dstrysnd

LD11

Die Hurrrrr

This is my first of hopefully many LD submissions, and I decided to take on the king of all action movies, Die Hard. I instantly thought of Contra (for the NES) for some reason, and I had planned on making this a vanishing-point psudeo-3d-in-2d style game (like the Contra base stages), but it’s turned into a vertical twitch scroller. Controls are mouse-and-keyboard; you control the crosshairs with the mouse, while moving with the arrow pad. Since I suck at spriting, the John McClane sprite bears some resemblence to the Contra characters as I redrew them.

The game will feature multiple stages with (hopefully) humorous cutscenes between each. The level files have a simple flat file format, so making custom levels would be possible. There is also a rudimentary particle engine.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ turnips death dialogue
gameplay

Yes, there will be unicorns.

Back to the grind!

Die Hurr – Finished

Well, I didn’t get to do some of the cool stuff I wanted to (no music, boss battles, or moving platforms), but here is my final submission. I’ll update this post with screenshots in a few minutes.

It has three levels, plus a trainer level. Cutscenes were written during a caffiene overdose late last night. Overall, it’s pretty fun. The last level was created to be insanely hard. If anyone beats it, let me know :)

Die Hurr – Python Source (requires PyGame and PGU)
Die Hurr – Win32 Executable

Edit: Okay, I beat it with three lives. It was taking me 5 or so. Still, it is pretty darn hard.

Tags: final

LD12

Obligatory intro post

Name: destroysound
Language: Python
Libraries: PyGame, PGU, perhaps a physics engine if I am so inclined.

I will be webcamming the whole nasty affair for purposes of posterity. Below the cut we have my live feed.

Refresh for the latest.

Tarot Game

Tonight has not been a good night for technical things; nevertheless, I am making good progress, even though my game idea is enormous.

I am making a strategy RPG based on the Tarot. What does that have to do with The Tower, you say? Well, it’s one of the Major Arcana, and it has a place in the plot I’m thinking of, if I end up getting that far. Game details below the cut.

The stat system is super simplistic: Speed, Attack, Defense and Health, each of which correspond to a Minor Arcana suit (Wands, Swords, “Shields” (Pentacles) and Cups), which you can use to buff yourself or increase stats. The Major Arcana cards each have their own special ability. Some are negative and will happen as soon as you pick them up (Death, The Devil, The Hermit, The Hanged Man and The Tower), most are positive and can be used at any time. You can collect cards by killing enemies or by picking them up on the map.

Here’s a map screenshot.

Tarot Game

A lot of the progress on the game isn’t visible, because the cards aren’t showing up on the screen. They are, however, being shuffled and dealt, and the programming for most of the Minor Arcana is done (those are the suit cards for those of you not familiar with the Tarot). A lot of the stat work is also done. No enemies yet.

Screeny:

Also, from what I understand, I am NOT allowed to scan in pictures of the Rider-Waite tarot, or use any public domain Tarot images, so I am probably going to either mspaint the card art or, if I get ambitious, break out oil paints.

More screenshots when I get cards showing up on the screen proper and playable.

Demonic Tower – Progress

I’ve decided to call the game “Demonic Tower”.

A lot of progress has been made since last time, although it is not all evident. Enemies and combat have been added. The game is entirely playable although there is no animation, so it is somewhat boring to play as it is just a sequence of hitting OK and attacking, and you can’t really see the results of combat (other than watching imps dissapear after they’re dead). I’ve got all of the combat animations drawn and my next project is going to be health bars and combat animations.

I also recorded some sound effects and wrote a few little musical loops for the game.

What remains:

  • Code rest of cards
  • Combat/movement animations
  • Targeting selection
  • Sound
  • Music
  • Event dialogue/animations

Now it’s time to take a break to go cook some. Food pictures later.

Nom nom nom.

Here’s a bit of what I’ve been eating. The first dish, believe it or not, is Maruchan Ramen Noodles. I prepared them Thai style, stir-fried with chicken, cole-slaw mix, peanut butter and a chili-garlic sauce. It was my first try at this recipe and it was delicious.

