almost

LD18

Little Progress

So I hate physics engines and I want engines to apply an impulse to the ship that both pushes and turns it. I made up a bit of physics that sort of makes sense to me and I’m ok with the result.

I tried to put an interactive flash thing in this post, but it disappeared when I hit publish.

Am I doing something wrong?

Am I doing something wrong?

Tags: flash, limited progress

Lasers and stuff

LD18 take3

I think I may be abusing flash's glow filter

You can play what I have so far  if you want, though it’s still really rough. Both units autoshoot and turn towards the mouse.

Submitted what I had after 48 hours

Submission page is here. It’s a shootemup in which you can commandeer the enemy ships.

http://www.ludumdare.com/compo/ludum-dare-18/?action=rate&uid=1168

It'd be easier to just steal the big ship, silly player

It'd be easier to just steal the big ship, silly player

This was fun. My game isn’t very finished, as a bunch of the little features and polish are missing, AI is boring, there is very little variety in ships, and the ship spawn waves are on loop. Also, I never got around to making the pretty laser do damage, and a useless weapon isn’t much good so it’s removed from the ships. I’ll probably do some of these things later, and then get lazy and not properly finish the game. However, it is playable in it’s current state.

LD21

Animation

Ok so I decided to try to make a game with a person as the main character as opposed to a boat or a circle. My problem is that people walk and stuff. This is hard to make.

My walkcycle looks like a jump cycle

Comments

20. Aug 2011 · 05:19 UTC
ORLY??

it is really a jump cycle!

LD24

I’m in!

For the first time since roughly ludum dare 18, I’m in.

I’ll be trying to figure out flixel.

LD25

In

It’s been too long since I participated in a Ludum Dare. I’m in.

I intend to work with lua and love2d, which seems to be more functional than it was when I used it last.

I have a basecode framework that consists of primarily vector and matrix math but also a bit of ui and state management. I’ve uploaded it (here)

testwindow

My beautiful test window to make sure my framework is functional

I will use as many particle systems and geometric shapes as possible for graphics, and draw something messy in paint.net if I am inspired to have meaningful graphics. I dunno about sound, I’ll probably have a silent game or find some sound and music creation tools.

 

I was hoping for the mirrors theme because then I could put my transformation matrices to work on vector reflection, but it looks like it wasn’t too popular.

Orthographic rendering

After considering the theme I have determined that I want a top down world from which to act as a villain, although I don’t have too many details on what I want the result to be.

I have created a set of orthographic draw functions with a z variable and the ability to draw a rectangular prism.

The composition of translate, scale, and shear.

The composition of translate, scale, and shear.

Now I just need some sort of game logic and to make a particle system that can interact with a z indexed world.

Orthographic sorting is difficult

 

I’ve made a lot less progress than I would like, due to countless difficulties with draw order sorting. I eventually scrapped by geometric representation of the world in favour of a true tile based setup, which makes it a bit easier to draw things in the right order, although I had to make the tiles rather large for the excess of coordinate transformations to not cause performance issues.

I don’t feel much like a villain yet, but hopefully I can get a lot more innocent cylinder interactions soon. Also I should be able to make more interesting effects like the shadow under the jumping cylinder.

screen5

Procedural world destruction

So, it’s still pretty far from a complete game but I have been tuning my world generation to make it pretty interesting, and I can destroy trees as well as the cylinder people now.

I’ll keep working on it as a Jam entry, although I won’t have much free time tomorrow.

Burning trees and the remains of some poor cylinder

Burning trees and the remains of some poor cylinder

It’s also not particularly efficient right now, I assume because of the number of coordinate transforms and draw operations it has to do.

Wandering Villain postmortem

I entered as a Jam entry, instead of a compo entry in order to get more time but I only actually ended up with around 6 extra hours on the third day because I had to sleep and work for most of the extra time.

The entry page is here: (Click)

There is a windows executable or a .love file, so if anyone on mac or linux knows how to compile love2d games, that would be really cool.

What went right

I created a pretty cool isometric rendering engine, which seems to be pretty capable.

I put a lot of effort into tuning the terrain generation, and it ended up looking quite good in my opinion. I haven’t done much world generation before so I had to experiment a lot to determine what variations would look natural and interesting.

