Gilvado

LD12

Micro Racers — First screens

Well, my game is approaching what might be called completion. The only thing left for it to be playable are sound effects/music. To be totally honest, I didn’t start 100% from scratch — I used the chimp.py example from the pygame 1.8 documentation as a starting place. I’ve never done this before, and didn’t feel like mucking around for hours to get the most basic things working. Later, I also grabbed pymike’s ezmenu to build my menus, though I made a few changes, and I’m considering rewriting with my own menu to add a nice background and stuff.

Sadly, my game doesn’t really work well with any of the included levels from eugman, but I’ve built three levels myself in the meantime. Here’s some screenies:

Eugman\'s level1

Spiral

Corridors

Arena

Tags: Gilvado, Micro Racers, mini ld 4

Micro Racers

www.johannpauw.com/media/MicroRacers.zip

Timelapse:

http://www.youtube.com/watch?v=Wk2vLuoRLIU

My server is a complete mess, owing largely to the fact that I have no idea what I’m doing — when I tested the download in Firefox on XP, it came out with a weird name, but everything seemed to be working properly when I renamed/unzipped it.

Still have a couple hours to go, but I’m burnt out. Time to play something :P.

LD13

Excited as hell!

I’m excited as hell to participate in my first Ludum Dare. I previously participated in the mini LD for “MS Paint is the best level editor ever”. Last time I wrote in python/pygame — I had been intending to set up a dev environment and get some experience with lwjgl, since I use Java at work, and I’m most comfortable with its syntax. I kept putting it off though, so I think I’m gonna work in python/pygame again. Since I have so little experience at this thing, I’m much more interested in trying to make something small that actually works, than having big plans and getting nowhere. It’s likely that my game will end up being more of a toy. Still, it should be a good time :D.

Comments

HybridMind
05. Dec 2008 · 23:31 UTC
I haven’t done one of the mini LDs yet, but had done LD11. Good playing L4D with ya ahead of the start of LD13.. 😉

Highwaymen

Well, I think I have a functioning idea for my game, just how much ends up being implemented I can’t say. The basic outline is something like this:

In a post-apocalyptic world (nuclear disaster, baby!), a major raised highway still runs across the country. This highway is known to the people simply as the Road — the lifeblood of the communities that still exist across the blighted landscape. Your people have lived here at the Road as long as you can remember, trying to scrape together a living by trading with and providing services for travellers. When your father dies, you take over leadership of the village — but as bandit attacks get worse and worse, your village loses too much, too many people. Eventually you end up resorting to attacking travellers for what scant supplies you can scavenge from them. You become… Highwaymen.

Epic, eh? Sweet. Ok, so I’m thinking it’s gonna be a top-down action game inspired by Zelda. You have a village that you can upgrade through money and materials you scavenge from attacking traders and whatnot. Likely the village will be off-screen, merely controlled through a menu. The game will play out in a large patch of highway, where your allies (other people from your village) and you will fight people, getting money and materials with each kill. Upgrading your village gives you better weapons, armor, and more people. Basically, it’s gonna end up being an arena fighting game (set on a highway), with allies and enemies, and an upgrade system based on cash, that happens in between fights.

Now, I fully recognize this is a fairly large scope, especially considering that I already wasted 3 or 4 hours last night doing things like playing L4D with HybridMind. I’m going to start with just you fighting other dudes, top down, on an open plain, and go from there.

Comments

HybridMind
06. Dec 2008 · 16:49 UTC
Good luck on this Gilvado! Also, had a great time playing L4D when I should have been playing LD

Day 1 = Medium Failure

Well, apparently I didn’t have nearly as much in me this time as last, I’ve been procrastinating a whole lot. I have most of all the boilerplate stuff done, and a playfield, but no movement, collisions, A.I., or upgrade system. So essentially no game. Might push it really hard into the night tonight to try and get all the gameplay functioning before tomorrow. Screeny of a basic map:

A section of highway

Tags: Highwaymen

Highwaymen — Finished

johann.pauw.ca/HighwaymenLD13.zip

Edit — switch to a different server so I’m not piggy backing off OrangyTang anymore.

