cosmos

LD27

2 Days Left – State of the Lynx

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With LD27 starting in just two days, I thought I’d make another post with some updates on what tools I’ll be using and the state of my game Engine, LynxJS. LynxJS is still in early development but I’ve added quite a bit of functionality and tests over the past few days.

Check out all of that below the cut!

With Lynx, I’ve added the first collision factory, which is responsible for all aspects of collisions. I still need to rework it a bit as there are some instances where it’s buggy, but overall I feel this is the best collision class I’ve personally written. I’m using a quadtree implementation to minimize collision checks and at the moment, the game engine can handle up to 1000 moving, colliding game objects on a two year old macbook pro.

I’ve also updated the asset manager to support audio and video, as well as preload images. At the moment, the asset manager does not support any other assets but that may change before the compo begins.

In addition, I’ve updated the IO class to better handle keyboard events and allow multiple events per key press. You can use these for each scene or for every scene as needed.

Lastly, I’ve been working on adding support for more advanced developer tools, displaying graphs for framerate, objects, collisions and render time.

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You can view the tests at the pages below:

  • Test 1 – Rendering without collisions
  • Test 2 -Asset management test
  • Test 3 – Collision and Input test with arrow keys (this is where I’m finding bugs)
  • Test 4 – Stress Test, new developer tools (spawns 1px squares until the framerate drops below 50 fps.)

As with any post about Lynx, I’d like to stress that this probably isn’t going to be a game engine you’ll want to use for the compo quite yet, especially considering I haven’t even thought about adding support for IE (I can’t stand it. I’ll get to it though, I promise). We’ll see what happens in the compo and I’ll be updating the engine continuously throughout and after LD27.

With that out of the way, here’s the tools I’ll be using:

Code

  • LynxJS as my Game Engine (html5)
  • SublimeText3 as my text editor
  • Smaller App for “compiling” and minifying my code

Graphics

  • Adobe Cloud (primarily photoshop cs6)
  • Pixen for base pixel art

Audio

I haven’t finalized my decision yet as most of my work in audio is done splicing tracks together at local shows, so I don’t have as much experience with creating content. However, I do have a license for Ableton Live that came with my Novation Launchpad and I have done some work in that. That will probably be the program I use to create my background music.

Any voiceovers (if required) will be done by myself, my roommate, or a friend of mine at the time of the competition.

 

I’m still a bit nervous since this is my first LD compo, but I’m excited to see how I do and what I learn. Good luck to everyone and thanks for reading!

Less than 8 Hours!

With less than 8 hours until the theme is announced for LD#27, I’ve officially passed from the nervous wreck stage of getting ready to pure excitement! I’ll be streaming my progress all weekend on twitch tv, with random appearances by me, my roommate, my cats and other people that might come by to cheer me on.

I’ve got my applications all set up and ready to go and my basic agenda for the weekend (I made sure to plan my breaks ahead of time!!)

The rest of the day I’ll be streaming music, random code, touchups to LynxJS and whatever else I do to prepare. I’m about to finish setting up my workstation and re-arranging my room.

I’ve also gotten a group of people together on tumblr that will be hanging out over Skype during the dare for those of us who prefer company of some sort when ripping our brains out coding. If you’re interested in joining us, comment below with your skype username!

All I can say is good luck to all participants and more importantly, have fun! I can’t wait to see everyone’s awesome creations!

My Workstation

I thought I’d join the fun and post my desk!

workstation

 

Only 4 and a half hours left, time to give myself a pre-war pep talk

 

The Idea has been set!

So after much thought and talking it out with my roomie, I’ve decided to make a top down shooter where every ten seconds more enemies appear.

The idea is that the enemies will be easy to kill at first but each wave adds more enemies with more health. This is where powerups come in

There will be basic powerups (+movement speed, +bullet strength, etc) as well as other powerups (one involves cats!) that I can’t talk too much about until I get them coded.

In terms of mechanics, I’m gonna have different enemies have different ways they have to be killed. One has to be killed last or it will start the next two waves immediately upon death. Another has to be killed within 10 seconds or it’s game over.