The art style is 100% geometric, with everything being some composition of primitive shapes and it looks pretty cool. I would’ve liked to add a bit of detail to the “people”, but even as cylinders they feel lifelike enough when they are moving.

The splatter and shadow effects turned out quite well because of how they interacted with the tilemap.

I learned a lot about world generation, isometric rendering, and object oriented lua programming, so I would be more comfortable working with similar concepts in the future. It turns out lua allows you to define your own concept of a class and there are multiple ways to implement inheritance. I also now have a name for a “pigeonhole sort” which is a concept that I have sort of considered before but not properly executed.

What went wrong

I spend most of the first day trying to figure out how to get objects to draw in the right order (back to front) until I realized that I had to make each object no larger than a single tile size or else you could get a circular loop of objects that are above, behind, in front of, and below each other.

Performance issues: I put a lot of effort into making the game as efficient as I could, so objects that are far away are forgotten and things like the front faces of a tile are only drawn if the tile is taller than the tiles in front of it, and shadows are only drawn when the object is not on the ground. However, it still runs relatively slowly on my own machine and I assume even worse on the machines of some of the people that will test it. I added a few options at the end of the jam time to change the screen size and thus how many objects are drawn so that hopefully it can still be experienced even on lower end computers, but it is hard to get a sense for performance on another machine.

There isn’t really much to do. You spend more time exploring than being a villain. I was planning on adding cities, farms, castles, and heroes for you to fight, but it all seemed so complicated and I ran into time constraints.

Next time

I think I will try to work with a more complete rendering framework prior to entering, as I had to write a lot of drawing functions during the compo time. (cylinder, prism, sheared circle).

I will also try to have a better idea of necessary gameplay interactions and try to get them in place before anything else, so that the game is 90% playable within the first day, instead of being 90% pretty after two days but still missing a bunch of gameplay elements.

I know that my game idea was a bit too ambitious and so I set myself up for failure, but even so I think that having a challenge forces me to experiment and learn things that I wouldn’t otherwise have tried.

 

LD29

First picture

So I didn’t say anything earlier, but I am participating, using Love2D

Here is a picture

screen2

I click somewhere and it makes a target there. The blue rectangle dudes run to the location and then dig or place explosives until they reach it.

Then I collect the resources, which will theoretically allow me to make more dudes.

I have shadows and torches!

I’ve been more productive than I expected to be, so it looks somewhat decent.

There still isn’t much to do in terms of objectives and difficulty, but it’s kind of neat

screen5

Deadline is soon, so I guess almost done

screen13

 

There is no lasting objective, but the game looks a bit nicer now, and you can spend some of the resources for stat bonuses.

I also recorded myself giving unit responses, so my game technically has sound, but I cannot guarantee it is any good.

My plan now is to try to draw some more tiles so that I can have more terrain variety.

LD32

I plan to participate

I counted a bunch of the tools that people plan to use to see which are the most common. You can see the list of popular tools at http://qr.ae/L14TY

I’ve participated in a few Ludum Dares before, but not very consistently. I’m pretty excited about being able to do it again.

Previously I’ve mostly used Love2D, but I think I’m going to use Unity (2D) this time and develop with Web or Mobile in mind. The HTML5 export seems pretty cool.

I also use Paint.NET, BFXR, and Audacity. Music is still a mystery to me, so I’ll try to make enough sound effects to prevent the game from feeling silent.

Tags: in

LD33

probably in

And probably going to be using Unity (2D) and paint.net

LD 40

I'm Probably In

I'll be using Unity 2D, and maybe Pyxel Edit and Tiled. The last Ludum Dare that I participated in was #32. It seems that the website has changed a bunch since then.

Basic movement and projectiles

I started a little bit late but I have some stuff working! screen1.png

My idea is that there will be things that you want to hit and things that you want to not hit, but various weapon upgrades will make it hard to be precise. (So every level-up will make the game harder).

A bit more progress

I slept in, so I havent made a lot of progress, but hopefully it's enough to demonstrate the concept. You want to protect the earth(s) by shooting aliens. Shooting earth would be bad.

screen2.png