aaronsnoswell

LD22

LD22 – I’m in!

This is my first Ludum Dare! I was going to go in the last one – but had to pull out unfortunately. I’ve uploaded my “I’m in” video, and just voted on round 1 😛 A bit about me for anyone who actually reads this:

  • 21 y/o from Brisbane, Australia
  • Programming in JS, HTML5 and Canvas this LD on an 11″ netbook.
  • Going to be taking screenshots along the way
Woo! Oh, and follow me on Twitter: @aaronsnoswell.

5 Hrs in

After accidentally sleeping in and missing the big announcement, here is my work so far, after 5hrs! Super stoked with the theme. I’m using my own html5 game engine (canvas based). You should follow me on twitter! twitter.com/aaronsnoswell.

Help Save My Game!

I’m on the verge of giving up becuase I haven’t made much progress yet and I don’t think my idea is very fun :( How can you help? Go to http://elucidatedbinary.com/ld22/ in Firefox (no music) or Chrome (will have music) and test my game for me. Controls are arrow keys + space. The original idea was that the player would have to wait for gravity to invert (which happens periodically) then try and jump to the next platform. I’m not convinced that it’s fun though :(

Try it out and leave a some feedback in the comments for me? Thanks! :(

Comments

Mjiig
18. Dec 2011 · 08:03 UTC
That’s a really cool concept, you need slightly finer controls I think, and it would be nice if the gravity changed a touch faster, but it looks like a game I’d really want to play. Besides it would be a huge waste to stop with that much work done after the half way point.
SonnyBone
18. Dec 2011 · 08:06 UTC
Yeah the gravity takes too long to change… and mine never changed… it just stopped. There was no way for me to reach a platform. This is pretty cool, though. Keep going.
18. Dec 2011 · 08:13 UTC
Thanks both – I’m going to take a break then come back to it, see if I have any renewed enthusiasm.
18. Dec 2011 · 08:51 UTC
Keep it up mate :) The idea is actually pretty sweet just need to fine tune the mechanics!

In for the Jam (+ engagement pics)

I’ve had a big weekend – after almost giving up on my game entry I’ve decided to try and get something in for the jam. Over the weekend I’ve really enjoyed fleshing out my JavaScript game engine, but unfortunately didn’t focus enough on the actual game 😛 And as promised, below are pics from my previously mentioned engagement this weekend.

 

And of course, the obligatory work-in-progress screenshot. Not much has changed visibly, but believe me, 600 lines later the code is a lot, lot cleaner and more robust!

Oh, and the physics engine now works, and sprites are animated 😛 If nothing else, I’ve been recording my screen the entire weekend, so a timelapse video of my Jam entry will follow at some point.

Happy Coding!

Comments

19. Dec 2011 · 04:30 UTC
Sounds like an eventful weekend! Congratulations again! Nice ring.

LD23

Screenshot Time (+ I”m in!)

I forgot to do an “I’m in” post. But I am – time for a screenshot or two.

 

My game is a tiny ant colony sim. Red vs Blue :) Most of the basics are there (music, some textures). Working on the ant AI at the moment to try and make gameplay a bit more interesting. Going to have stats like Nethack (HP, stamina, levels) if I get around to it. I’m recording the whole thing to, so a youtube video will be up later.

Comments / Suggestions welcome!

Happy Coding.

 

LD25

Ludum Dare in Seattle?

Hi all!

I’m an Aussie who is in Seattle at the moment – anyone else in the area and interested in catching up / game-jamming? Oh yes, and I’m in :-) going to be using LibGDX probably, as well as Gimp and SublimeText.

Game Development in the MSFT World

Hi wonderful community of Ludum Dare! Context:

I’m a hobbyist game developer who’s previously only worked in the Linux / Android / Mac / Online world. I’m about to attempt creating my first game using Microsoft tech and wanted some suggestions.

I want to create a Windows Phone game, but would love if the same code could also be ported to Windows 8 / XBLA / Surface. From what I’ve read, I believe the following is correct;

  • XNA Studio can be used to create Windows Phone, XBLA and PC (desktop-style) in C#
  • For Surface / Windows 8 Store style games, you have to use Direct3D / DirectX / C++. As of Windows Phone 8, this is also an option for Windows Phone.

Can anyone comment on this? Am I correct in thinking the above? Are there any popular middleware engines I should consider using if I do go down the C# route? I’ve only learned C# in the past month or so, and as such don’t know what is out there.

Thanks so much!

Tags: OneGameAMonth

Comments

10. Jan 2013 · 19:52 UTC
With XNA you can make games for windows, windows phone 8 [0] and xBox.

XNA runs under windows 8 in the desktop mode – but not directly as a metro app [1].

With the help of MonoGame, you can port your game to many platforms,

including windows 8 metro apps. For an android port and some others

you must pay money [2].
10. Jan 2013 · 19:58 UTC
XNA has been discontinued.

Actors with multiple Textures

Hi all!

This is a shameless re-post of my Stack Exchange Game Development question of the same name.

In my 2D side-scroller game I have a bunch of actors being drawn, each of which has a single, non-animated Texture (a png image). These actors all inherit from a base GameActor class.

I want to add some more NPC’s (e.g. tanks or cannons) that have one texture that doesn’t move (the base) and another that rotates to shoot at things (the gun / barrel). How should I structure my Actor class hierarchy so as to allow for this? Should I refactor my base Actor class to allow for N textures? Or should I create a brand new sort of Actor for things that need > 1 texture (and then have to manage these actors separately from ‘regular’ actors)? Or is there a better approach I can’t see?

Thus far I’ve been opting to keep things as simple as possible (KISS, right?), but am not sure how to proceed.

Any pointers greatly appreciated.

Comments

24. Jan 2013 · 11:46 UTC
Why not make a ‘actors-group-with-position’?
deathray
25. Jan 2013 · 00:52 UTC
If you allow for N-textures, then your actor class becomes very versatile. Is there a downside? What are the pros and cons? And what language are you using?
28. Jan 2013 · 22:01 UTC
Posted a reply to your post on StackExchange. Basically I would be careful of making your Actor class too complicated, you’ll regret it down the road. I would suggest adding some kind of parenting or constraint system and represent the tank as two Actors that are parented or constrained together.

LD33

I’m In

I am in! Haven’t participated for a while, but going to be trying my hand at Unity and possibly Oculus VR this time around.

Good luck everyone!