GFM

LD23

Hummy’s Hunger is out…

Since yesterday, but due to circumstances (it being late, having class in the morning today, etc) I’m only writing this post now!


Play it here! =D

This game is about a tiny little creature that is hungry, and only one thing will ease his suffering: eating that delicious yummy.
And did I mention that when you eat things… you get bigger? =D

The game ended begin much shorter and incomplete than expected… but I’ll do a post mortem version, which will surely have enemies!
Also, I’m planing to do something like a puzzle (e.g., having the right size to pass through passages)… though I’ll think more about it.

I’ll probably write a post mortem talking about how my LD went… but later! Now I have games to play! =D
(and there are a lot of games this time!!!! =D)

Hummy’s Hunger – post mortem

or “What not to do during a compo” xD

Once again I’ve taken part of the Ludum Dare. Last time I ended up really slacking off… So, this time, I forbade me to do anything not related to making a game =D . Turns out this didn’t worked as planned… But I must say that I really had fun.

Though I made a game about a tiny little creature that eats others tiny things (what, in my opinion, doesn’t really have anything in common with the theme… since it’s missing the “World” =x) this wasn’t my original idea. After seeing the theme, I thought about what to do and came up with two ideas:

  • backup idea: a game about a tiny creature that is hungry and keeps eating until it grows so much that it can eat the planet, then it would go to another one; (this is a little diferent from what I ended making)
  • main idea: explore a tiny world, interact with it’s tiny inhabitant, then [the player would] play in their tiny reality…

I really don’t know why, but I thought the latter would be better. Even though the idea was interesting, when I completed the “macro world” parts I couldn’t think about anything to do in the tiny world… And what’s worse: the game wasn’t fun at all! >_< (at least, I learned how to implement a “random dungeon generator”… or, how I really did it, “random paths between objects in a random landscape” =D )

So, within 8 hours from the compo end, I had something I wasn’t happy with (by “wasn’t happy” read “couldn’t work anymore @_@”). Then I did what any (in)sane person would do: I scraped that idea and start a new project… Since time wasn’t exactly on my side, I quickly remembered the basic feature: you eat things and grow bigger. I also had a new idea: you can jump on things to shrink them. Since I was using Flixel, i didn’t have to remake the core… but I couldn’t reuse anything usefull from the original idea (well, I copied the “control” class… but since I didn’t allow user modifications to the controls… it was kinda useless… xD).

Then, in a hurry, I began doing everything needed: coded, drew the sprites, coded some more… Had trouble comming up with the song xD. Then, with the base working kinda properly, time to design the stages! I ended up doing only tutorial stages and two that should have enemies… but I ran out of time to implement them. =x

Since I rushed so much, I didn’t realize that I forgot to allow the creature (which had already been named Hummy =3) to grow bigger than the world in order to eat it… Anyway, in the end, I was able to work something out that (even though wasn’t exactly what I had planned) I really liked. =D

Next time I must be sure to think throughly about what I’ll be doing… Though I must say (now, after the compo…) that it was fun… it would be really better if I didn’t repeat this. I regret not doing a better game (especially since I know that, had I choosen this idea from the start, I would be able to do something better). =X

If you haven’t played the game, why not play it now? =D

Thanks for reading. =]

Tags: ld23, postmortem

LD24

Flash Develop Flixel Template

A long time ago I’ve done this template for flixel, to simplify things… So I’m publishing it for anyone that wants to use it. =D

The project comes with a preloader class (that extends FlxPreloader) and a main class (that extends FlxGame). Also, the library itself is already included in the template.

Just put it in your Flash Develop/Projects folder (it must be uncompressed).

Download link

Tags: flash, Flixel, template

Postmortem: EVO – X

First of all, for all who played my game, thank you. And for those who also commented… you are the best! Really, thanks a lot! I’ll make something great from this game, I promise!

If you still haven’t, why not give it a try?

boss battle

The boss I’m afraid no one will see… >_<

After one day of resting (and some 20 games played xD) I’m felling like writing a post-mortem about my LD entry: EVO – X.

I must say that this was by far my best compo so far (also, my third one). In the first one, I slacked off a lot… The result was a really buggy “game”.

Then, for my second one, I tossed my original project away and started a new one with less than 10 hours to end compo. Needless to say, the game was far from complete (and the hurry to finish it made me forget to include the theme… xD).

