jarnik

LD17

LD19

Third time’s the charm

After LD15 and LD17, LD19 is gonna be my 3rd participation to the great LD event (although not on purpose, the pattern seems to emerge).

Also, for the first time, I’m gonna roll with a fully open-source setup (Ubuntu YAY!) on my netbook.

Tools:

  • AS3 Flash via Flixel
  • GIMP + Inkscape
  • sfxr + Musagi (if I manage to get it working)

I tend to focus on building original and complicated systems, not having time to finish the content and tune the overall gameplay experience. So there go three small private pledges for LD19:

  • select just 1 iteresting gameplay mechanic (forget the complex system)
  • prepare mockups, scrutinize the rules BEFORE coding anything
  • make use of the sandbox gameplay or procedurally generated content (you won’t have time nor energy to handcraft levels at the later stages of development)

See you all there!

Comments

08. Dec 2010 · 21:07 UTC
If you plan on using as3sfxr to play the sounds (rather than making them .mp3s), I would strongly suggest getting that to work before the compo begins. It’s not terribly difficult, but best to save yourself some time now.
09. Dec 2010 · 11:12 UTC
So far I’ve been using embedded .mp3s, but as3sfxr API seems like a nice idea, I’ll have a look at it beforehand.

Thanks for a tip!

12 inch tool

Although this is gonna be my third LD, it will be the first time I’ll be making a LD game completely in Linux using my new laptop. Stickers are the essential part:

Tags: deskphoto

Breakfast and off we go!

I did not have the guts to get up at 3 AM at the LD start, so now it’s 10 AM for me and I am beggining to craft an idea.

Tags: foodphoto

Comments

True Valhalla
18. Dec 2010 · 06:51 UTC
Looks delicious D:

LD20

I might join the fun

I tend to plan far too complex games, that’s why I’ve screwed the LD19 (I got mad at myself and dropped the LD). I’ll give it a shot at LD20, with less expectations and, hopefully, slightly better results.

Coding: Flash(AS3) using vi + Flex + Flixel

Graphics: OpenCanvas + GIMP

Audio: SFXR + Audacity

Music: musagi

Good luck to you all, see you there!

(And all you space fans out there – don’t forget to watch the STS-134 Endeavour launch, it’s just a few hours prior to the LD20.)

Getting ready to be AWESOME

… because you cannot do anything less than AWESOME with a Three wolf moon shirt:

I also got some food and my workspace ready:

 

 

 

 

 

 

I have decided to take a little side-quest: to make an entry that could be controlled using a gamepad. A bit unusual for a flash game, but not to hard to stick to, since I’ll be using the Flixel engine (that emphasizes key controls).

Tags: deskphoto, foodphoto

Comments

29. Apr 2011 · 15:10 UTC
I. need. your. shirt.
Risko
29. Apr 2011 · 10:09 UTC
that reminds me, that i also have to buy some kofola for this weekend 😉
winferno
29. Apr 2011 · 15:17 UTC
Your graphics tablet is almost bigger than your computer. Lulz. Nice snacks btw. I don’t wear t-shirts or clothes when I’m coding, but if those wolves don’t bring you some good luck (and cake), I don’t know what will.

Clone Wolf it is!

It’s 8:15 am and I’ve finished a basic concept sketch – I’m gonna make a classic side-scrolling beatemup with a special twist: player can make clones of his hero using a magic item.

The funny thing is, all the clones have the magic item as well, so every time you use it, the hero count doubles – growing not linearly, but exponentially. Imagine 256 heroes, each of them obeying your commands simultaneously:)

Here is my concept sketch:

I’m quite happy for the selected theme, because I would hate to make the make the evolution game (which is largely over-used IMO) – evolution ended up 2nd.

Good luck to you all, fellow LDers!

Tags: concept

Comments

30. Apr 2011 · 04:46 UTC
I’m going to be keeping an eye on this one! Sounds interesting

Breakfast!

Black currant juice, mazanec (sweet bread) leftovers and apple/banana mix. Yum!

Tags: foodphoto

Basic assets done

I doodled some basic assets (hero, monsters, terrain) while I have some creative powers. Now on to coding.

Tags: progress

Lunch + TODO list

Spaghetti with tomatoes, ham and cream sauce.

