That’s it for today
It’s 1:24am and it’s high time to head home, if I want to work on the game tomorrow. Added bit of fixes to camera, displaying text and some other minor thingamabobs. Things are looking good.
It’s 1:24am and it’s high time to head home, if I want to work on the game tomorrow. Added bit of fixes to camera, displaying text and some other minor thingamabobs. Things are looking good.
Easier to play now, but very dull. Source here.
I wanted randomly generated wrapping terrain. Perlin Noise! Done. But I want lakes, so I throw in a flood fill. Done! But I don’t want to deal with programming boats or whatever, so I want all of the land to be contiguous. I want people to be able to walk from any piece of land to any other piece of land, so there can be no islands. That was trickier, but, inspired by Photoshop’s “solarize” filter, I came up with an algorithm to generate contiguous wrapping terrain (99.99% of the time), with no islands and plenty of lakes:
Tags: peak
I used Senocular’s KeyObject Class for the key presses, FYI.
Game with or without sources? (EDIT: Or in a page, with it the right size, etc?)
Rather simple game, just use the up and down arrow keys to move, and avoid the rectangles that are coming for you. You have 5 lives. You are the circle. The game gets rather hard pretty quickly too, so post your scores! You get one point for each ‘wall’ you sucessfully avoid.
Tags: final


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Tags: howto
Blast them NMEs!
Yes, spaceships it is. ETA for “full” game (music won’t make the cut): 4 hours or so?
Wish I could get Ubuntu to take a screenshot when it’s in full-screen mode, but, alas.
Tags: inprogress, screenshot
I’m back! Casino was a smashing success (only lost 3€ overall, heh), ’twas nice to meet some people, and I feel moderately refreshed (considering that it’s almost 3 AM here). In fact, I feel good enough to code a little before I go to bed.
For a change, I started to play around with music. I was in a need of some club music for one of the levels in the game, so I thought about making some club tune. Since most of the sounds I made so far are chip, I thought about making chip-club tune.
The result wasn’t that great.
Need to take all that empty space out some time…
Well, this is probably all I’m getting done tonight. Added some little helicoptor dudes to attack from behind, make the game a bit more exiting. Also made it so you can only buy from a store ones and magic does twice your attack rather than the same, in order to have some incentive to using it.
Latest version: http://willhostforfood.com/access.php?fileid=63226
Been having a bit of trouble with matching up bitmaps to physics objects, so I re-wrote all my renderers to draw wireframes and solid colors instead of gradients and bitmaps. Solid 40fps, and you can switch between quality levels on the fly — a nice side-effect.
Bugs fixed, everything’s in place. Time to start whipping out some gameplay.
Unfortunately, I just spent the last hour reading up on the history of Texas’ annexation, because our sly governor just dropped the word ‘secession’ in a public forum. omgwtfbbq. He’s clearly floating the idea for personal political gain, but still…the phrase “We have an excellent union, no need to dissolve it. But…” hasn’t appeared in serious American political discourse in, what, 150 years? An odd notion to even entertain.
Ah, well, I managed to get in 3 hours’ work tonight, and given that I haven’t been near Python in aeons, and I’ve never used PyGame before, I reckon I’m doing alright. MOTOJUMP is getting there, slowly. All that is left is to make the moto jump, as it were. Then slap on some sound with Musagi, some amusing effects and hey-ho! I fully expect to get plenty of zeroes, mind!
I’m back from dinner, and it seems NONE OF THE WEBSITES I OPENED ARE LOADED! D: And my service provider says “Right click the connection and click repair”, even though I even stated I tried that.
Apparently Ludum Dare is the only place that actually loads. So nothing is gonna happen until this is fixed.
At least my dinner was awesome. I near the end of today, as stuff happen.
So instead of spending this evening coding the game, I spent it trying to get SDL/Allegro working with Lisp/Scheme. No love, so back to C++ tomorrow for the final push (and, indeed, the first push…).
Here’s a shot of the Giant Laser of Doom.
I didn’t start work on this until 9.12pm as I had a lot of things to do today (visit bank, go to museum, take a bike ride, cut grass, etc). It’s now 2am (UK time), my brain is fried and my body is knackered.
I’ve concentrated on keeping my entry as simple as possible because I know that my time is limited. I got thinking about the theme when I was visiting the museum. I just liked the idea of a giant laser of doom, erasing everything in its path, darkening the screen as it went.
I figure that I have until 4am on Monday morning local time, which is just as well as I’ve got a few commitments tomorrow, but let’s see what I can do with the remaining time.
Tags: compo
I’m too tired to continue. Drew the final programmers’ art placeholder graphics in Gimp, and added a particle effect.

Started coding a little while ago and just finished a pixel font class.
I’m working with the Flex SDK in FlashDevelop.

Tags: as3, flashdevelop, flex, font, thread