chainedlupine

LD 44

EXUBER& is coming together!

I've done most of the gruntwork of writing a simple adventure game engine from scratch on a piece of 30 year old hardware. Because of that, things are moving along a bit quicker now.

I still need to handle object interactions and moving between exits, but everything else is in place. These last two items will just require some jumptables, and I need to handle loading images that represent the locations. (That's what the white window on the left is for.)

I'm not going to have a finished game by the end of the jam. But I will have a finished game engine. And I feel like that is an accomplishment and I will be able to walk away from this with a sense of pride.

tally: 7151 bytes left

Note: This isn't total memory left in the machine, just my single block of code/data which lives from 0x4000 to 0xBB00. I didn't have time to figure out how to write multi-paged routines for using the other 64k of my Apple //e. I am utilizing a bit of low memory -- between 0x0800 and 0x1FFF -- for storing zeropage dumps, however.

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Ludum Dare 45

Apple II development!

I'm still working on my Apple II code. I released an Apple II game for the last Ludum Dare but I wasn't able to finish it. It is progressing and I'm actually starting to enjoy working under the constraints of the Apple II platform.

The game I submitted (well, more of an engine demo) only ran on an Apple IIe with expanded 128KB memory, but I've shrunk my requirements so now my code should be able to run on any Apple II. (Aside from the original 1978 version with the first set of ROMs, perhaps Autostart ROM update works but I have not tested!)

My next Apple II program was a simple animation project that is a homage to the Neon Genesis Evangelion anime. Check it out!

https://www.youtube.com/watch?v=X4U1Gg--7JU

It features HGR graphics (woo, 7 color) and simple music. The music routine took the most work; It lets me have standard single-voice notes at 7 volume levels using the built-in speaker. That doesn't sound all that impressive in modern parlance, but -- trust me, for an Apple II it's hard to do that and animate graphics at the same time.

You can find all the code and disk images for this (including the music tracker I used to make the music) at my Gitlab Apple II repositories. Everything is GPL'd and my Apple II development environment works under both Windows and Linux (using the cc65 compiler toolchain).

I have tested this on real hardware, though I personally only own Apple IIes -- one original, and one Enhanced with 128KB expanded memory. If you have other models and want to try it out, do so and let me know. I'd love to hear how it went.

Anyway, I wanted to share my progress. Back to work, and can't wait for the next LD! Chained signing off!

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Ludum Dare 46

Using Godot this time around! (And a new shader!)

I think I will be giving Godot a try. I'm already migrating one of my large Unity projects over to Godot, but I'd like to give it a try in a jam. 3.2 is enjoyable and it's an easy to use engine.

Something I've worked on recently: A DOS-era 3D shader effect in Godot.

https://www.youtube.com/watch?v=uPIyO_yaeyI

Hope everyone has fun during LD #46! I'm excited to participate again!

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New version of Godot 3D dithering system; All ready for here!

Got my pack of Oreos (as the carrot for doing good!) and have been working a bit on my DOS-era style shader.

I cut down on the amount of dithering by a simple pass/fail method to determine what needs to be dithered. If you want to check it out (or use it!) you can find it at: https://gitlab.com/chainedlupine/godot-3d-dos-shader

I will probably do a game in that style, just because I like it. :)

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Pre-jam flight check

  • Blank Godot 3.2 project [CHECK]
  • BFXR and Wavosaur [CHECK]
  • Aseprite and Blender [CHECK]
  • Snacks [CHECK]
  • Showered, Cleaned up & Well Rested [CHECK]
  • Vodka [CHECK]

All systems nominal.

What's this?

Hmmm. What could this be?

Godotemv3.2.1-stable/emwin64em2020-04-17/em20-38-43.png

Okay that took a lot longer than I thought

I'm still fairly new to Godot 3D, so I had a lot of false starts.

But at least I got the player movement down, including shooting.

https://www.youtube.com/watch?v=aFxhCGSiNLk

Back to work!