The second dish is what I am eating right now: Chicken and Artichoke Casserole. Probably my favorite dinner right now, short of Paella. So delicious; and easy to make.

Both were prepared by me.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ food-001 food-002 food-003
food-004 food-005 food-006
food-007 food-008

Tags: foodphoto

Demonic Tower – Finished

New hotness:

Demonic Tower – Bugfix Release (Source and Win32 EXE)

Old and busted:

Demonic Tower – Source Package (.zip)
Demonic Tower – Windows Executable (No Music) (.zip)

This works fine in Linux, just run main-linux.py (or remove the SDL sound driver directive).

You’ll need PyGame and PGU to run it.

I couldn’t get the Windows exe to compile with music, so rather than fighting with it, I just took it out. Everything works fine when running the project itself, but when I compile the exe with py2exe, I get: AttributeError: ‘module’ object has no attribute ‘music’. The mp3 file is still in there (/jams/theme.mp3), so if you want to hear some horribly mastered, feel free to play it in Winamp while you play the game 😛

Yes, I am aware that the connections to the theme are tenuous since The Tower is simply one card of 77 in the tarot, but I wanted to do something different. I was going to make it a plot point, but testing all the cards took a really long time…

Bugs: Enemies can’t move to the right edge of the screen (past row 10).
I’ve been able to have the same card in hand twice (The Empress).
Music doesn’t play in the Windows executable.

Go here for the bugfix release.

Tags: final, LD #12 - The Tower - 2008, RPG, source, ultima, win32

Demonic Tower – Win 32 Bugfix (with music)

Demonic Tower – Source and Win32 Binary – fixed!

I’ve made a bugfix release that fixes a fatal error. I’ll leave the previous versions up (see my last post), in case you want to see it as I submitted it, but everyone should play this version as there is a nasty crash that happens only when you pick up a certain card on a certain level. I also got the music to link correctly, and the package now works with the Compo Game Loader. No gameplay was impacted.

Enjoy!

Demonic Tower Timelapse

H’okay, here’s the timelapse.

Music by me.

Also, if you tried (and failed) to run the newer Win32 version I uploaded this afternoon, I redid the changes with py2exe and it should all be working properly now. Linking with pygame.mixer.music turned out to be a matter of sending the correct options flag to py2exe. You can get it here.

Tags: timelapse

Demonic Tower Postmortem

Time for some thoughts. Check them out below the cut.

Making The Game

When I first saw the theme The Tower, I thought of the Tarot instantly, but I’m crazy like that. It’s not just Tower, it’s The Tower. An archetypal image of doom if I’ve ever heard of one. So, the game design was pretty straightforward to me. I took my love of games like Magic: The Gathering and turn-based strategy and combined them into one overbearing strategic puddle. When the theme discussed was evolution, I was considering an evolving space-shooter, something like a combination of Gradius and Warning Forever. I kind of wish I had kept thinking along those lines.

The programming was really simple, but time consuming; there are 38 unique card effects. Some of them are still bugged (Knight of Cups), however, I got most of them debugged in time.

Lessons Learned

In general, I think I bit off just a little more than I could chew. I love this game idea, and I am going to continue with it. But I had to make major sacrifices to get it done in 48h. The idea is simply too big for a compo like this. The interface sucks. A lot of status effects aren’t displayed at all, or are displayed with different names when they wear off. Combat is not at all balanced (defending is unbalanced, which makes the entire suit of shields sort-of suck).

Most of this was a concious trade-off. Once I was locked into doing a game with the Tarot, I had to implement ALL the cards. A lot of time was taken just coming up with unique effects for each card. After that and the implementation, I had to make a lot of sacrifices in usability, display and general game mechanics.

Some of the things are fairly easily fixed. The player phases (Move and Attack) could be combined into one phase; when you move into an enemy, that could trigger an attack. Since you have the option to end your turn at anytime, it would be essentially the same thing as we have now. The reason the enemy phase is split up into two parts is so that you can play cards like “The Moon”, which reduces all damage to 0, after an enemy moves next to you.