Oh yeah, and the setting is a food court in space and it involves robots. I’m gonna start prototyping the game immediately (after eating something) and I’ll be posting play links. If you wanna keep me company while I code, you can join me on my twitch.tv stream and watch what I’m doing and chat with me!

PS: If you wanna join me on skype, feel free to add me! Fe.fragment is my username c:

Friday Night Bedtime

Well It’s bedtime for me, as I’ve been up far too long and I’m not gonna sacrifice any of my precious dream-land time for this, so I thought I’d talk a bit about the state of my game

First off, I’ve got my idea down and know exactly how I’m gonna do everything for it. I’ve got drawings and notes and everything. The main issue I’m running into right now is I’m at the point where I’m so tired I’m making dumb mistakes.

Right now, I have basic movement, I have my entity class finished and I’ve got my scheduling class under control. I feel like I should have a lot more done for the first few hours but I know that’s asking too much for myself.

Tomorrow I’m planning on getting most of the code finished so all I’ll have left is polishing on sunday. The biggest thing I’m going to have problems with is Art, so I’m focusing on what I know I can do: code.

Good luck to everyone else! It’s bedtime.

Food Break!

I took a break from coding to shower and got some starbucks! Time to jump back into the code.

starbucks

I’m creating a top down shooter where waves come every ten seconds and get progressively harder. Watch my stream Here!

 

Comments

StargazerV
24. Aug 2013 · 17:32 UTC
Nice idea, good luck!

Food Court Hell – Demo 1

Time for some beta testing! I’ve released my first demo of Food Court Hell. Right now it’s really just a prototype but all I need to do is add more enemy types, tweak some things, and change the images from just blocks to actual art.

demo1

The Goal of the game is to survive as long as possible, and to get a high score. Score right now is determined by kills and mana pickups only but I might add a bit of a score for each wave reached.

Play now!

See below the cut for controls and more info!

Mana: Mana doesn’t do anything at the moment other than increase your score, it’s a blue circle

Powerups: Powerups affect your movement speed, bullet damage, how many bullets you can shoot at a time, and more! All powerups display as a blue box right now. No powerups will affect your experience in a negative way.

Enemies:

RoboNoob: Displays as an orange box. Can only melee attack. 1 HP.

RoboScrub: Displays as a Pink box. Has the power to shoot 1DMG bullets and melee attack. 3HP.

Controls:

To move, use wasd. To shoot, click where you want the bullet to go.

I’d appreciate it if you let me know if you find any bugs or if something acts kind of weird. I would really love your input as it will help me adjust the game to be more fun. Also, let me know what your high score is!

Comments

24. Aug 2013 · 21:51 UTC
That’s pretty fun
coreym1988
24. Aug 2013 · 21:55 UTC
I just got done playing your game and my first impressions are that it’s pretty fun. I think I got a score of like 250 or so. One of the things that I think might make the game more enjoyable would be to modify the player’s shooting mechanics a bit. When you start you get one bullet on screen at a time that moves at a snail’s pace. If you miss, you have to wait several seconds to shoot again. This also means that in later stages, all you have to do is mash the mouse button as fast as you can and mow down enemies like it’s nothing.

Food Court Hell – Demo 2

Alright, it’s time for my nightly build post! I’ve adjusted the first demo a bit, and added different difficulties!

demo2

The Goal of the game is to survive as long as possible, and to get a high score. Score right now is determined by kills and mana pickups, and forcing the next wave also gives you a skill bonus.

Play now!

See below the cut for controls, changelog, and more info!

[stextbox id=”info” caption=”Changelog”]

V2

  • Added Menu Scenes
  • Changed MaxBullets to a bullet cooldown to allow any amount of bullets.
  • Added Game Modes
  • Added Space and Shift controls
  • Fixed the damage buffs
  • Adjusted game over scene to display high score and other fun info
  • Fixed a bug where right clicking would pause the game or cause it to end
  • Fixed a bug where using the keys pulled up instant search in firefox

 

[/stextbox]

Mana: Mana is used for the Player triggered powerup and displays as a blue circle. See Shift Key Control for more info.

