LD14 April 17–20, 2009

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.

Contiguous wrapping terrain

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:

wonderfl example

Tags: peak

time to get real

this stuff was smuggled straight out of colombia! so goooood

Tags: coffee, food

Kowlr

Took a break to do something different for about 45 minutes:

Yes.

Tags: towlr

Comments

19. Apr 2009 · 00:24 UTC
Darn. Doesn’t run on XP 64.

My game

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

Comments

18. Apr 2009 · 21:35 UTC
I got to around 65 score until I lost. Good game!
LunarCrisis
18. Apr 2009 · 21:40 UTC
I got to a bit higher than 160, could tell exactly since it wipes the score the moment you die XD.
telaviv
20. Apr 2009 · 04:31 UTC
Very Very cool! It seems like sometimes there’s just no possible path though. Maybe i’m just not that good though :)
21. Apr 2009 · 03:01 UTC
60-ish. Did you bother to make sure there was always enough space to get through? :)
demize
29. Apr 2009 · 22:10 UTC
The thought never crossed my mind. But, it never crossing my mind makes the game much more challenging, no? 😛
Bri
03. May 2009 · 12:27 UTC
yeah, ’round 75 this time. it’s addicting 😛

Silly Maze Game: Update 1

Making some progress, there’s collapsing squares now and buttons which will open doors.  Need spikes!

How to set a tag

Tagging your posts is easy.

From inside the WordPress, scroll down past the post box to the “Tags” box.

Enter your tag in the box and click Add.

Easy. If you make a mistake, you can click the X beside the tag to remove it.

Common tags include:

  • Final – for your final entries
  • deskphoto – for any pictures of your work environment
  • motivation – for amusing images in the spirit of the competition
  • foodphoto – what you ate during a compo. Yes, we’re silly

Tags: howto

WIP continued

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

Reporting back on duty

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.

Music, music, music. Chiptrance, realtrance..

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.

Chip-version

Trance version

Tags: music, trance

Image and video hosting by TinyPic

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

Tags: LD14 - Advancing Wall of Doom

Debug mode

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.

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

MOTO-JUMP

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!

Tags: LD14 - Advancing Wall of Doom, MOTOJUMP

Dinner VS My Internet

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.

nighty nighty

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…).

Comments

LunarCrisis
18. Apr 2009 · 22:25 UTC
Don’t recommend you drop everything for it at this point, but I did my last two Ludum Dares in PLT-Scheme with SDL and OpenGL. You could check them out if you want.

First WIP shots

so far, so good, saving gameplay for after a power nap 😉 wish art wasn’t such a pain

Giant laser of doom

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

day 1 over

I’m too tired to continue. Drew the final programmers’ art placeholder graphics in Gimp, and added a particle effect.

Comments

georgek
18. Apr 2009 · 22:59 UTC
nice wave!
wolferey
18. Apr 2009 · 23:55 UTC
Nice, looking forward to see the finished result of this! 😀

We have pixel fonts.

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

Comments

18. Apr 2009 · 22:39 UTC
Hey, you’re in too! It’s a veritable tiger cave around here. The more the merrier I say.
18. Apr 2009 · 23:13 UTC
Haha, I can’t actually remember. I started this at about 1am, and, on top of that, I was out last night… I think there was some logic to it at some point.