It’s just the track and the wall (in need of some scaling) at the moment.  I’m not sure what to do about the track showing through the wall – maybe I’ll fill it in with a solid colour?

Progress

Image and video hosting by TinyPic

Wewt, worked ’till 3 in the moring and woke up at 8. Overall I’d say the progress was pretty good, except now my eyes have this funny not good feeling…

Minor catastrophes

My music just cut out. I frantically searched for the cause of the problem, tried Winamp instead of Foobar, checked the mixer, all to no avail. In the end I rebooted the PC because there’s no way I can work without music.

Then I realized my speakers’ power plug had come loose. D’oh.

In other news, I’ll probably go for a space theme now since that’s the only way a non-artist like me can make something that doesn’t hurt the eyes.

concept

Well, while googling I saw this japanese painting… and the wave to the left looked like a big wall of doom. So here’s my rather unimaginative concept… a sidescroller where you control a Chinese surfer who has to escape from the wave…

Comments

18. Apr 2009 · 09:40 UTC
Nice! I was wondering if anyone would take the tsunami angle!
18. Apr 2009 · 09:47 UTC
For some reason the phrase ‘Edo period Chinese surfer’ sets off humor-receptors in my brain. Who knew?
Tenoch
18. Apr 2009 · 16:04 UTC
Hey wasn’t Hokusai japanese?

A Sprite!

Well, its a start.

I’ve actually been drawing lots of graphics so far and am only just starting to write the code. My idea’s a bit ambitious and I needed a fair amount of graphics down before I could start to make them into something.

Tags: screenshot, sprite

Salve, Ludum Dare!

I just woke up, so it’s time to design!
My light breakfast:

And part of my workspace:

It’s true:  Real men like Pokemon.  😛

Already, I have my first error…  Has anyone else seen this?!

g++ -Wall -c Advancing.cpp
Advancing.cpp:28: error: unexpected Doom at end of file

Comments

LunarCrisis
18. Apr 2009 · 09:45 UTC
Oh god -_-

Physics. Objects. Joy.

Physics objects working, courtesy of the awesome Chipmunk library. You can’t see it in the screenshot, but the level spawns about halfway up the screen, each piece just in time before you reach it, and falls down to the bottom.

Gameplay? I said I had physics — you want gameplay, too? Jeesh.

Tags: chipmunk, LD #14 - Advancing Wall of Doom - 2009

Wall Girl – Appeal for stress testers

Hi all,

I’m running a quick stress test of my game (pre-alpha 1) to make sure it runs on as many machines as possible. (Min spec is a Geforce FX or equivalent – i.e. about 4-5 year old machine.) If you have the time, it would be a great help if you took a break to play it!

Here’s a direct download link to the file:

http://haitaka.googlepages.com/WallGirlAlpha1.zip

Since it’s made using XNA, you’ll probably need to download the appropriate files. I’ve placed links to all the needed files on my contest page:

http://haitaka.googlepages.com/ludumdare14

If nothing else, you can download the redistributables etc. in the background while working on your entry. (Pretty please?)

Controls are Up, Down, Left, Right (arrows) to move, hold Z to shoot. When the program starts you need to press any key to start the game. Esc exits.

You have 4 lives, and when all are gone, the game doesn’t return to the title screen (yet) – you have to exit and start again. Sorry about that – I’m planning to fix it up before I submit the final version.

Thanks in advance!

Tags: ld14 playable

Comments

18. Apr 2009 · 10:09 UTC
Wall of doom indeed. Instant death in the first wave of enemies. Seems pretty hard.
5parrowhawk
18. Apr 2009 · 10:20 UTC
Oh, you got it to run? Was the frame rate OK?
0rel
18. Apr 2009 · 10:30 UTC
runs fine here.

love the scrolling, slightly 3d-ish backgrounds!

shooting works too. framerate is smotth.

nice start!
0rel
18. Apr 2009 · 10:30 UTC
:smooth
5parrowhawk
18. Apr 2009 · 10:36 UTC
Thanks, 0rel. (Hmm, another person with a username starting in a numeral – surprising!)
Anonymous
18. Apr 2009 · 11:05 UTC
(ye, but i don’t really like to see my name on top of the list on right… heh. but who cares…)
rob
18. Apr 2009 · 11:38 UTC
I like the 3D effect. And it runs great, no hiccups.
5parrowhawk
18. Apr 2009 · 11:43 UTC
Thanks, Rob :) Good to know it’s running well.
18. Apr 2009 · 11:53 UTC
Works great here, really smooth.
5parrowhawk
18. Apr 2009 · 12:31 UTC
Wow, Zorrito, it sounds like your machine is actually a bit too powerful for this game 😉 Thanks for testing it!

Grid of Crops

Not really 3D yet, but getting there :).

Comments

18. Apr 2009 · 10:08 UTC
Hey, someone else doing hex grids :) In 3D, even.

hello everybody!

slept much too long today… first i wanted to stand up at ~4am look what the topic is, and sleep on again. ludic, ehm, lucid dreaming about something i could do. – anyway, i didn’t managed to do that :).. so. 1day, 14hours are left to pull something off. i hope it’s still okay to enter late…

i’m trying to do something in Flash, with the APE physics engine. i’ve never used actionscript before for something real, so i don’t know how far i will get. but i’ve already managed to compile physics powered swfs yesterday with Flex3 SDK + FlashDevelop… that’s a start!

here, my first, and probably final idea for what i’m gonna try to do…


(code_name: doomdoom)

Player is moving!

After some difficulties finding a way to draw the player character, I finally got it drawn and going…

First idea was to use something like:

screen02.jpg

(that’s my cat, photo taken during the compo). But then I realized that I didn’t know how to animate even that crap, so I went for the amorphous gelatinous blob concept, which worked out… Still ugly, but at least usable…

screen03.jpg

Camera follows the character around, no collision detection yet (that’s my next move)…

Comments

rob
18. Apr 2009 · 10:50 UTC
Haha, oh my god that cat is creepy.
18. Apr 2009 · 10:58 UTC
Yah… and he apparently loves coding, since he didn’t rest, just miauing all the time while I didn’t fetch her pillow to put her by my side… :\

Spoiled cat…

Motivation.. dropping.

Bunny Press, apparently

There’s a title screen now. But I don’t think I’m going to be able to make a game out of this random mess of bunnies and crates, heh. Time for a break, I think.

I’m going to a bday party in an hour or so, and after that I hope to be full of ideas on how to make this a game. =D

Breakfast at Lunch

Breakfast at lunch

A healthy breakfast: a banana, a bowl of Trader Joe’s Twigs, Flakes, and Clusters (which sounds horrible, but tastes great actually!) covered with blackberries, and washed down with good ol’ orange juice.

Another idea came to me while eating: Remember the game Rampart? How about building walls to surround resources that you use to defeat your enemies instead? BRILLIANT! Maybe.

Tags: foodphoto

Tutorial

I hate tutorials.

I hate them.

But people seem to like tutorials. I need to convince them to play.

So I made a tutorial! How wonderful!

I guess I will need to redraw the sprites. If I get time, that is. I don’t really like them.