But I think in general the reliance on phases is a bad holdover from physical card games. This should be transparent to the player. I think in the future the enemies will move and attack one at a time, but there will be an “end turn” option which will yield to all events until your next turn.

The ultimate example is that there’s an enemy in the game which is never fightable! You see it in the first and last levels. I simply did not have enough time to balance the game to the point that I would have wanted to put it in. The original idea was to make TWENTY levels, so that by the time you were fighting this thing, you had raised your stats to the point where it was beatable.

The Future

I’m happy with the game and how it turned out. I think it’s still a good idea. Despite the trade-offs I had to make, it’s fun and when you beat the harder levels, even if it’s just by luck, you feel good. But I think if I could do this LD again, I would make something else. I’m definitely going to continue with this game; I’ve been working on moving things to OpenGL so that I can do some cool animations with card flipping and playing, and so on. I just wish I had started with something that didn’t lock me into a tedious task of coding 77 cards.

I hope you had fun playing it and you will leave me ideas for future versions of the game.

LD13

i’m in.

ready to rok.

let’s go roads!

RoadZ

Looking kinda pole-position-esque at the moment.

Time to design the tracks.

RoadZ – Some Screenshots

I’m pretty much done with gameplay.. now I’m going through and making levels and other content.

Since I’ll never compete with the pretty volumetric lighting in some of your games, I’ve decided to see how many lens flares I can shove into my game ;)

Back to the grind.

:: RoadZ :: A bucketful of nostalgia.

Source and Win32 binary, in one convenient package (unzip with PKUNZIP.EXE for best effect)

This is RoadZ. It is a tribute to less troubled times; I could have seen myself being totally stoked when I downloaded this off the neighborhood BBS. Read README.TXT for ill ASCII. Check out all the directories for bonus stuff.

I didn’t get to do the sine scroller though :(

EDIT: I forgot to mention that -f runs the game in fullscreen. I meant to make a .bat file, actually included it in my readme, then forgot. Just know that you CAN run fullscreen, use the -f command line switch to make it happen. I recommend it.

EDIT2: Timelapse is here.

Controls:

  • UP – Accellerate
  • DOWN – Brake
  • LEFT/RIGHT – Steer
  • SPACE – Jump (velocity sensitive)
  • L ALT – Turbo

Tags: destroysound doesn't know how to read, final, LD13 - Roads, nostalgic, racer, roads, roadz

0

This entry was posted on Sunday, December 7th, 2008 at 7:02 pm and is filed under LD #13 - Roads - 2008, MiniLD #05. 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.

monoclimb

edit: windows exe released.

monoclimb – windoze .exe and source distribution – python, pygame, pgu required.

THE MENS ARE ATTACKING YOU’RE BASE. YOU ARE FAST ENOUGH MOUSE CLICKER TO DEFEAT ALL THE MENS. THREE MINUTE TIME LIMIT FOR BEATING ALL OPPOSING ARM. YOU MUST SHOOT ALL THE MENS.

it saves its score in score.dat or else it gets the hose again.

Tags: climb, final, minild6, monochrome, monoclimb

LD14

Mini-LD #9 is coming!

Just a reminder that you have 5 days to finish your research for Mini-LD #9. The rules are:

  • You may use any code you write between now and Friday, May 22nd at 9:00pm EST, but ONLY if it pertains to playing or processing sound.
  • You will be provided with a resource pack containing sound assets for use in your game.
  • Sounds will be provided in the following formats:
    • MP3/OGG
    • XM
    • WAV
    • General MIDI songfiles
  • Due to the size of the resource pack, I will make all sounds available on a webpage so that you can preview them and select the ones you want.
  • All other code for your project must be written from-scratch, during the compo.

Here is the original announcement. Good luck, and see you on friday!

Tags: announcement, audio, MiniLD