This time was diferent! I pretty much spent all my weekend working on my game. I’m really happy with some of the results, but I know that if I had manage my time better I would have made a better game…

What went right:

  • Idea: This time I was able to come up with a fun idea from the start of the compo. It was also an idea I was pleased with.
  • Graphics: I was amazed with what I could do! I’ve been drawing a lot of sprites in pixel-art lately, but none with animation. Also, one day before the compo I tried to make some tiles… which came in hand when I had to do a dirty and a grass tilemap.
  • Audio: Somehow, I was able to compose all 3 songs in less than 2 hours. The menu and stage ones were really quickly done… The boss battle song took a lot longer, comparatively…

What went wrong:

  • Gameplay: Ok, I had a nice initial idea, now I should make it into a great game! Only I didn’t… more like, I couldn’t… During the development, lots of design decisions made sense for me, but now I see (was shown, actually) that it wasn’t that way… One example?  Well… turns out throwing the player into a hole filled with enemies (innocently, so he can get enough exp to evolve… lol) without even letting him understand how battle works wasn’t such a great idea… xD
  • Scope: Or “knowing what to cut out before it’s to late and you doesn’t have something half complete”. That sums it up. xD
  • Graphics: What I did is nice… but there is so much that must be added… There’s no “contour” for the tilemap, the player doesn’t change form as it evolve, there’s no background, I forgot the goddamn particles, some of the character’s animation are weird (I swear that there is a “jump” frame… )… >_<
  • Compiler: I made the following declaration:
    [stextbox id=”grey”]   private var mobs:FlxGroup;[/stextbox]
    and then, used it this way:
    [stextbox id=”grey”]   (mobs as FlxGroup).add(baddies);[/stextbox]
    Why did I have to cast something to it’s own class? And if I didn’t do that, an error would be raised by the compiler. @_@
  • Audio: Though I liked the songs, I only noticed earlier today that I forgot completely about sfx (and I was going to use sfxr, so it wans’t going to be hard)…
  • Checkpoints: I know that the game is quite frickin’ hard, but I had implemented some nice checkpoints, where you would respawn with all your stats saved from when you passed it and full life… But the flash kept crashing for no aparent reason whenever I tried to use it… It went as far as to make a variable that I assigned null (which was of FlxSprite type) store a FlxPoint… HOW IS THAT EVEN POSSIBLE?? O_O I really need to fix some stuff…

So, yeah… it isn’t a complete game, nor is it good… but I’ve been improving! I’ll make something great, eventually!!

Thanks for reading. =D

Tags: ld24, postmortem

LD25

Save the princess (?) is out!!

save_the_pincess_ss1

In the spirit to be the most villainous possible, you should save the princess….

That doesn’t sound quite right… It should be the other way around… Or should it?

Play to find out! :)

Click here to play!

Save the princess(?) – post mortem

save_the_pincess_ss1

Once again, I finished a game! Okay, it’s lacking a lot of features… the story should be longer, the maps are ugly, a trap doesn’t work, there is no kinda of sound, people are again complaining about the combat… But, now I have something solid to expand!

Looking back, I noticed that I had spent a lot of time. Since I really (I mean, REALLY) like to code, and usually think that any problem can be solved “if I just change this one line…”, I kept trying to make a “Multiple Autotiled Tilemap”, only to be able to draw this map:

bg_31

I easily lost three hour doing so… I could use three tilemaps, but it wouldn’t work with how I was managing the maps… Or I could have done it manually… Well, next time I’ll try not to be stuck on those problems… Another stupid thing that made me lose some time was this (incomplete) tileset:

pickleTile

It’s the first graphic I drew. But I didn’t like the fact that it was too repetitive, so I discarded that one and made a simpler one. If I had time, I would then enhance every tileset (and map). Well, I didn’t have…

But, hey, I enjoyed the compo and didn’t only lost time. I really liked the sprites, and I was able to draw and animate them relatively fast. Pay extra attention to the boss. I drew that in aproximatelly one hour! And only needed few more time to animate. There’s that castle, though… I still think it’s missing a tower and some windows. I tried to detail it a lot… and kept trying to make it seem like a castle… That one was hard (and I’m not completely happy with the result…)!

But the main aspect of the game is the story! After seeing the theme I tried to think on the most unique way to use it… a way that noone else would use (so far, I think I played 3 other games with similar ideas… xD). The name of the game, “Save the princess(?)”, try to point that things aren’t as they seem…Though the game is about saving a princess and you can indeed save her, you get a rank according to how you played and what your final decision was. I tried to make you play as a hero but later find out that you actually weren’t one (depending on how you played). I wanted to show that the “Evil King” isn’t quite evil, and killing his followers and himself would turn you into the villain

I also though that this time I made a playable game… I tried to fix the problems from my last entry: there’s a kind of check point (though you respawn on the first map, you don’t have to redo anything), I recover the life before and after the boss battle, there’s a big (well, half the player’s size) graphic that shows what hit enemies… but people still found the combat problematic. I don’t know… perhaps the lack of knockback and sounds didn’t help… or… I simply don’t know!