My server is a bit messed up right now, so OrangyTang offered to host my entry until I get it up and running (sometime tomorrow). I’ll change the link tomorrow when my server is back up.

My original scope had several story elements that would have incorporated the theme a whole lot more than ‘just fighting on a road’, but as time went on (and I played more and more l4d), I pared the scope back a lot. Now the theme connection is pretty damn light…

I’ll write up my thoughts sometime, and I’m compiling my timelapse right now.

Edit to add timelapse:

Gilvado\’s LD 13 Timelapse

Edit to add screenshot:

Highwaymen

Tags: final, Highwaymen

Looking for Suggestions for a Post-Compo Version of Highwaymen

Well, I’ve done a bit of work on a post-compo version of my game, adding blood splatters and improving the A.I. and the number of different armies you can fight such. I have quite a few other ideas for things I could do, although I don’t intend to implement all of them. A few ideas include:

A limited number of people in your village, that increases as new people are born or join you from the outside. These people could be assigned to operate the buildings that you build (also everything would be rebalanced, then). You would also need one house per person (or maybe family? I dunno…).

During battles, your men would be knocked out, when they run out of hp, instead of being outright killed. The A.I. (or you) could ‘stabilize’ knocked out men, which means that they would survive the battle instead of dying. If one of your men isn’t stabilized in time, then they’d die. Obviously this would rely on the previous point being implemented, otherwise it would be pointless.

Exp/Levels/Skills for your main character, allowing things like a cap on the number of men that you can take to battle with you (Leadership skill), along with other things.

Removing your character from the battles (possibly… although this idea could also function while leaving your character in the battle. I really don’t know.) I’m thinking of implementing a very limited real time strategy interface, that would work like so: Your army has a specific number of ‘officers’ (which might also be able to get exp and upgrade, though that seems a bit excessive as far as scope goes). Probably 5 max, I think. Your soldiers are automatically divied up between your officers. You can select officers and give one of two commands: Move here and hold this position (self-explanatory), Attack at will (the officer follows the normal A.I. to move towards and try and attack an enemy). An officer’s men would automatically try and stay within a certain distance of his commander, attacking enemies that get within a certain distance. If these changes were implemented, it’s likely that the pace of the game would be slowed down a bit, and the playing fields made a bit larger, so that it’s not too frantic. Of course, that’s not certain.

Greatly enhanced village management: Require food for your people to survive over time, ability to make equipment, using several types of resources, which lets you make different kinds of characters to take to battle (spearmen, axemen, ranged — javelins or throwing knives or bows, perhaps even black-powder style guns.

Mission structure — A basic storyline and set of missions (which would probably all end up being arena battles, but with new styles of terrain, instead of just the highway). This would be complimented by randomly generated sets of side-missions so that you can level-build if you want to. Major missions would possibly also provide special equipment to make special soldier types (military rifles, grenades…?) The special types would run out of ammo eventually (perhaps you can only use them once…), so they’d be best used against ‘boss’ type battles. 

3/4 Overhead art – To make it easier to figure out who is who, and to just make it look prettier.

U.I. ‘Improvements’ – Improvements might be an overstatement, because right now there is none, during the battles. But I think that some information about what’s going on would probably be helpful.

 

Those are all the ideas I have so far — obviously I won’t implement all of them, but I’d appreciate it if the people that played and liked my game could suggest which of the improvements they’d like to see most. If you read this post before you review my game, maybe you could also suggest there which of the improvements you might like to see (or mention others).