Powerups: Powerups affect your movement speed, bullet damage, how fast you can shoot bullets, and more! All powerups display as a blue box right now. No powerups will affect your experience in a negative way.

Enemies:

RoboNoob: Displays as an orange box. Can only melee attack. 1 HP.

RoboScrub: Displays as a Pink box. Has the power to shoot 1DMG bullets and melee attack. 3HP.

Controls:

W: Up

A: Left

S: Down

D: Right

Click: Shoot Bullet

Shift: Kills all enemies, but prevents them from dropping anything. You will still get a score bonus for killing the enemies. Requires 50 mana.

Space: Starts the next wave and gives a small score bonus depending on how much time until the next wave starts and what level you’re on.

I’d appreciate it if you let me know if you find any bugs or if something acts kind of weird. I would really love your input as it will help me adjust the game to be more fun. Also, let me know what your high score is!

Art time!

Originally I was planning on waking up 2 hours ago but I really needed the extra sleep, so now it’s time to do some quick bugfixes for Food Court Hell! As usual, I’m streaming my progress, feel free to tune in here!

Food Court Hell – Final Demo

This is the last demo I’ll be posting before the final submission of Food Court Hell!All I have left to do now is add the enemy artwork and add more enemies/bosses if I have time. Post compo I’m planning on continuing development since I have a lot of ideas for it.

As usual please submit any bugs you find and let me know what you think of it overall. Is it too easy? too hard?  What do you like? what don’t you like? If a tree falls in the middle of the woods and no one’s around to hear it does Gary Busey still exist???

[Play now]

Please see the “How To” in game for controls

[stextbox id=”info” caption=”New in Demo 3″]

  • Fixed compound wave bug
  • Fixed negative score bug
  • Added Heal Ability (F)
  • Added Max Bullet Speed cap to make sure collisions happen!
  • Added Mana boosts to some enemy drops
  • Added Mana bonus on Easy Mode
  • Added new enemies!
  • Added Level 50 Boss: roboThug
  • Added Pause Feature
  • Added more difficulty factors
  • Added Bullet speed powerup
  • Adjusted powerup drops to balance the game
  • Adjusted overall Score ratings
  • Added powerup (programmer) artwork!

[/stextbox]

 

LD27 FINISH!

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Objective Complete! I reached my only goal of finishing the dare! I couldn’t be happier!

The game I submitted is “Food Court Hell,” a top down shooter featuring multiple difficulties, addictive gameplay, and programmer art!

releaseBoss releasegameplay

I’m planning on uploading a few more screenshots and writing a post-mortem after taking a brief break to compose myself. Stay tuned and let me know what you think c:

LD#27 Post-mortem

As someone who just completed his first LD48 compo I’ve got a lot of thoughts going through my head right now. I’ve been looking at the last two days that just flew by and though I was tired, frustrated, and kept forgetting to feed myself, I think it’s one of the best experiences of my (short) adult life.

I created the game “Food Court Hell,” a top down shooter with multiple enemies, powerups and game modes. For having only 48 hours to create a game, I’m quite proud of myself for what I did. Though it may not be the best work of art in the compo, it’s going to hold a special place in my heart as the first game I coded completely by myself. There are a lot of things that went well with the competition and a lot of things that didn’t, but the important thing is that I finished and now have a good prototype for a new project.

And a consistent reminder of how much I need to improve my art skills

And a consistent reminder of how much I need to improve my art skills

Check below the cut for the challenges I ran into and how my LD48 experience went!

What went well:

The Idea: Right away when the theme was announced I had a bunch of ideas running around and fighting each other in my head. I didn’t jump into coding until I was absolutely sure I had a decent idea. I found out just how important outlining can be later on in the jam and I feel it provided a good foundation for a decent rest of the competition. After taking my idea, cutting it down as much as I could and getting input from my roommate, I started coding.