Anyway, I’m happy with how the game is overall. If I hadn’t spent so much time on stupid stuff (mainly, trying to fix things that didn’t need to exist), I would have an better polished game. Well, I’m making a post-compo version! I hope that one is playable. xD

If you haven’t played my game, you can do so here!

Thanks for reading! =D

Tags: postmortem

Flash map editor

Hello!

gfm-map-editor-ss2

I really ought to be making a post-compo version (which was already started!), but I found the necessity of a map editor to my liking.

I could have used any from the tools section… but I wanted to try and develop one myself. xD So far, the basic functionalities are finished! It exports in a Flixel friendly format (for I use that framework a lot), which is also the format of the tilesets exported by Pickle. I didn’t delve into whether that is the default way of working with tileset, but it works for me.

You can check it out at my blog, or download it here (right-click and . I also wrote an kind of manual… just some guidelines on how to use it.

The next feature I want to add is a layer to add objects, which will be used to output custom code, referencing the position of the object.

Please comment your thoughts on it. =D

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This entry was posted on Sunday, December 30th, 2012 at 2:23 pm and is filed under LD #25. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Flash map editor update 0.1

Two days ago I posted a 2D map editor. Since I only used it with simple tilesets, I didn’t notice how limited it was. Well, thanks to Sestren I enhaced it some and that fixed some bugs! =D

The &quot;tileset&quot; is a 4525x3174 image

The “tileset” is a 4525×3174 image

The links are still the same. Anyway, you can find it at my blog, or download it here (right-click and . The manual is now outdated… so I won’t link it… (it’s still on the blog, though) The download version is more interesting, because you can resize the window (and every component will resize with it).

It’s now possible to navigate the palette using the arrow keys. And I noticed that most tilesets have few autotiles… so I changed and you must input now how many autotiles are on the end of your tileset.

Comments

Datw
02. Jan 2013 · 16:56 UTC
Shaman King is awesome.
Datw
02. Jan 2013 · 16:58 UTC
You should allow comments on your website. For instance, it is somewhat buggy for I have to refresh the page everytime if I wnat to see your game.

ColorRunner is out!

Hello fellows LDers.

Though I’m not taking part of MiniLD #40 (just started a new project a while ago, now I don’t want to put it on hold… =X), I want to share my latest game (my really late janurary entry for #OneGameAMonth):

colorrunner_ss4

Click here to play it on kongregate.

This game is somewhat based on my first Ludum Dare (LD #22 – Loneliness). The same main gameplay aspect is used: you must bring colors back to the world. But this time it’s a platformer, and as you get more coins (and thus more colors) platforms appears. Considering that the former was my first game ever (kinda xD), this one is way better. And I learned how polish makes a game better (though it’s quite tiring… >_<).

I also uploaded it to MochiMedia, so I hope it gets to many other flash portals. xD

Give it a try! (it’s short)

3

This entry was posted on Saturday, February 23rd, 2013 at 12:01 pm and is filed under MiniLD #40. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

LD26

I’m in!

Somewhat late… since this is my first “I’m in” post ever (and I’ve already taken part of a few compos). xD

Here’s what I’ll be using:

  • IDE: FlashDevelop
  • Language: as3
  • Framework: Flixel
  • Graphics: GIMP (and maybe, but most likely not, Pickle)
  • Sounds: sfxr
  • Music: LMMS
  • Others: I’ll probably use my own tilemap editor… if I use tilemaps at all

I’ll try to focus on not wasting a lot of time on drawing and… well, I don’t really know… making stupid choices, maybe… xD

Let’s all have a great time and make games! =D

Tags: im in

It’s a start

So… not a theme I was hoping, but I’ll figure something out. xD

Got two ideas so far, both are puzzles. Idea #2 is better,  think…

When I have a more “solid” gameplay idea I’ll post again. Hopefully, with screenshot.

This time I’ll be doing a timelapse! Maybe, another time, I’ll try streaming… This is more so I can document every thing (and, thus, so I can explain what I was doing this hole time… xD

First Screenshot

I’ve already loaded the level editor with every (I hope) object, and some of them are functional! Just gotta polish the graphics, make sounds… and create every goddamn level. >_< Since it’s going to a puzzle, that only make things harder… >_<

gfm_ld26_ss0

Oh well, I hopefully can do this. xD

Tags: as3, compo, Flixel, screenshot

First playable version

Finally finished the five first levels. Still not much of a puzzle, but it’s something.

gfm_ld26_ss1

Move with the arrows, jump with ‘x’ (if you have the powerup) and restart with ‘r’ .