Tags: Gilvado, Highwaymen, post-compo

Comments

11. Dec 2008 · 19:52 UTC
Three words: KEEP IT SIMPLE!
HybridMind
11. Dec 2008 · 21:25 UTC
I definitely agree with Hamumu’s advice on the above. I don’t have a ton of time right now for in depth feedback on your questions, but I did enjoy the game so I guess I could quickly say that similar to Hamumu’s comment in the rating section– the game becomes sad once you max out and can just watch the battles unfold. There really isn’t anymore headroom to keep on truckin. I think solving that in a cool way would be the biggest bang for buck. I typically enjoyed everything else well enough. I guess my thoughts on the fight battle menu system were that I was able to use it a little to game my progression once I figured out my relative strenght to the menu option. Then I was able to advance quite methodically up the ladder. The few losses I suffered only removed cash and as long as I had spent most of it, there was little risk. I could just go back to the last ‘tried and true’ battle level and fight on up to build my cash and stats. Not sure anything concrete occurred to me as to how to fix that though.

Sun Diver

Well, I think I have my basic idea drawn up. You’re a small mining drone of some kind, orbitting around the sun. You fire charges into the sun that blows out valuable plasma, which you collect in your ship. But you have to let it cool down a little bit before you gather it, otherwise it’ll eat away at your (constantly dwindling) shielding. Three buttons — speed up, slow down, and fire charge. You speed up and slow down at an angle perpendicular to gravity, and because you’re orbiting, speeding up makes you move up (away from the sun), and slowing down makes you move down (closer to the sun). If you touch the sun, you take damage very very quickly, but closer is also safer (other than hitting the sun) and richer, since the best plasma is the plasma that’s been blasted away from the sun, and cooled down as it drifts closer back down to the sun. If you collect no plasma whatsoever, your drone will be destroyed in two minutes, but every bit of plasma you collect (even that which has cooled down) reduces your shielding a small amount. Your job is to find the best middle ground between staying alive longer and collecting more plasma.

Trying to collect plasma.

Now I’m going to play some Left 4 Dead while I think about more specifics.

Tags: Sun Diver

Comments

HybridMind
10. Jan 2009 · 00:12 UTC
this sounds and looks cool!
TimWintle
10. Jan 2009 · 00:35 UTC
I really like the sound of it – it could make for really good gameplay – looking forwards to seeing it in action.
10. Jan 2009 · 13:57 UTC
Finish this entry the mockup is awesome.

LD14

Flash/Flex questions

Hey all — I’ve done my previous two entries (one mini ld, and ld 13) in python with pygame, but this time I’m considering using flash. I’m just wondering if anyone knows a good suite of open tools to work with flash/flex? I have literally no experience with any of that stuff, although I’m a professional (if junior) java developer.

Comments

16. Apr 2009 · 08:14 UTC
Hey Gilvado.. good to “see” you again! As you perhaps noticed I too am gonna try using Flash/AS3 this compo as well. I can’t wait. :) Glad there are free flash tools out there that people keep recommending and I hope some of my links prove fruitful!
Gilvado
17. Apr 2009 · 17:30 UTC
Wiering — Thanks for the heads up. I spent some time looking through haXe, and it sure is tempting. I’m looking through your example now, and if it looks like it’ll work decently, I’ll try using it for this compo!

What I’ma usin’

After looking everything over, I think I’m gonna use Wiering’s base code that he posted up, built on haXe. So my final list should be:

Wiering’s boilerplate: http://www.wieringsoftware.eu/

haXe + FlashDevelop + SWFMill

Tile Studio (which I have absolutely fallen in love with), Gimp, Wacom Tablet

My Tenori-On, Korg KP3, Audacity, and likely sfxr.

Comments

17. Apr 2009 · 20:47 UTC
yeah– tile studio rocks
5parrowhawk
17. Apr 2009 · 21:26 UTC
Ooh, you have a Tenori-On!

Mockup — BE the advancing wall of doom

Well, I saw that a lot of people wanted to make games where you run from an advancing wall of doom, so I decided to make a game where you are an advancing wall of doom.