Gameplay: The gameplay is definitely the biggest portion of this game as I spent almost all my time working on the code. I put countless hours into tweaking mechanics, fixing bugs and balancing it all out. I feel in the end the game had a decent balance on normal mode despite the powerups of the game dropping more frequently in the end than I had originally planned. I now have a decent idea of how to continue this game thanks to the amount of work I put into the code.

Beta Testing: I’m definitely not bragging for this, but I’m lucky to have a somewhat decent following on tumblr that I can go to and I actively used that medium to reach out and ask for help with testing. Thankfully, the people following me were kind enough to check the game out and give their feedback as well as help spread the word of me needing beta testers. One of my demos had gotten quite a few reblogs (for a game demo) and though many bugs had surfaced, almost all people testing the game told me they thought the gameplay was fun, just lacking in how long you could play before the enemies would be too easy. I think without tumblr I wouldn’t have found the bugs I did or expanded the gameplay like I did

What went not as well:

Graphics: The main area that FCH is lacking in is definitely graphics. During the competition I somehow made the bad excuse to myself that I wouldn’t need to focus on graphics as much and thought gameplay alone would be good enough. However, after the compo had ended I realized how flawed that line of thought was. Gameplay alone will not save a game, as a true game is a good balance of all three forms of basic media.In the end I ended up with a game that takes place in a food court and the only way you’d know that is if you read the description.  If I could go back and do it again I’d start out with making programmer art from the beginning so come competition end I’d at least have some backgrounds, a helpful UI and less use of text.

Sound: The other most noticeable feature that FCH is missing is the lack of any indication that you’re being hurt or that something related to your stats happened. The easiest way to fix this would be to add a sound or a basic animation that showed you lost health. Once again, I spent too much time programming and didn’t think to give myself time to add sounds.

Biology: Even when my brain isn’t on LD48, I tend to have a nasty habit of forgetting to feed myself. Normally this isn’t as big of an issue but when my brain is working overtime and I’m trying to solve problems I definitely need some fuel before things start to go downhill. Both nights in the compo, I was about to go to bed before realizing “I forgot to feed myself.” I did manage to get a few breaks in there, but overall I was terrible at taking care of my body and I paid for it this morning when I woke up with stomach pain (thankfully it went away since I started writing this).

What I learned:

Start smaller: The biggest thing that blocks me in life is that I tend to overshoot when coming up with ideas and I tend to lose motivation when I realize my idea is too big to create by myself in the amount of time I’d like it done. LD48 Taught me that I don’t need to come up with a big idea, and even if a big idea comes naturally I should try to cut it down and be realistic. I can always add cool features later but in the beginning I need to focus on what exactly needs to be done to get a prototype finished. Even though my idea was simple and I got most of the features I wanted in the game in there, I still could have cut back and had a better overall product.

Sleep is important: When I was younger I learned to program through MMORPG server emulation* and would stay up as long as I could creating content for the players on my server. I was young and better at dealing with lack of sleep. As an adult, I can’t stay up too late before I begin making stupid mistakes, spend hours trying to fix a bug that could be fixed by deleting a single character, and getting frustrated with the application. During LD48 I learned how important a good night’s sleep would be and how I didn’t need to overwork myself to create a decent game.

How to take criticism: A big thing for me this compo was to learn to take criticism better. I generally am okay at it normally but this contest pushed that and taught me that even though I consider my game a part of me, we don’t share it’s flaws. Beta testers aren’t there to tell you how awesome you are or how great the game is, they’re there to tell you what’s going wrong. Though my gut reaction when faced with criticism is to be offended, I learned to successfully separate myself with my work and look at it from an objective standpoint.

About myself: I found out during this compo a lot of things about how I think, how I work and a few quirks of mine. I found out that yes, I can make a game in 48 hours and actually only needed 5 hours to make a half decent prototype which is something that’s going to help me in my future game creation endeavors. I learned that yes, I am a good enough programmer to create my own games, though I have a lot to learn before I can even consider myself good at it. Most importantly, I relearned about my love for game creation, which is something I had long forgotten.