I'm back to work! Just nothing much new for now, some bug fixes and now a minimap!

Godotemv3.2.1-stable/emwin64em2020-04-18/em15-27-13.png

I hate it when I feel like this...

I don't think I'm doing enough! But I know I am. It's just one of those things where you feel overwhelmed by what's left to do, but you gotta keep calm and keep on task.

I'm starting to actually do art for my game, now.

Godotemv3.2.1-stable/emwin64em2020-04-18/em17-21-02.png

Getting there!

Well, I am slowly getting the game play polished. Everything works, it's just lacking a few minor things.

Of course, the art is mostly missing, though I did complete some of the particle/image effects.

https://www.youtube.com/watch?v=dBSIWaj0bEA

Gryphon Peaks: Lack of testing

So I realized in my game that it's possible to end up in two mutually conflicting states. The "game over" and "game won" scenarios are just defined by events that occur in the game. It is a real likely chance that you will trigger both, and which ever got triggered first will be the one that is shown.

So it's possible to win the game by losing, for example. All nests gone, but you closed the portal = WIN! (It should be a game over, because the whole point of the game is to keep it alive. That is, the nests.)

(Unless you want to get real meta and say "well, the GRYPHON survived and he/she can always repopulate by making more eggs, so it's still a win but I had no intent of introducing any "so what is the definition of winning anyway?" philosophical musings into my game!)

Also, you can put the level AI system into a state where it will constantly spawn power crystals. You can keep collecting them, too, and it's hilarious (and also ear-shattering) if you die while carrying all of those crystals.

Ah, the joys of untested gameplay!

Anyway, you can find my game here: https://ldjam.com/events/ludum-dare/46/gryphon-peaks

Gryphon Peaks now has a HTML5 build!

Well, I didn't think it would be so easy to back-port my game from Open GLES3 to GLES2. But by doing so, I was finally able to export it from Godot using the Web GL 1.0 exporter.

And now everything works just fine! So play my game in the browser now, if you want! (Download versions are still available.)

gp-html5.jpg

https://ldjam.com/events/ludum-dare/46/gryphon-peaks

Questions about the DOS shader I used

I've had some people ask me questions about how I achieved the DOS shader effect in my game.

I'll be posting an article about it soon!

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For now, give my game a shot!

https://ldjam.com/events/ludum-dare/46/gryphon-peaks

Ludum Dare 47

My setup!

I'm moving into a new house, and I just finished painting my office.

I now have my basic gamedev setup going, too.

desktop-2020.jpg

Please don't make fun of my hideous desktop. :smirk:

Stuck in a loop!

The theme is...

Stuck in a loop!

Stuck in a loop!

Stuck in a loop!

Stuck in a loop!

Stuck in a loop!

Stuck in a loop!

Stuck in a loop!

Stuck in a loop!

Stuck in a loop!

RUN/STOP IN LINE 20

READY

Ten years!

I realized I've been doing Ludum Dare since 2010.

2010!

I guess I am really stuck in a loop?

Sloooow progress

So @sindri and I are jamming together this time. But it's been rough going! I am in the middle of a move and haven't been available for all that long. Also, Sindri is west coast USA and I'm east coast, so that makes it a bit more difficult, too!

Either way, I got a little bit of progress.

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Gravity Blade is coming along!

@sindri and I have been crunching along with our Jam entry, called Gravity Blade.

Gravity-Blade-logotype-ld.jpg

We've both pretty big shmup fans, so we decided to do a shmup for this jam. We have a lot of influences for the idea, and we decided to take a (hopefully!) creative approach to the theme.

Stuck in a Loop refers to the ship's capability to capture enemies and force them into a tight gravity loop within the ship itself. Capturing enough enemies will power up your main weapon, but you can also charge up and unleash a powerful debris attack with the remains of the enemy if you want!

https://www.youtube.com/watch?v=gxf0ITSqd4A

It's not quite ready for release, as it still misses a few features, but we're both really enjoying participating in this Ludum Dare!