hunttis

LD32

Pongstruction

It’s my first time participating (at least with the intention of having something finished at the end). I started working first on a basic pong game, but then wondered how I could spice it up a bit. Then I started thinking: what if the player is both (or more) paddles? What if the enemy is at the center of the field?

So I guess this is heading the way of an army crushing game with the ball acting as a cannon ball-type thing. Let’s see where it goes from here.

I am using Sublime Text to edit javascript with Phaser and the graphics are from the Kenney asset pack. So far, I have controllable paddles, background, and the ball that bounces around and gravitates towards the paddles. I’ll probably turn the gravitation into an activated power.

pongstruction_1

Pongstruction, end of second day

Haven’t had as much time to code as I wished, but I’ve been progressing. Had some inexplicable issues with phaser and collisions with tiled layers, which were fixed once I figured out I had to tell which layers the collisions are happening in.

Now you can pull the ball towards a paddle with the magnet beam!

So far in the game: movable paddles, destructible blocks, indestructible blocks, magnet beam and it’s charge and cooldown timers. Lots of sparkly particles too!

Next it’s time for moving enemies in the “castles”. I’ll have to also see to some better suited tiles for the castle walls. There is also a possible performance issue on how I’m drawing the background layer to the game. Should probably have it as a single repeating image rather than a tiled layer that has a bazillion tiles.

pongstruction_2

Pongstruction, procrastination day :D

Gahh, got caught up doing stupid stuff, like painting debris to a graphics element, so I can have permanent “damage” to the battlefield that doesn’t add to the drawing load. I wanted to have the cannonball make persistent trails and blood from the enemy units 😀 Oh well, at least there are enemy units now, they don’t do anything, but perhaps tomorrow!

Also have to wonder what to add as hazards for the paddles. Maybe the enemies will fire from inside the castle. Maybe they’ll try to stop the cannonball. Humm.. Let’s see.

Stuff added: some new graphics (not final, turned out bad), debris drawing, cleaning up the code a bit, changed background into a single image.

pongstruction_3

Pongstruction Day 4

Ha! Progress, finally!
Moving enemies, nice-looking debris, a “win state” 😀

I still haven’t quite figured out the hazards. I guess losing the ball would be one, but when the enemies are shooting, my brain can’t handle it. I can’t take care of the ball with the magnet and watch out for the lasers too. Needs thinking.

Tomorrow, levels!

Also, I wonder if making daily posts is too spammy?

Comments

24. Mar 2015 · 19:04 UTC
WooHoo! Not spammy at all dude. As long as you ain’t posting the same thing, it’s super cool bruh.

Pongstruction: Phew, finished it, at least kinda

Gahh, life came in the way and didn’t have as much time as I would’ve liked to finish this one up. It has three levels, menus, you can lose the game and win the game. No sounds and the graphics are not really consistent with each other, but I can live with this being my first Ludum submission :)

http://ludumdare.com/compo/minild-58/?action=preview&uid=41000

Hope you check it out and get at least a little bit of a kick out of it (I did making it) 😀
Cheers! See you at the actual ludum dare!

Screenshot 2015-03-29 22.04.21

I’m in!

First time in the actual LD with the intent to finish. I loved the mini challenge and am pretty psyched to see how will I do with an even more limited time.

It also seems I started to bug my friends too late about it and so I’ll probably go at this alone in compo mode. Coder graphics/musics incoming 😀

I’ll be using:

  • Code: Sublime Text 3 with Phaser (javascript). Here’s my starting codebase: ludumdare32.zip (960kB, mostly Phaser)
  • Music: Figure, Take, Nodebeat and possibly Audiobus2 with Garageband to combine stuff from those. (all ios stuff)
  • Sounds: bxfr, the mic on my iphone/ipad and audacity
  • Graphics: SpriteSomething (on mac and ios), Pixen, Seashore
  • Other: Tiled for tilemaps (if needed)

Oddest Jobs – Update 2

The game is starting to look pretty good. Almost all functionality is implemented. Now it’s just a question of content. I need more levels and I’m suffering because of my own choices 😀

A lesson for next time: don’t use too many separate tilesets. Even if your levels have several background layers, use just one tileset for all of them. It’s hell trying to keep drawing only the right tiles from the right files only to the right layers. Hell, I tell you. I’m really happy about how the faked shadow thingies turned out however! They make my coder graphics almost bearable 😀

This is what it looks like now:

Comments

19. Apr 2015 · 18:55 UTC
I wish I thought of that.

Oddest Jobs – Update 3 – Done

Phew!