My Wall of Doom is busy conquering the planet, and nomming on all the tasty people and cities that he can find along the way. Controllable gameplay will consist solely of using his nose-beam (which shoots lasers, not mucus) to blow up people, tanks, planes, and buildings. He will move forwards inexorably, and the camera will track him. Whenever he comes up to piles of debris or whatnot, he will scoop it up in his giant mouth, and make loud “OM NOM NOM” noises. The more stuff you eat, the more money you get to upgrade his nose laser, and to heal him. If I have time, you might also be able to get a mortar on his head, or smaller automated face-lasers. But likely I won’t have time.

Comments

mklee
18. Apr 2009 · 04:23 UTC
Oh wow, this is sorta similar to my own Ludum Dare idea that I’m working on right now. That’s pretty cool though, it’ll be interesting to see the differences in implementation by the end!
Gilvado
18. Apr 2009 · 04:25 UTC
😀 I was wondering if anyone had played You Have To Burn The Rope — I thought it was a pretty awesome design for a boss.
ido
18. Apr 2009 · 04:50 UTC
Crap, that was my idea :p
5parrowhawk
18. Apr 2009 · 05:01 UTC
Nice. I decided that the advancing wall of doom should be on the player’s side too, but BEING the wall didn’t occur to me.
pekuja
18. Apr 2009 · 07:33 UTC
I like that idea of the wall being on your side. I think I might do something like that too, in my own way.
18. Apr 2009 · 09:32 UTC
“OM NOM NOM!” :)

Failure, though I’ll keep going.

I’ll keep going since I’ve always submitted something to each LD I’ve done so far. The natural place for me to cut stuff out is AWOD (the advancing wall of doom) eating things, upgrading, and sound/music. So I’m going to rush to get AWOD shooting beams from his face, and blowing things up, and only if I can get that done will I add more.

As it is, it’s obvious to me that I underestimated the difficulty associated with starting with an entirely new set of tools in every way. TileStudio still rocks my socks, but Wiering’s basecode (though obviously very well designed) is too sparsly documented for a competition like this, where you need lots of documented examples to work quickly. The switch to flash itself was more difficult than I thought, and then deciding to go with haXe, which has fewer tutorials, was another debatable decision. As it is, I now think I know enough about haXe/flash game development to do a 48 hour game competition, but I’m 36 hours too late to take advantage of it. Ah wells. Lessons for the future.

Throwing in the Towel.

Well, I struggled valiantly (I’d like to think…), but it’s time to give up. There’s no way I can go from what I have now to a playable game in an hour.

My problem: New platform. Weird Float errors I don’t understand, unfamiliar boilerplate at the start, I just should have used flex/flashdevelop and left it be. But the biggest problem — getting mouse events to work with haXe. Stupid mouse events. I still don’t know what I’m doing wrong :P. And there seems to be very little good documentation on the event system in general.

I’ll probably still end up finishing my game, but it’ll be a week or two before I do so.

Comments

20. Apr 2009 · 15:34 UTC
ah.. I was just poking around trying to find your entry. Sorry to hear about the learning curve issues. The past mini LD I tried to learn AS3 for it and it just didn’t work out in time so I didn’t have an entry to submit on that.

Super Action Ninja Agents

Well, I think I’m gonna be taking part in this LD. I’m going to be using Flex with the flixel framework (http://flixel.org/forums/index.php?topic=6). I’ve only worked with Haxe for flash so far, so it’s gonna be a bit of struggle (Last LD taught me to never go into a competition with a language/toolset that you haven’t used before), but with any luck my Haxe knowledge should be translatable enough.

My game is going to be called ‘Super Action Ninja Agents’, and it’s going to be a procedurally generated side-scrolling sandbox game. The focus of the game is going to be on cool fluid movement, so hopefully you’ll have a ninja rope that you can swing with, along with being able to jump in any direction, and being able to run on the top, the side, and the bottom of platforms. I’m not sure if I’m going to have time to add things like enemies, so it might just be a pure platformer, where you search for coins or something.

Here’s a concept scribble:

Check out all of its majesty!

