BlackBulletIV

LD20

Here’s My Base Code

The rules say

Base code and personal code libraries are allowed, but should be declared and shared with the community prior to beginning your entry. To do this, make a blog post.

So that’s what I’m doing. I’m using an engine/framework called LÖVE and I’ve collected some base code, which serves as a helper/organisational library, over a few projects. The relationship between my library and LÖVE I liken to using FlashPunk and Flash, so I’m assuming it’s fine, nevertheless I’ll leave it here.

You can download the library from my DropBox here: http://dl.dropbox.com/u/22660566/Love/love-lib.zip

The core folder contains the core classes, some helper stuff in there like tweens, easing functions, extensions to the API, etc. The ds folder contains two data structures, Vector (x/y vector) and SpecialLinkedList (a linked list with values as the nodes). The lib folder contains a small OOP library called MiddleClass, which allows me to create classes and the like in Lua.

Thanks guys!

LD21

Having Another Shot

I’m going to have another shot (I failed last time) at Ludum Dare. Once again I’ll be using Love2D, except I won’t be using any framework with it this time; my framework crumpled with serious bugs last time.

Anyway, good luck to all developers!

Facilitated Escape

I released my game, entitled Facilitated Escape, earlier today. It revolves around escaping a collapsing facility of some kind in your rocket, the challenge coming from dodging oncoming “blocks”. See its entry page and its page on my website. I’ve also put together a gameplay video, and a time-lapse should be coming soon.

Time-lapse Released!

I’ve finally managed to crunch 95 GB of images into a time-lapse for my game, Facilitated Escape. You can view at the link below:

Ludum Dare 21 Time-lapse

Comments

wallacoloo
24. Aug 2011 · 00:29 UTC
95 GB of images and it only turned out to be a 4 minute long 360p video? Even at 60 fps, a series of raw bitmap 360×480 images should only take up 2.5gb/minute = 10gb total.
wallacoloo
24. Aug 2011 · 00:30 UTC
Oh, but nice timelapse. I liked seeing how you shaded your graphics, I think I’ll try it that way next time.
04. Sep 2011 · 22:27 UTC
@wallacoloo No, no, it was 6,472 PNG images at 2560×1440; I had to compress the video a lot.

Facilitated Escape 1.0

A bit over a day ago I released the first post-compo version of my game, Facilitated Escape. I’ve done quite a bit with it in the two weeks since Ludum Dare 21, such as making it a bit easier, and improving the visuals. Anyway, for more I’ll direct you to my website.

A gameplay shot with the title overlayed.

A gameplay shot with the title overlayed.

LD22

Ready to Roll!

I guess I better put up my “I’m in” post. This will be my third Ludum Dare (the second that I’ll submit a game for – well, probably). I’ll be using FlashPunk this time around, as I’ve very familiar with it right now (having used it for the last few months on my next game), and it will be much easier for people to test it.

Anyway, good luck everyone! May the best developer win!

Day 1

Well I’ve made some somewhat good progress today, I’ve got the basics down, a little art, etc. I’m doing a side-scrolling platformer, largely because I’m so familiar with them thanks to working on Illusive Dreams for quite a while. It’s a bit ambitious but I should be able to get more hours in this time around. I still have no idea what the story/theme will be, but I’m sure that will come; all I know is that it’s something to do the player being alone.

A screenshot of its current state

A screenshot of its current state

Update 2 – Half-Way Through Day Two

Well things are coming along, progress is being made at a rapid pace, though I’m really afraid it won’t be enough; we’ll see I guess. Anyway, since last time I’ve had a whole bunch of stuff, such as lighting, more tiles, doors, switches, an enemy type, and so on. Here’s a screenshot:

Screenshot showing lighting and more

Screenshot showing lighting and more (note that the image is squished a bit due to WordPress)

That’s all for now. Good luck everyone!

Comments

dr_soda
18. Dec 2011 · 03:20 UTC
I like the various lantern in the dark motifs I’ve seen in various screenshots during this competition. Good choice.
18. Dec 2011 · 07:22 UTC
Yeah, for me it’s the key to conveying the somewhat fearful/anxious feeling I want to give.

Day 3

I didn’t post another update last night because I was rushing to get as much done as possible; I wasn’t sure whether I’d make it. Things are looking good now, all I have left to do is create a couple more areas, a “game won” screen, and maybe improve a few minor things. I’ve got all the sound effects done, as well as the background ambience (although it seems FlashPunk has trouble looping audio perfectly). I’m definitely having fun writing all the text that goes in the notes, logs, and boards; if you play the game, be sure to read them all to get the most out of it.

Anyway, as usual, here’s a screenshot. It’s from the first area:

Screenshot of area 1

Screenshot of area 1

Test Build Out

Before I submit it, some feedback on the game would be great. You can find the build (Flash) over here. Let me know if anything comes to mind while you’re playing, such as difficulty, bugs, visual errors, typos, etc.

Thanks!

Uncorrupted

Alright, I just submitted my game, which I’ve entitled Uncorrupted. For more info, check out the submission page. I’ll also be posting a post-mortem, timelapse, and walkthrough sometime in the near future.

LD23

Fourth Time

Well, this is my declaration of participation. It’s my fourth Ludum Dare; hopefully I’ll end up with something even better this time. As before, I’ll most likely be using FlashPunk to make the game.

Good luck everyone!

Getting some game mechanics done

It took we a while to get any idea at all, and I’m still not exactly sure where this is going. Nevertheless, this is a screenshot of what I’ve got done so far:

Getting some gameplay mechanics down, still not entirely sure where this is going.

Most of it is game mechanics and the like, the visual side of things will probably begin in earnest tomorrow.

End of day 1

I think it’s about time I got some sleep; I’ve having slight hallucinations, like everything on the screen moving around, little flashes, etc. Anyway, since the last update I’ve added a scoring system of sorts (this will be an arcade game), and have tweaked a few other things.

Anyway, tomorrow is the big day, I hope it goes well!

Comments

21. Apr 2012 · 11:28 UTC
I hope you found some inspiration for visuals/gameplay in your hallucinations :)
22. Apr 2012 · 00:09 UTC
Ha ha! They weren’t that bad, mainly just visual distortions.

Art, animations, grass, and more cool stuff!

I’ve been working on art most of today. I’ve done the sprites for the player and enemies, and have also started work on some tiles; the grass is better than I expected! The final thing I did was start work on a spawning system, though it will need some tweaking to make the game a bit more challenging.

Anyway, here’s a screenshot:

Grass, dirt, and sprites.

Good progress

I’m making good progress now. The enemy spawning system is working pretty well I think, and the difficulty seems pretty good.

As I haven’t mentioned it before, this game is an arcade game set on a tiny island in the sky. It’s not the best match for the theme, I know, but that’s one of the only feasible things I could think of. Anyway, you kill enemies with using your gun and melee attack which raises your score. The simplicity of developing such a game is a very welcome thing right now.

As usual, here’s a screenshot of how the game’s looking so far:

The art and game world are essentially done.

Sound and a background

I’ve been working mostly on sound effects and music since my last post. Both took some time; audio is a weak spot for me. The music especially took longer than I would have liked, but that’s just the way it goes.

The other thing I worked on was a background. It came out pretty good I think, though I am wondering whether its blurry, sketchy kind of art style conflicts with the foreground’s pixel art. Please let me know what you think.

The only visual thing to show off is the new background.