jfroco

LD17

Save the Island! v0.1

Hi guys,

This is my first time, so please wish me luck :)

I have been working since today in this game… I’m using PlayBasic.. first time as well coding in PlayBasic, so a side goal is to learn this language.

I have a tech demo of my game here: download v0.1

I’m trying to make a 2D game that can be played using the mouse as the only input.

Any feedback is welcome.

I have 17 hours to include:

  • Enemies
  • Goals/coins
  • More levels
  • Music!!!
  • Sounds
  • Improve graphic style (I hope)

It’s 4:30 AM here.. so I’m not sure I will have enough time :(

Best regards
JF

Clean the Island!!! “complete”

Hello friends,

Just finished submitting my entry (4 minutes left).

You can check it here: http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2085

I just could include one level, but the game mechanic are there, so I think it has potential 😉

It was a great weekend and I learn a lot (I couldn’t make timer-based movement works, but…)

Good luck to all participants!!!

Clean the Island!! Postmortem

Hello,

First of all, thank you all for your nice comments.

This is the postmortem of my entry for LD17: Clean the Island!!

My plan:

  • Submit my first game to LD :)
  • Learn PlayBasic: I was looking for a language that allows me to code 2D games. I chose PlayBasic because I read it has sliding collision and pixel perfect collision built-in.
  • Compose and play a great song for the game
  • Have fun

What went right:

  • I did submit my first “game”
  • After a couple of hours of thinking I decided to create a top-down perspective game with mouse-only control. I’ve spent a lot time trying to develop games that can be controlled using only the mouse. I would like to develop games for people who can play card games but cannot play Platforms games: playing with the mouse is easier than playing with the cursor keys.
  • I think the game mechanic has a lot of potential.
  • I learnt PlayBasic: good and bad things. Good things: it was easy to code with it, and implement sliding collision was simple.
  • I think that I’m not good at graphics/animation/pixel art, but I think the sprites creation went well. I decided to implement a retro-look: I created all sprites 16×16 px and then resize to 128×128 px and he palette didn’t have more thatn 16 colors (I believe).
  • I used Paint.Net a lot. Before this game my only graphic tool was The Gimp, but this time I used Paint.Net only and now I think it is great.
  • I did have fun :)

What went wrong:

  • I almost couldn’t submit the game. I finished it like 5 minutes before deadline.
  • I was using a new notebook. I had to install a lot of applications during the weekend.
  • I spent a lot of time trying to implement vsync+time-based movement. I couldn’t do it, so I just implemented vsync (built-in in PlayBasic). Part of the problem was that I couldn’t make vsync works in my new notebook. Two days later, I reboot the notebook and vsync started to work :(
  • I spent a lot of time learning PlayBasic. It is very similar to DarkBasic Pro so it was easy but some parts like camera code and map creation was new to me. I don’t think it was a good idea for a 48 hrs. competition.
  • I didn’t understand the map creation application for PlayBasic so I had to write the complete level as a read/data commands. Because of this I could only make one level because it took me more like one hour to code just the first level.
  • I din’t have time to write and play the song. So I created using pre-recorded loops :( That was the worst part for me, although I think the song is quite good 😉

The future of Clean the Island!!

  • Besides being voting for other entries in LD competition I’ve being porting the game to Game Maker 8: As a I said before I’m trying to find a game development environment that allows me to create 2D games easily. I’ve skipped Game Maker because I don’t feel confortable with point-and-click tools. But then I was reading about GML (Game Maker Language) and it looks great for 2D games. I ported most of the game mechanics in 4 to 6 hours.
  • One problem I had was that GM don’t have sliding collision built-in, but I made a simple one in a very short time period.
  • Then, I created two new types of enemies (cacti and spiders) and 6 levels. You can check the new levels here in Gamejolt.
  • I’m planning to add more levels, enemies and some puzzles without changing the core mechanics. Stay tuned 😉

Best regards

JF

LD20

Filmation game

Hi all,

I have been experimenting with an isometric graphics engine, so I will take the opportunity to make it real: our game is going to based on an old game engine – Filmation

Filmation

The scenario is going to be a bad neighborhood, you’re on your own, and you receive an object to defeat your enemies and rescue…. you know the rest.

The object is going to be an old cassette-radio boombox and the gameplay (not defined yet) is going to be around music and cassettes.

Happy LD!!!

Comments

prototypical
30. Apr 2011 · 04:43 UTC
entirely too much purple. You need to go find a rainbow and hug it.

Progress so far MyFilmation v0.03

Hi all,

This is what I have so far… I’ve been working on an isometric engine

I just read another post and there is another old school isometric game in the contest… good luck!!

4 colors, jump

Hi all,

I’m waiting for my partner’s sprites. So far I have implemented jump and a 4-colors style using blocky-graphics.