The black line is the path the character takes. The ball represents the character at different times in the navigation. The long white lines represent the start and end of using the ninja rope. The short white lines directly under the character show when the character would be jumping.

Hope that lots of people participate in this mini-ld!

Peace out,

Gilvado

Comments

jovoc
24. Jul 2009 · 18:55 UTC
Looks pretty cool. I like the idea of a procedural sidescroller (i did one for TINS once). That looks like it will work great with the ninja rope.
SpaceManiac
24. Jul 2009 · 21:25 UTC
Looking good. I can’t wait to play it.

Ninja Rope physics finally completed

Here’s my current alpha:

http://games.mochiads.com/c/g/super-action-ninja-agents-ld-version/SuperActionNinjaAgents.swf

The ninja rope physics finally work. They’re not perfect — gravity pulls you incorrectly (if you hang for a while you’ll slowly slide down), but it’s pretty serviceable. Right now you can attach the rope anywhere, to anything (including air :P). Also, there’s literally no game. Next is making the rope actually shot the little grappling hook bit out, and have it only collide with terrain. Then adding enemies and a goal.

Arrow keys move, mouse button jumps (you can aim the jump), mouse button activates ninja rope while in the air.

Sorry about it being arrow keys instead of wasd, but flixel defaults to arrow keys, and I don’t have time to go and change it.

Tags: alpha

Comments

26. Jul 2009 · 20:37 UTC
jumping mechanism is nice.
SpaceManiac
26. Jul 2009 · 22:25 UTC
Fun! I liked the art in the concept better though, I have no idea why.
27. Jul 2009 · 08:52 UTC
it’d be cool if you could just fall forever and there were no sides, it just deleted the path behind you and rebuilt it as you went.
crazysam1
12. Jan 2013 · 19:46 UTC
Hello good sir! I was looking to incorporate a similar mechanic (grappling hook) in my own game, would you mind sharing the code?

Pendulum Ninja!

I hosted my game on Newgrounds, ’cause I still don’t have my own hosting >.<

http://www.newgrounds.com/portal/view/505085

Instructions are on the Newgrounds page. I really really like the mechanics in this game, even if the gameplay as it’s implemented here sucks (collect stuff, dodge hurty platforms). I think I might expand this out into my next full flash game.

I took about 46 hours, counting the fact that I was out partying all Friday night.

Tags: final

Comments

dertom
27. Jul 2009 · 12:59 UTC
Man,…this one is really cool! Jump around and using the rope was really fun and had a feeling like being spiderman 😀
increpare
27. Jul 2009 · 22:34 UTC
ah, it works quite well in the form you’ve put it. some more feedback from collisions would have been nice.
jovoc
28. Jul 2009 · 14:58 UTC
This is really fun. Put some graphics for the blocks and it’ll be better than half the flash games out there. It’s pretty challenging to travel upwards, I kept wishing there was a way to add momentum by swinging back and forth (like kicking your feet on a swing). Great job!

LD15

I’ll be working with the Flixel framework for actionscript 3

Pretty much what the title says. It’s available at http://flixel.org/. It’s licensed under the MIT license, and it’s pretty fantastic, to be honest. I’ll likely also be using the broadphase collision culling grid I built which is available here: http://flixel.org/forums/index.php?topic=224.0

Another Note to Newbies:

First of all, get on IRC to chat during the compo! Great for wasting time and panicking! Our channel is at irc://irc.afternet.org/ludumdare (#ludumdare on afternet.org).

Second of all, it’s a tradition to make a timelapse of you building your game. For this process, (If you’re on windows) I’d strongly suggest Chronolapse, built by community member Keeyai, available at: http://keeyai.com/projects-and-releases/chronolapse/

Timelapses are fun and cool. You want to be fun and cool too!

Comments

28. Aug 2009 · 19:25 UTC
For timelapse screens if you’re on a Mac try ‘Instantshot!’ It’s free and does the job pretty well. You can even trick it into capturing two screens by running two copies of it, but it acts a little weird…