Draygera

LD24

Heyo

The name’s Brandon. Nice to meet you. This is also my first time doing Ludum Dare and I’m really nervous. You guys?

Java with libgdx

Eclipse IDE

Gimp, etc.

You know, the normal poor-man’s tools. :)

 

Good luck and have fun.

Goodnight all

I don’t have much to show right now since starting took me a lot longer than I had anticipated. But what I do have is a clear-cut basic idea for a game that I don’t think anyone would have ever thought of. :)

 

Well, gotta get some sleep. Getting up at 6:00 and working all day tomorrow. Good luck and have fun.

 

–Best Regards,

Brandon

Update

Been working on setting up timing correctly for about 2 hours now. Finally, they’re working properly. :)

LD25

Draygera here again. ;)

Hey, all. This will be my second Ludum Dare. I hope that this time I can get a functioning game out, especially since the world is going to end. *cough cough*

 

I’m going to be using libGDX and eclipse for my coding and gimp for any art assets I make. This time, I know how to make a splash. Lol

 

Good luck, everybody. And may the best man buy us all (of legal age of course) a beer. 😛

My First Screenshot

First Prototype

 

It might not seem like much, but I’m proud of it. I had an old map editor I had made awhile back and have used it for making pixel art as of late. WhooHoo!

 

I have plans for this game, you wait!

 

–Best Regards,

Brandon

Good Morning, Everybody

I really wish I could kill my nephew. He turned off my alarm to spite me, and, because of this, I woke up later than I wanted to.

Oh, and by the way, I realize that I wrote my old post wrong; I used my old map editor to make a pixel art prototype and then used GIMP to make the final image.

Tools I’m using: Gimp-2.8.2 64-bit from parthasplace.com (for art; runs better on 64-bit windows), Audacity (for audio), Blue Snowball Microphone (any audio I use will probably be my own voice turned sound effect), Eclipse 4.2 with Google Web Toolkit (HTML 5) and ADB (Android) plugins and libGDX (a java game framework that is probably one of the coolest things ever) (for coding), and TexturePacker 3.0 (I bought this awhile back; has support for many game frameworks and is awesome for creating sprite sheets).

 

Anyone here like Visual Novels? That’s my goal for this project. To make my first Visual Novel using something other than RenPy(even though that is amazing in itself).

 

Sorry for such a long post; just really excited and anxious this morning. Good luck and have fun everybody.

–Best Regards,

Brandon

My game is finished… Sortof

I had never made a visual novel before, but for a first time, I think I did pretty good. There isn’t a whole lot in it, just a few buttons and a character I drew in Gimp. At least I got the entire thing working and I’m happy.

 

I hope next time, I can make a better game (that is if there is a next time).

 

Enjoy! I’m submitting right now. :)

LD27

Howdy

I’m just going to add to a OneGameAMonth Project I started later last month. In fact, I plan on taking my Hexagon game and adding a candy making mechanic to it for this month’s project.

It’s not anything fancy, but whenever you left click, all of the hexes turn green; right click – turn hexes red. I’m going to implement a way to detect the bounds of individual hexes next. 😉

HexaGameRed HexaGameGreen

Day 4: Working on a Triangular Coordinate System

Hey, all:

I don’t have any screenshots for what I’ve finished in the last couple days (due mainly to the fact that most of what I’ve been working on is actually for User Input purposes and have nothing to show yet).

Just like the title has stated, since I’m using a hex-grid system instead of a traditional square-grid system, I’m having to use triangular coordinates to detect where the mouse is in relation to each hexagon. I’m dividing each Hexagon into 6 isometric triangles and then doing a coordinate check on each one. Whenever I get this finished, hopefully, I can start selecting individual Hexagons instead of the whole group. 😉

Day 14: Entity / Management System, Bug Fixing, And Mechanics Work

Hey all, what’s up? Part of the reason I haven’t been posting much on here as of late involves my work schedule changing. Since one of my coworkers is going on vacation this month, I’ve been working alot more hours than normal and some of my real-life has gotten in the way a bit. I hope to have a functional game by the end of the week. Then, I can start doing stuff like working on menu screens, score systems, maybe trying to update the graphics, etc. Enjoy!

Here’s a screenshot of what I’ve gotten done so far (these are just placeholder images, by the way) since the last time I posted:

HexagonGame-10-14-2013-939

 

I may not seem like I’ve done much which this project from a visual side of things, but if you saw the original code vs the new code, you would probably smack me since there wasn’t any kind of structure or form to it and it was really messy (which lead to bugs when I started doing more than drawing the Hexes on the screen).

First, I created an Entity interface with an AbstractEntity class that would contain methods that would load Textures, create Actors, and manipulate those Actors (translate, rotate, resize, etc.).

Then, I created the Ingredient and Candy interfaces that both have their own individual Abstract classes that are also extensions of the AbstractEntity class since both the Candy and Ingredients used to make that Candy are going to be displayed on the screen.

Lastly, I created a Manager interface and AbstractManager class that contain methods to group together all like Entities and create them all at the same time so that the Main class (this time, it’s actually all being run through a Screen class instead of the main one), contains the least amount of code possible.

By implementing these new systems, I was able to compress quite a bit of the code down to only what’s needed for each class and also was able to track down and get rid of some bugs that were caused because of bad and messy code.

Tonight, I implemented a randomization method into the IngredientManager class that will attach a random Ingredient to each Hex on the screen, as seen above.

The next steps, attach each Ingredient to whatever Candy needs them with a specified amount, allow selection of individual Ingredients with the mouse, change the color of only the Hex that the Ingredient is on, and several other mechanics.