And here’s a present state of my TODO list:

Tags: foodphoto, progress

Clone Wolf progress report

Warrior cloning works as expected, enemy bashing as well, try it out for yourself: (click the image to get redirected to flash)

Now I’ll move on to set up level scrolling, cloning item cooldown and some basic HUD. Then multiple levels, then sounds and intro&outro&title screen.

Wish me luck :)

If you encounter any problems, please let me know.

 

Tags: progress, screenshot

Clone Wolf – major progress

All 5 levels are now playable, we have HUD showing magic item cooldown and cloning limit, CLICK TO PLAY:

My TODO list keeps on shrinking:

Things going pretty smoothly, I’m gonna grab some dinner and then on to title screen and cutscenes, then some sounds and music :)

 

 

Tags: flash, progress, screenshot

Comments

Blodyavenger
30. Apr 2011 · 17:46 UTC
All levels completed! Game itself is very additctive but far too easy / short. Are you going to work on that as well?

Clone Wolf – Title screen, cutscenes

Last night I created a title screen and this morning I put together a cutscene system:

 

 

 

 

 

 

 

 

Play the game (5 levels): http://www.jarnik.com/pub/ld20/index-v4.html (FLASH)

Now I’m gonna focus on creating some sounds and music.

Then I’ll add more levels and enemies – any suggestions? So far I’ve got: blackforest + wolves, graveyard + zombies, volcano + lavamen, stronghold + balck knigts, hell + devils.

Tags: flash, progress, screenshot

Comments

01. May 2011 · 08:24 UTC
really good! I don’t know if you want to mess about with this, but potentially enemies that require sacrificing one of your clones to pass?

Clone Wolf – sounds and music

I generated some sounds (using SFXR) and a music ( autotrk through schism tracker). Now I can attend to creating more levels and enemies :)

Try the game: http://www.jarnik.com/pub/ld20/index-v5.html ( FLASH )

And a screenshot from the final scene:

Tags: flash, progress, screenshot

Comments

Bender
01. May 2011 · 11:34 UTC
Wow that’s actually a pretty funny gameplay. I also like the graphics <3
01. May 2011 · 12:37 UTC
Thank you for linking to autotrk! I haven’t used SchismTracker in years, but autotrk gives a great base to work from. 😀

Dinner

My entry has already been submitted, but I wanted to share the photo anyway. Oyakodon:

Tags: foodphoto

Clone Wolf – updated controls, spawn points

Thanks to you all nice people out there, I’ve got some interesting feedback and decided to update the game a little bit.

Updated controls: jump using UP key (instead of SPACE), attack by shortly pressing X (instead of Z), clone yourself by holding X (400 ms).

Throughout the levels, spawn points now appear – this should give some action to the clones at the rear of the group.

Play in browser (FLASH): http://www.jarnik.com/pub/ld20/index-v6.html

If you care, share your thoughts, please.

I liked some of the sprites, so I’ve created a little mashup of the in-game graphics on DeviantArt.

Tags: flash

Comments

robothobo
06. May 2011 · 03:34 UTC
Very cool concept, and fun until the end. Do you plan to release the source?
06. May 2011 · 07:24 UTC
robothobo: Source is linked in my LD20 entry (built using Flixel engine, which rocks a lot, BTW). Changes in the updated version are not substantial.

LD21

Clone Wolf: Protector

I’ve decided to accept the October challenge by finishing my LD20 entry – the Clone Wolf. It’s a platformer where you simultaneously control multiple instances of a hero while fighting monsters.

In addition to the LD version, there’s a new display style (single-screen defense instead of side-scrolling), more content (complex bosses), tutorials, dialogues, a storyline and music (by a renowned Czech geek, who was awesome enough to let me use it just for a credit).

The game is made in flash (yay Flixel!), I’ll try to hit as many platforms and markets as I can.

Left on my TODO list: draw 5 level backgrounds, draw intro illustrations, fix a few bugs, create a trailer, make a few screenshots.

Box art:

I’m quite cautious about showing my games to other people, therefore I got to playtesting a little too late (just last weekend). After a short playtest it was evident, that without a tutorial, the game was confusing and unplayable. I sat down, rewrote the script, added more tutorial levels, redesigned a GUI.
Conlusion: even a short playtest session can reveal serious design flaws. Playtest, silly me! Playtest more!