It’s done. I didn’t get as much content and features in it as I would’ve wanted, but I made something that can be played from start to finish. I hope someone finds it fun too! This was partly to prove to myself that I can do it and partly for fun (it was pretty much all fun though, even the proving part 😀 ). I learned a lot, even though I have to say I’m not proud of the source code. There is a lot to clean up and it could’ve used better structuring. Anyway here it is, Oddest Jobs. Go throw a razor-rimmed bowler hat at an enemy agent!  -> http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=41000

I heartily recommend Chrome, as at least I seemed to have some performance issues with Safari.

LD33

I’m in!

Taking part the second time (with the intent to finish, fourth time total), I was super happy about myself that I actually finished the last time, so I’ll be striving to repeat that. Even if the timezones are screwing me over a bit, cannot start until six hours after the start, but at least I’ll have plenty of time before I need to sleep again 😀

This time I’m trying keep simplicity in mind all the time, even when my mind starts flying and plans start to turn into xcom or something 😀

I’m a lot more confident with Phaser (and Javascript) now, so getting things done shouldn’t take as long as it did last time. I’m also hopeful that the theme won’t be quite as problematic to figure out as the last one was 😀 I spent almost three hours the last time trying to think of ANYTHING.

I’ll be using:

“IDE”: Sublime Text 3 (it’s awesome, I love it)
Programming language: Javascript
Game Engine: Phaser. I’ve created a super simple project skeleton to start with. Feel free to use it, it has no game logic or anything, just catches keypresses and creates a phaser canvas. You can download it at: http://hunttis.fsck.fi/ludumdare/hunttistemplate.zip (~1MB)
Graphics: Pixen, Seashore, Sprite Something
Music: Garageband, Figure, Nodebeat
SFX: Bxfr, Chiptone
Other stuff: Tiled if needed.

Uhh.. Procrasti-palooza

Was very distracted today :(

Oh well, I still do have something to show for Day 1!

My game is a pretty literal interpretation of the theme as well. You are a creature from the forest angry at villagers who have been chopping down your forest. You can eat the villagers, activate a dash ability and complete levels currently. Works on mobile too. Looks like poo, but I’ll work on that tomorrow :)

Animated screenshot of monster game

Click for a bigger gif

Phew.. I’m spent and done

Two days of coding, drawing, racking my brain behind me.

The outcome is Forest Monster! An action game that you can play on a mobile device as well (as long as it is somewhat recent).

I hope you can get some fun out of it, there’s a lot I’d love to fix and change, but such is the time limit (and pretty much the limit of my brain too :D).

I hope you’ll give it a go and let me know how you like it!
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=41000

You can play it on the submission page, but I recommend clicking the link, just so you’ll get a “bigger” game.

Cheers, it was fun once again :)

LD34

I’m so in

Been waiting for this for months 😀

Super happy Ludum dare is upon us again. Will find out the theme when I wake up tomorrow (weird Finnish timezones), but I don’t mind. I’ll have plenty of time to.. panic, rush, panic some more, make terrifying coder graphics and so on 😀

Going with:

  • Game Engine: Phaser (JS)
  • Graphics: Sprite Something, Seashore, Pixen
  • Sounds: Bxfr and maybe something else? Any tips?
  • Music: All the music soft I have on my ipad.. Figure, Garageband, Take, Nodebeat. Hopefully will have some rhythmic bleeps in the game.

Barbarians with Cannons

Phew, finally done.

This time, I worked in a team and it was really beneficial to the productivity. Didn’t wander around facebook and twitter basically at all. When I got stuck, I could ask for help and the other way around.

Some hours were lost due to fighting with the tools (we decided to use webpack, so we could use ES6 stuff and it would work with older browsers too) and to the fact that we had some trouble figuring out the theme 😀

All in all, it was good fun again. Try out Barbarians with Cannons!

Animated Screenshot

LD35

I’m in, again!

This is my.. fourth (big) Ludum Dare, at least with the intent to finish. Last time I entered with a workmate. This time it’ll be hard mode, for a change.

I’ll be using my favorite games engine: Phaser

IDE/Editor will be Atom this time, as it has really good javascript features (sorry, Sublime)

Graphics with Pixaki, Sprite Something (both on iPad) or Pixen (Mac)

During the week before the compo I’ll be making a base template game (with no logic, just a few screens) that will allow me to use ES6 with Phaser. I’ll be sharing that with everyone once it’s good enough to publish.

My Phaser template for the compo

So, as I’m going with Phaser (again), I decided to get my simple template together actually before the compo and then not waste hours on end trying to get transpiling and all the other things to work 😀

If anyone else is in need of a Phaser Template that allows you to use ES6 and comes with some Phaser states (Boot, Preload, Mainmenu and Game) and a single cursor-key-movable sprite, then here you go!

https://github.com/hunttis/phaser-ld-template

Tags: es6, javascript, phaser, template

Lunchbreak update

Taking a small break for lunch. Have been at it for four hours now and I’m pretty happy with my progress.