In the end, I have a prototype for a game that may be lacking in art and sound, but will still be a special creation of mine. I’m definitely going to be participating in more game jams in the future as the entire experience was extremely fun to me and actually reignited my passion for programming. Over the past few years I’ve started many projects and finished none because I lost sight of what I enjoyed doing and how to get my ideas out there. LD48 challenged and pushed me to quiet that little voice in my head that says “I’m not good enough” and just enjoy the development process. The coolest thing of all is to know that I participated in a huge event where thousands of people have come together to manifest their ideas and share their creations.

I look forward to the next event and over the next few hours I’m also going to be writing some tips and a post mortem for the HTML5 Game engine I’ve been working on, LynxJS. I’d like to thank the Ludum Dare community for all the fun I had the past few days and for reigniting my passion for game development. Keep creating awesome games and get those ideas out there!

-Cosrnos

*PS: I worked on server emulation years ago and while I now realize how private servers are (mostly) unethical, it was an important learning experience for me and an important part of my past. Just thought I’d mention that.

LD48 LynxJS Post-Mortem

I’ve already written a post-mortem about what I personally learned from LD#27 and creating my first entry, Food court hell. However, I haven’t gone over what I’ve learned that will affect the future of my engine, LynxJS. After much thought and consideration here’s what I’ve decided is important to LynxJS development.

LynxJS is ready to make games

Originally I advised people against trying LynxJS as I thought it was extremely buggy, and basically useless. However, I would not have been able to complete the dare had I not used this library. I saved quite a bit of time compared to if I had simply prototyped a game with pure javascript, and much of my work was already done for me in terms of collisions, object handling and asset management. LynxJS, though a small library of only 1500 lines of code, is capable of game creation. That being said…

LynxJS is not ready to make games

A little contradictory, but it’s the truth. Though Lynx is capable of making the prototyping process easier and faster, it still isn’t ready to go beyond just that. I found that with my library it was still missing some basic features that I’ve overlooked, including collision settings, a better collision detection algorithm, and no ability whatsoever to go beyond the prototype phase. It may have simplified my development, but there were too many instances where the library had hindered me more than helped me. Lynx was originally designed with no specific targets defined. My goal was to create an engine that worked, not worked well.

In all fairness, Lynx has a long way on a short road to go before it could be considered a true game engine, which is something I will be working on over the next few weeks.

The future of LynxJS

Immediate changes:

Right now, the biggest problem I’ve found is that I haven’t completed the classes I’ve already created. Collision detection is buggy and overpowered, IO is not nearly finished and requires more precise events, and mouse support isn’t even added. At the moment, my plans are to touch up IO and Time classes, and I’m going to add components before changing collision from a built in class to a supported component. What that means is that this presents the opportunity for either myself or other developers to create collision components to help cut down collision checks and better algorithms to perform said checks, while still allowing the core to handle the onCollide event subscriptions.

While collision is being pushed to a supported component, it isn’t the only class that will be making that transition. Both the developer tools and Map classes will be converted to components. This is in an effort to reduce bandwidth and load times to be minimal, and both tools have instances where the classes would not be used.

Future Changes:

With these changes in place, Lynx will become a more dynamic library, loading only what it needs to while remaining powerful and efficient. Lynx-CORE will be the only file you need to directly include in your applications, and a simple import command will handle anything else you need. I’m still looking into ways to make this even simpler so these plans are subject to change, but overall the goal is to keep Lynx simple and to make Lynx as powerful as possible.

After the above changes have been completed, Lynx will be at an alpha milestone and I will open the community, where hopefully developers will come together to help with library changes, creating components, and showcase their creations. I’ll also begin working on a visual editor for Lynx games to help simplify the process.

What to expect:

Honestly you shouldn’t expect much from Lynx in the near future. As a (somewhat starving) full time server, I don’t get too much time to work on my favorite projects. Another problem is since I’m working on this mostly by myself, I don’t have many people I can run ideas by/decide how things should work with. I’m looking for more people to join the LynxJS team, but I’m not expecting much considering it’s much harder to find a team for something that isn’t well established. LynxJS probably won’t become viable until at least early 2014.

