deepnight

LD19

Haxe Dare !

Tomorrow, I will code my game in Haxe (Flash). For those who might be interested, here are the personnal libs I might use :

ZIP file

Comments

16. Dec 2010 · 22:25 UTC
Some folks here can’t open RAR files. (Myself included)

My first LD !

Hello everybody !

This is my really first LD participation :) I plan to use the following tools & libraries :

– Flash / haxe (crossplatform Flash/JS/PHP compiler, http://www.haxe.org),
– FlashDevelop as my IDE
– sfxr for the ear stuff,
– musagi (DrPepper, you rule. Really.)

Here are my personnal libraries :
http://dl.dropbox.com/u/4952054/ludumDareHaxe_deepnight.zip

This weekend is going to be really cool :) Have fun everybody !

Coding a platformer : pray for my soul

Ok… Took me almost 2 hours to figure it out, but I finally decided to start a 2D platform engine. Gonna take a while !

I will try to simplify the tricky collision part to a minimal (yet working) problem. Yeah, I know, it never works like that.

First screen (OMG)

It compiles.

sneak preview

Comments

TheLolrus
18. Dec 2010 · 03:22 UTC
I love your little dude you have there 😀
madk
18. Dec 2010 · 03:56 UTC
Your pixels are delicious.

Complete revamp

Got a quick nap and decided to TOTALLY revamp my first concept (a spaceman exploring an unknown world). Finally, you will play a prehistoric man, accidentaly teleported in our modern days, and you will have to use the short time granted to discover as many concepts as possible.

Destroy a TV with your heavy stone mace, and you will be awarded with “Discovered the concept of Channel-Hopping”.

Latest version, also known as :
“hey look at me guys, I collide with things ! Woohoo !”

Collisions, destruction & stupid interactions

Finished the basic engine, still have lots of gfx to do & to do the “storyline” :)

Comments

madk
18. Dec 2010 · 13:58 UTC
I love your pixels, but the door feels out of place somehow
cce
18. Dec 2010 · 14:07 UTC
wow looking good
pixelomatic
18. Dec 2010 · 14:21 UTC
Your pixel-art is sweet but as madk says, you should polish that door. I’m looking forward to play this game!
18. Dec 2010 · 14:29 UTC
just add a tiny frame and tiny frame shadow will fix it.
18. Dec 2010 · 17:16 UTC
Thanks for all the comments : I will fix these parts asap :)

Attack of the time travelling pygmy from outer Paleolithic

And yet another post !
There are so many details to complete before releasing… I plan to spent the next few hours between :

– level design,
– add looot’s of other stupid “new concept discoveries” to unlock,
– sound design,
– intro + outro.

The main engine is working and quite stable. Pretty happy with the way it looks now :)

My game will be X rated.

Aaaaaaarrg less than 12 hours left !!

Comments

19. Dec 2010 · 13:16 UTC
Hahaha awesome screenshot!!

Finally done !

At last, I managed to complete the game & fix all the remaining bugs…
Play it here : entry

The engine took me one day to code from scratch (no flixel, nor punk). If i had more time, I would add a music track & allow level editing :) Maybe later !

I really enjoyed this weekend ! We were 5 people participating here, at Motion Twin (Bordeaux, France) : Whitetigle, Bumdum, Vallandre, Hane and me !

I will be there for LD20, for sure :)

Comments are welcome !

Woot !

I simply wanted to say a big big thank you to everybody there for their votes for Time Pigmy. This was my first LudumDare participation. And let me tell you : I loved it. Every single moment during this long weekend :)
I will be there for LD#20 in April, for sure.

There was lot’s of good titles to play here, my personnal favs going to Mother Robot and Aquatic.

And finally, a big thank you to my friends here in Bordeaux (FR) who participated to this LD#19 : Benjamin/Bumdum, Whitetigle, Hane and Valandre.

Benjamin & me work in a french indie game company we made 10 years ago, Motion Twin, and we still take lot’s of pleasure in creating new concepts everyday.

Have fun everybody, keep creating great stuff and keep innovation & originality to it’s highest.

Comments

ryantouk
14. Jan 2011 · 04:33 UTC
Congrats man!

LD20

Jumping in !

Hi everybody !

I’m going in, along with a few friends here in Bordeaux :) We will gather in Motion Twin office and spend the whole weekend. My setup :

my setup !

I will use :

photoshop for gfx
– the traditional sfxr for the sound,
– i may give a try to Bfxr (we love you, increpare !),
nespresso coffee, but I may also give a try to drugs on Sunday,
FlashDevelop 3as my IDE,
sushi or pizza or nothing, mostly depending on which is available at 3am,
haxe for the language (www.haxe.org).

I will post my dev libs soon.

A little closeup on an unknown world…

Things are going quite slowly : it’s the first time I try to implement a scaling 2X algorithm.

Left part is generated with a simple sedimentary algorithm, right side is a close up with some scaling goodness. I will add later some props (grass, trees, stones, …).

4

This entry was posted on Friday, April 29th, 2011 at 10:35 pm and is filed under LD #20 - It's Dangerous to go Alone! Take This!. 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.

Bordeaux, France, 3:49am

  • Coffee : Check.
  • Coca zero : Check.
  • 3 tons of apples : Check.
  • Parov Stelar complete mp3 discography : Check.

Ok, ready to go :)

PS: oh by the way, I forgot the link to my dev libs (haxe) :
link

Comments

dwild
29. Apr 2011 · 23:55 UTC
Bonne chance! (J’adore tout ce que vous faites chez Motion-Twin :D)

This gonna be crazy. Must. Not. Sleep.

All right, I finally decided : my game will take place on random worlds, with random enemies, random plants, and you will be dropped in the place with some random weapon with a single purpose : pick as many “gold coins” (whatever it will be at the end) as possible before leaving with your spaceship.

Of course it’s still vague, but the concept will evolve during the weekend…

Sooooo many things to code…

First generated world !

I used a quite basic but efficient “minecraft” style generation (sedimentary ?) :

Works pretty good for the global map. Now I shall zoom in and generate details for the player to explore :)

Woke up with an idea

Ok, i decided to throw many elements from my first idea to make a game out of it.

World will not be totally randomly generated : chosen generations will be used instead to get 2 or 3 unique big worlds (ie. generated until I get a seed I like). The weapons used by the player will not be generated anymore : each world will play with one, specifically designed. And it’s not a weapon anymore exactly.

Now you can dig the mountain !

Not really useful yet, but I’m happy with the way it turns out :)

Comments

pants
30. Apr 2011 · 11:18 UTC
looks nice!
matheod
30. Apr 2011 · 12:11 UTC
oO
Pyrofoux
30. Apr 2011 · 16:51 UTC
Allez Deep ! On est tous avec toi ! Enfin.. Surtout moi…

Je trouve l’idée très bonne.. :3

Ce qui est marrant c’est que tu t’inspire de Minecraft , donc ça va sûrement me plaire !

( Et plaire au Jury , il y a beaucoup de gens qui aiment Minecraft ! )