Play it here!

Any feedback would be greatly appreciated!

Thanks! =D

Tags: as3, demo, Flixel, progress, screenshot

New screenshot

There’s still a lot to do (I’ve only got 5 levels >_<), but I really like how it’s looking now.

gfm_ld26_ss2

8 hour to go… I think I still needn’t panic… probably…

NoBility – Timelapse and Postmortem

This time, not only did I finish a game but I’ve also made a timelapse! I can finally try to understand why I usually waste so much time. xD

From the start of the compo, I wanted to use the theme within the gameplay. So, after some thinking (and one scrapped idea), I decided to make a game where you would use abilities (jump/run/shoot/etc) to solve puzzles, but you would only be able to use one of those at a time. I also wanted each stage to feature few different objects and require few abillities. A simple use and not that great, but the game was possible.

What went right:

  • I quickly decided on a game idea that I knew I would be able to implement
  • Most of the possible interactions were implemented without problems
  • I used the tilemap editor I created after the previous compo; there’s nothing like using a program made to you (and by you xD)
  • I noticed that I wouldn’t be able to come up with good stages and polish the game, so I made sure it was the most polished possible
  • The graphics and the music came out pretty nice (imo).

What went wrong:

  • Bugs! The pushable box took a long time to work (almost) as I intented
  • I spent too much time drawing instead of doing the rest of the game
  • The background looks really weird; it could use some better colors
  • I decided to make a platformer-puzzle game, and I don’t play those games that much (so, I couldn’t come up with nice level design)
  • Let alone nice levels, I just made tutorial levels
  • I though the game’s name on the last minute (literally)

I’ll have to try and keep art to a minimum next time. Otherwise, I fear the same thing will happen again.

And here’s my timelapse. =D

If you still haven’t played it, why not play it now? It’s really short!

Tags: post-mortem, postmortem, timelapse

Weird Bugs

During the compo, I ran into a bug that made two pushable box (which should collide and stop) run over each other.  I’ve been trying to fix that, but now nothing makes sense anymore… The gif bellow can better show it (and also show a new stage! :)).

gfm_ld26_box_bug2

As you can see, the first time it collides perfectly… but the second time (which should be the exact same situation), they overlap each other… One thing that I was able to notice (after dumping some frame-by-frame information to a .txt file… >_<)  is that there may be a relation with their order in the object list (FlxGroup, if you’ve ever used Flixel).

Ok, this gave me a (stupid) idea. I’ll check which is the left most one and pass that as the second object to the collision method (FlxObject.separate). I’ll post soon with results. Obviously, it didn’t work. ¬¬

Tags: as3, bug, Flixel, postcompo

LD27

Declaration of war!

or, as most people say it, I’m in! :)

Once again I’ll take part of the compo and my tools of choice to this great battle to come are:

  • Language: AS3
  • Framework: Flixel
  • IDE: FlashDevelop
  • Graphics: GIMP
  • Level editor (if needed): my own editor
  • SFX: sfxr
  • Music: LMMS (or, if I gather enough courage and try it before hand, Visual MML)
  • Timelapse: Chronolapse
  • “GIF recorder” (so I can post gameplay during the compo): LICEcap
  • Beverage: COFFEE!! (maybe some green tea, too)

I’ve took part of some previous LDs but I’m still not quite happy with the results achieved. Most of the time I’d hit a nasty bug or would spend time uselessly and the final game suffered from that. This time I’ll try to make a simple but fun game (and definitely  not a puzzle! xD).

That’s it for now. I’ll see if I make quick warmup game before the end of the day. See you guys soon, and let’s have a great jam! 😀

Tags: im in, LD #27

Now loading… current progress: 1% (?)

So far, I’ve brainstormed for almost one hour and finally started to get some concrete ideas.  I may be taking the theme too literary, but I’m sure it’ll come out great!

And I was surprised to notice I’ve yet to make a shooter during a ludum dare… Time to fix that! 😀

Well, back to work (but before, I shall make a cup of coffee).

Squares… it’s something!

I’ve already got something on the screen (more like, I’ve started to code the logic, since it’s pretty easy to display things using Flixel).

gfm_ld27_gif1

And there’s this scary todo-list with many items on my desk… Writing about it won’t solve nothing! Back to work!

It now looks like a game!

And here is a .gif to show it! :)

gfm_ld27_gif2

I’ve already implemented some enemies, life and score counters… Though I’m way behind on graphics… I’ve only drawn one ship so far. And I still haven’t started creating the awesome boss battle! >_<