If you are interested in contributing to the development, you’re welcome to send me a short message on twitter and I’ll get back with ways you can help. I’ll also be revamping my personal website as well as pushing these changes to the LynxJS website within the next week.

Thanks for reading, and best of luck in your future game creation endeavors!

-Cosrnos

LD28

LD 28 – I’m in!

Since I only have to work one shift this weekend at the restaurant, I’ll have enough time to get an entry in for my second LD! Hopefully I can do better than my last entry!

I’ll be making a game in HTML5 Using my still in alpha library, LynxJS. As for art I’ll be using a combination of pixen and photoshop and for sound I’ll just be making my own samples.

Good luck everyone!

Baby Simulator 2k14!

So it took me a bit to come up with an idea, considering this theme was… er… not ideal for me, but thanks to a bit of help from the community and those watching my livestream, I’m now working on the game Baby Simulator 2k14!

intro

This is probably going to get out of hand really fast…

Bedtime already!

As I learned from the last LD Compo, I can’t function if I haven’t slept, so I’m gonna go to bed early and get a decent amount of sleep.

Good luck everyone, I’ll be making a lot of progress on babysim2k14 tomorrow!

Baby Sim 2k14 Update #1

After oversleeping and only getting an additional 3 hours of work in, bringing the total to 5, I’m seeing quite a bit of progress made on the simulator! Right now I’m still building the tutorial but most of my time has been devoted toward getting the base in place rather than writing content. Now that the base is almost completely finished, all I’ll have to do is write the dialogue and fine tune the events!

jobs

As I had guessed before, this is getting out of hand pretty quickly, but I’m having a lot of fun with it! As for right now, I’m going to run and get a coffee and some food!

If you’re interested in watching development, watch the livestream! I hope to have a playable demo up by the end of the night!

Time for a walk!

It’s almost halfway over which means it’s around the time where I start going slightly insane after working this hard for such a long time, so I decided to go for a walk!

Who would have thought it'd be snowing in North Dakota?

Who would have thought it’d be snowing in North Dakota?

I think one of the things I love about this competition more than anything is how close to your own mind you get. It’s a little unnerving for some people, but you really begin to get a closer look at what drives you to create games. You experience the entire process in two short days: the first great idea, the excitement of having a new concept to work with, the frustration of smoothing out everything, the self doubt of whether you can really do something or not. That deadline looming over you just pushes you to continue no matter what obstacles you run into. Nothing else matters, and you truly live in the moment while making your game.

Going on this walk gets me back to earth again and to remind myself that though it seems like a lifetime, it’s only been one day in the real world and that I’ve only got one left. It reminded me of why I’m doing this in the first place and what my goals are for the jam.

I hope you all are having as much fun as I am, I’m going back to development!

Baby Sim 2k14 Demo 1

I’ve finally gotten the first demo of Baby Sim 2k14 online! Right now it has all the tutorial content and the basics of the game progression, but it’s still incredibly bare without the random events and alignment calculator. However, I feel that I’ve gotten a lot done already and that I’m going to have more than enough time to finish this game and polish it a bit!

0da73f0097bff7d61c177b270da60d12

If you could take a moment to give it a try and take the survey at the end, that would be wonderful! Right now I do have it set so that after the first year, the game will move a lot faster, so don’t worry when you start jumping a year at a time! Thanks everyone, and I hope you all are having good luck with your own games!

Baby Sim 2K14: Now with a lot more content!

I’ve released another demo of BabySim2k14! There’s a lot more outcomes for the choices you make as well as more random events. I’ve also added in a lot more stats, another timed event, and there are now real endings!

a71e37571243e67671a39cd4bf45e96d

For some added fun, name your baby one of the following!

  • Kim Kardashian
  • Charlie Sheen
  • Skrillex
  • Cosrnos
  • Andrew Hussie
  • Notch

Give it a try and let me know what you think! As always I’m streaming my progress, so feel free to stop in and say hello or call me names!

Comments

15. Dec 2013 · 16:33 UTC
This game makes me laugh.
FMgames
15. Dec 2013 · 16:46 UTC
awesome game <3 it