Had my initial troubles with the theme, but then had an idea. I have moving player objects and the physics are running. Next the logic and the goal.

So exciting 😀

Coming along

Almost all game mechanics are in place, placeholder graphics are super pretty too!
I’ll let you know a bit more about the game once it starts to look like something more than just boxes 😀

Placeholder graphics are so pretty :D

Posthistoric ooze – Postmortem story thing

So, I finished a game for LD for the fourth time. I have to say that this just becomes more and more fun each time!

Click on the gif to play the game :)

posthistoric-ooze-crop

When I woke up and saw the theme, I was pretty terrified (we get the theme here at 3am on Saturday) 😀 All that came to mind was werewolves, damn you Shadows of Innistrad! But then I started thinking, what if you didn’t control the characters directly, but instead guided them with/in shapeshifting. Once I had the idea, everything started to become very clear. The game mechanics and all.

I programmed in JavaScript (Phaser) and used a template I had created for Ludum Dare. Feel free to use it, if you like, and make suggestions if you think something could be improved. You can find it on github 

I started out with placeholder graphics (just colored boxes) to see if the idea would be any fun. I added P2 physics for “funnier” physics (than just non-rotating box collisions). I had lots of trouble getting the physics to work with the tiling engine (phaser tiled plugin). Afterwards I noticed that it was a matter of a simple typo in my map data. I had already changed to a simpler, less efficient tiling engine (phaser’s own), so it was too late to change back. I had to live with my choices, but luckily the maps were not scrollable anyway, so there wouldn’t be performance problems (which I had plenty in “Oddest Jobs”, my LD32 game). That’s the problem you have when you’re working alone, you can’t tap on someone elses brain power to find a silly bug.

After the game started to take form, day 1 was already in the evening side. I decided to stop working on the code and started to draw graphics. Since I basically already knew what the sprites needed to be and what size, I could work pretty fast. I got most of the graphics into a raw state at the end of day one. I did most of the graphics on the iPad in an app called Pixaki, and the sprite animations in an iPad application as well called Sprite Something. At the end of the day I made a checklist on the features that still need to be done.

At the start of day 2, I knew what was still to be done and felt I had plenty of time. Well, naturally things don’t really work like that 😀 I’m not a musician, so making a song that was tolerable took me some time. I used a music creation plaything called NodeBeat on the iPad. The sounds took quite a while too, since this time I tried to make them extra-not-annoying. I used ChipTone for the sounds. I did finish the game at an early time, but I noticed the game could use a coat of polish, so in come the particles. I was starting to get really tired, so I didn’t get the particles quite as well done as I had hoped, but they look alright! They add enough distraction to the transformations so you don’t notice that they’re an immediate frame change.

The end result is Posthistoric Ooze that takes a page from the lemmings book. I hope you’ll give it a go and maybe rate it too (if you can)! Any improvement-commentary is welcome! I’m working on a post-compo build, so improving on it still :)

My tips (might apply to you or not):

– Use placeholder graphics until the rudimentary game mechanics are done. Basically when a game level can be completed.
– Make an “empty” template that compiles and runs before the compo starts. This will allow you to start coding right away, instead of fighting with webpack or a similar tool.
– Don’t drink too much energy drinks, they kill your focus (and they’re a diuretic, too much time away from the computer :D)
– Make checklists on things that still need to be done, so you’ll remember and can prioritize, and this can actually increase your focus.
– Immediately write down things you think might be good for the game. They can be ignored if they turn out to be too much work.
– Get into a peaceful space to work on the project. For me, it’s the office, there’s nobody else there :)

 

LD36

I’m in!

Plans change, I wasn’t supposed to take part this time, but sometimes the pieces fall in a way that makes other stuff possible!

So yay! I’m in again!

It’s very likely I’ll be using Phaser, and if you also would like to use Phaser, feel free to use my template that will help you set up an auto-building project easily. You can find it in https://github.com/hunttis/phaser-ld-template. I just updated it to use the latest Phaser (2.6.1)

First day progress.. I guess

Gahh.. Had a really bad time with the theme and a lack of inspiration. Decided I have to do something, so I ended up with a SHMUP. Haven’t really felt the flow this time, hopefully tomorrow will make a difference :)

You think stonehenge is a stone calendar? WRONG! It’s a crash site! Pyramid ships are coming, destroy them with your powerful stonehenge spaceship!

Let’s see if tomorrow will see some upgrades too :)