This is the same room in 2D 😉

Goal for today. Simple filmation engine:

Movable blocks
Mortal blocks
Enemies
Goal
“Weapon”
B&W TV look

Goal for tomorrow: music, better sprites, original and theme-related gameplay 😉

Good luck!!

First day is over (I’m tired)

Hi all,

First day is over. My filmation engine is almost done. I failed with a couple of goals, but not too much.

My partner sent me the sprites for the main character… still waiting for the rest of the sprites, before use them in the engine, so the “graphics” were made by me in the following screenshots:

Still working on the gameplay concept :(

Good luck!!

Done!!!

Hi all,

This is the second LD48 I managed to finish (20 minutes before deadline)

My entry is a tribute to Filmation engine games from the 80s. I made a lot of effort in this game, but it is small and not too hard.

I hope you enjoy: the gameplay, the graphics, the story (yes it has a story) and the music (specially the music 😉 )

The mandatory screenshot:

My entry

Good luck to all participants

The Last Robot Standing – Gameplay video

Hi,

A video of my game made by a website dedicated to video games from my country – Chile (www.glitch.cl). It’s in spanish 😉

My entry

Postmortem… The Last Robot Standing

Let me start saying that this is my second LD (previous one was LD17). Before entering to LD20 I watched the keynote and I “almost” cried: It’s great to be part of this.

So let’s start the postmortem of The Last Robot Standing…

Before knowing the theme

I wanted to make an isometric game like the ones I played when I was a child. I still remember the day when I played Knight Lore a game made by Ultimate (aka Rare) in 1984 for the Sinclair ZX Spectrum game.. it was the first “3D” game I had played and the graphics and gameplay were incredible.

 

The name of the game engine of Knight Lore was Filmation. So my goal was to make a Filmation engine-like game for LD20.

More information here:

http://en.wikipedia.org/wiki/Knight_Lore

http://en.wikipedia.org/wiki/Filmation_engine

 

My reaction to the theme

At the begginning I didn’t like the theme. I remembered I vote against it. But majority rules :)

It was hard to think about a game that was original and my first take was to refuse to use the “take this” part of the theme as part of the gameplay.. I wanted to use it for fun only instead of getting an object like a gun or something like that. That proved to be very hard 😉

 

Tools

I used:

Coding: Game Maker 8.1

Graphics: Paint.net

Music: ChordPulse + GXSCC

Audio: Audacity (I recorded my own voice for “sfx”)

 

Game development blog

The first day I was working on the engine. I wanted to have a map made of 8×8 isometric rooms, with two height levels made of fixed and movable objects.

I started with a basic 2D map and gameplay:

 

Then I changed the “draw” methods to make it isometric, I had already experimented with isometric graphics so it wasn’t too hard.

 

I added then movable objects using the chapter “Pushing boxes” in the book “The Game Maker’s Companion: Game Development: The Journey Continues”

Then I added jumps to the main character and movable boxes stopped working. Also, calculating depht was very hard and it was more like a trial-and-error solution rather than a bullet-proof algorithm.

It took hour to realize the movable objects weren’t solid objects so that was the reason I coudn’t jump over movable objects.

After that I implemented enemies. Enemies were very simple, they have an initial direction and speed and an arm rule (left or right). If they collide they use the arm rule to find a new direction.

After implemented enemies, I broke the movable objects code again :( I came up with terrible hacks to solve it 😉

I changed to a B&W (actually 4 colors) look and feel, and I added a B&W TV “filter” (actually it’s a transparent sprite). That was the end of day one:

So starting the second day, I had a pretty decent engine but not a theme-related gameplay.

Eventually, like 6 hours before deadline, I decided that the object was going to be a music or mp3 player that the hero would use to listen to music during the game.

In a couple of hours I put together four “songs” using ChordPulse (a relatively unkown “band-in-a-box”-like application) and then I saved the songs as MIDI files and gave them a 8-bit treatment using GXSCC.

A couple of hours before deadline I decided to use the movable blocks to push enemies against mortal blocks (spikes). It was hard to make the enemies instances to remember that they were killed when entering again to the same room, but I could solve it.

One hour before deadline I came up with an idea for the game ending…. so the game now had a story :)

What went right

The tools: I have become very proficient in Game Maker. It is simple to use. Now with version 8.1 it was easier to edit rooms. For the graphic style Paint.net was great and for music…

The music: I really love ChordPulse and GXSCC. I could put together 5 songs that I’m very proud of. The songs are not great compositions but I think they are simple and add value to the game. This is the “final battle” tune (it’s simple but I really like it):

Final Battle song

The engine: I can’t believe I actually wrote a filmation-like engine… I wish it was 1984 and I would have been rich 😉 Of course the engine is super simple, but I think it’s a good start

The gameplay: I really liked the gameplay.

What went wrong.

The music: I really would have liked to have more time to compose more and better songs.
The graphics: I’m not very good at graphics, I’m mainly a programmer so my graphics are very blocky and geometric
Few game elements: the hero, fixed blocks, movable blocks, mortal blocks and one type of enemy.. but I couldn’t do more in 48 hours
Few rooms – small map… again I couln’t do more in 48 hours.

Conclusions

I really liked this LD, I’m proud of finishing a game in 48 hours and I will continue working in my isometric engine.

I hope you enjoy playing the game as much as I enjoyed making it.

My entry

A gameplay video in spanish

Good luck to all participants

Tags: postmortem

LD21

So far…

Hi all,

 

This is going to be my third LD!!!

I’m currently working on a 2.5d maze adventure game using Game Maker 8.1

So far I managed to make the camera and character code in order to turn this:

into this:

 

My plan is to add:

– blocks (using different heights)
– jumping
– Add warp zones (change camera depending on the room)
– Add enemies
– more to come

Good luck to all participants!!!

Tags: screenshot

Carol and the Haunted Castle (WIP)

Hi all,

Thank you for bringing the site back!!!

My progress so far:

Blood!!!
2.5D Engine
Enemies
Blocks and jumping
Multiple rooms with camera at different distances
One tune (made using Guitar Pro)

Next:
A better death (?)
One more class of enemy
locked doors and keys
Spikes in the floor (platform section)
More rooms

I’m not sure I’m going to be able to implement all features I want :(

Try the current version

Good luck to all!!

Tags: demo, screenshot

Fixed an issue with integrated GPUs

Hi all,

My entry

I just realized that the characters in my game are not centered when playing the game in a notebook with integrated GPU. The issue was that textures dimensions are not power of 2.

Here you can see the main character looks small and “uncentered”

I changed the texures dimension in this new version. So if you experiment the graphic issue please try the new version. I didn’t add anything just change the texture dimensions

Fixed version

The fix

Please don’t consider this for the compo, of course.

Best luck

JF

Tags: bugfix, screenshot

A Batman version of my LD 21 entry

Hi all,

I1’ve been reading a lot of Batman comics lately and today I had a little time , so I decided to change some sprites and sounds in my LD21 entry: Carol and The Haunted Castle to make it look like a Batman game… this is what I did, hope you like it… you have to save Robin who has been kidnapped by The Joker and… you know the rest.

The game isn’t finished yet and the Batman sprites were made by Pegalulu

Best regards

Tags: 2.5d, batman, video

LD22

The Call: Just finished basic gameplay

Hi,

My game is going be about a Call… a Great Old One.

Been coding for a while… using Lua + Löve and Paint.net.

Screenshot

It doesn’t look very good but so far I have:

Basic gameplay
Placeholders
Level loading code

My plan for today:

Improve create graphics
Make some enemies and traps
Background music
Title screen (graphics + music)

Good luck to all!!

Tags: screenshot

The Call: some progress

Hi all,

Still a lot to do, so far I created a first version of “the hero” (I can’t tell you who is it, but it’s unnamable), fog and “vegetation”.

screenshot

Yeahh.. almost three hours just for this.

Good luck!!!

Tags: screenshot

The Call of the Unnamable: first video

… I shouldn’t have tried to make a game about the Great Old One as I’m not allowed to move The Unnamable in the game (or in any universe) so I need to move the game around Him, instead.

As the game progresses some lines that used to be parallel are not parallel any more….. I’m losing my sanity.

 

http://www.youtube.com/watch?v=NCM6E7szRLU

 

 

Tags: video

Almost done: The Ruins of R’lyeh

Hi all,

I’m almost done… I “just” need to add:

Audio effects
More leves
Instructions

Please feel free to try this iteration

Löve source
Windows exe zipped

Use keys to rotate the city around the “hero”. Press “R” to restart a level.

Good luck

In the Ruins of R’lyeh – Finished

Hi guys,

This is my fourth LD48… and I finished!!!!

In the Ruins of R’lyeh

This is my first time using Lua+Love2D :)

My entry is here

Regarding the theme. When I think of “Alone” + Video games and inmediately think about “Alone in the Dark” (the original one not the new one), an incredible horror video game. Alone in the Dark is based in HP Lovecraft’s mythos so I decided to make a video game about Cthulhu (One of the most important gods of the mythos) who is trapped in the ruins of the underwater city of R’lyeh. I can’t imagine someone more alone :)

Good luck to all participants.

Mini LD# 31 – Work in progress

I’ve been working in a raycast engine made using Lua- Love2d. Lights working.

To do:
– Include sprites
– Music
– Sound

Not sure if I will have time tomorrow, but at least I would like to share this video with you:

http://youtu.be/iof0-jNhjfg

Good luck to all!!

Tags: progress, video

Comments

jfroco
22. Jan 2012 · 00:23 UTC
Hi… thank you for asking… yes yscale=3*yscale in the video. I did that to avoid floor and ceil casting :)