lexaloffle

LD10

Mr. Splode and the Fireworks Factory

Hey ho. I’m on a very limited (and flakey) dial-up connection this time around, so I will be working on stuff that compresses well.

I had a hard time getting away from the obvious chain reaction ideas.. and ended up settling on one of them. Explosions. Whatever this game is going to be, I know that the chain reactions have to be big, chaotic, pretty, long-winded affairs for them to be satisfying. From this premise, I arrived at the concept of a fireworks factory.

For once, I could start off by drawing a run cycle. Just like the good ol’ days.
Mr. Splode Run Cycle

The story: There is this abandonded fireworks factory, see. It’s full of fireworks in storage, and noone knows how to dispose of them safely. It’s time to call in Mr. Splode.

Mr. Splode has a special fire-proof cloak that he can hide under. Most of the game consists of throwing matches into large stacks of boxes full of fireworks, and taking cover.

First Screenie

Actually, just a mock-up. I want the main character to be quite small so that he can duck and dive around projectiles while he’s being chased by waves of exploding fireworks boxes For this purpose, he should probably have double jump, and a bit of jump-time thrust. Why not. Will probably ditch the idea of having a separate button to go into defensive mode – better just to design the levels with little holes to hide in.

Comments

15. Dec 2007 · 19:50 UTC
Diggin the art!

Crates!

A real in-game screenshot this time. The game should rate highly on the crate index. Each colour tag indicates a different type of fireworks.

Mr. Splode Crates

Yikes.. 5 hours left. To do: fireworks, collisions, level design, audio. For sound, I’m going to jump on the sfxr bandwagon with everyone else. That program is so kick-ass.. I’ve been considering adding lasers just so I can make sounds for them.

Comments

saluk
16. Dec 2007 · 19:20 UTC
Lol the crate index. Creates in a screenshot are never a good sign 😉

Sweet timezone confusion

ok, so coding fireworks is a lot of fun and I spent way too much time on it. Now I just have an hour to finish designing the map, and come up with some sound and a title screen. Fek, there’s no way.

But wait! What’s this.. the comp finishes at 4pm NZT, not 3pm. SWEET, SUCCULENT TIMEZONE CONFUSION.

Mr. Splode Fireworks

ftp — help?

Hmnn.. my ftp server is down ): Anyone keep to upload it somewhere for me? jwwhite at gmail dot com.

Comments

PoV
17. Dec 2007 · 00:43 UTC
Sure. E-mail it to mike at sykhronics dot com, and I’ll put it up for you. In the mean time, create a post, upload a screenshot to the site, and leave me a note (“download goes here”), and I’ll insert the link for you.
lexaloffle
17. Dec 2007 · 01:10 UTC
Cheers fellas — mrfun has got my back.
PoV
17. Dec 2007 · 01:18 UTC
If you’re still having troubles, I mailed you an FTP account you should be able to upload to. (hopefully)

Mr. Splode (Final)

Mr. Splode and the Fireworks Factory:

download with dlls

ssmr5.gif

Tags: final

Comments

17. Dec 2007 · 01:41 UTC
Could you add the dll files to the zip?
lexaloffle
17. Dec 2007 · 01:43 UTC
oops.. yes. Coming right up.
lexaloffle
17. Dec 2007 · 01:59 UTC
There you go.
17. Dec 2007 · 03:45 UTC
archive doesn’t seem to be working for me. :( anyone else able to open it?
17. Dec 2007 · 03:45 UTC
Thanks, but there seems to be a problem with the new zip file (invalid according to Vista).
lexaloffle
17. Dec 2007 · 04:30 UTC
Arg. ok — it’s fixed now.
Xenthar
16. Jan 2008 · 15:44 UTC
great game! plz expand on it!
kendall
15. Feb 2009 · 12:38 UTC
It doesn’t work on a Mac!
vicious
18. Oct 2009 · 00:06 UTC
lexaloffle, change

char *fn = “s?.wav”

to

char fn[] = “s?.wav”

the first is a pointer to a constant, the second will copy the constant to the char array. Making this change I managed to compile it on Debian (gcc -Os -lSDL -lSDL_mixer -I /usr/include/SDL – the first two “l” are Ls and the second “I” is an i. stupid font.), but I still haven’t managed to get the sound to work.
Papachabre
18. Oct 2009 · 01:04 UTC
Awesome but a bit short. Maybe players will figure out how to make their own levels and we’ll see some player packs emerge…
Kana
24. Oct 2009 · 11:27 UTC
^^ The game is fun but I would have liked a save function. I keep dying on level 3 (XD) and have to keep starting over.

Mr. Splode Post Mortem

ok, so maybe I’m a bit late to the party, but here’s a quick post mortem for my ld10 entry. I had limited internet access for this one, and missed being able to hang out on IRC and see what everyone was up to as things progressed, but it’s been great reading the blog posts retrospectively.

:: Design

The compo started at 4pm Saturday for me (New Zealand). I got home around 6pm, completely not intending to enter, but when I saw the theme was chain reactions I caved. I spent most of Saturday evening thinking about game ideas. The main contenders were:

  • a 2 player board game with tiles which keep changing colour until the board reaches a stable state.
  • a dominos bowling game with many many pins standing all over the place.
  • a platform game with lots of crates full of fireworks.

The last one was by far the easiest to visualise, and to know that somehow it would turn out to be fun without oo much messing around. And when I saw that Dr. Petter didn’t have platformers covered for once, it was a no-brainer. :p
:: Tools

This is my 4th entry, and I’ve used the same tools each time:
sdl, sdl-mixer, bcc55, mspaint, gimp. Also this time, sfxr.

:: Implementation

The first step is always to get a black screen which responds to keypresses. I hate that part. I cheated a little this time, by copying snippets of code out of a past entry (sprout) to get the sdl initialisation and keypress code working. Knowing I did this is a tiny lead weight which my soul will carry forever.

Next up was running around a test map. I love this part. It doesn’t take much to get a guy running around 2d blocky landscape, but it’s instantly satisfying to start leaping around and exploring the limits of the world. I spent a lot of time tweaking the physics until it had a good feel to it.

The whole time I was doing this, I was imagining how the fireworks might work. I knew how the sparklers and rockets would be, and they took very little time to draw and code. The roman candles I wasn’t so sure about, and I ended up spending 5x as much time on them. Writing code and drawing gfx doesn’t seem to be the bottleneck — it’s just deciding exactly how things should look and behave.

I had just moved back from overseas when I did this compo, and in the midst of daylight savings confusion and lack of internet connectivity, thought I was finishing at 3pm instead of 4. I realised my mistake quite close to finishing, and was very happy to have the extra hour. I didn’t leave enough time for the vital task of designing maps, but was still able to try out what I imagined to be the defining moment of the game – being chased down a corridor of exploding crates.

I did the sound in about 5 minutes with sfxr. I would formally like to donate my audio points to Dr. Petter for that one. I just grabbed the first 5 randomised explosion sounds that came out.

:: What Went Right

  • Not using placeholder graphics. They have a weird way of finding their way into the finished game.
  • Being familiar with the tools. I could concentrate on designing stuff rather than fighting with technical issues.
  • Making sure of the design before getting deep into implementation. I didn’t end up spending much time reworking code or graphics.

:: What Went Wrong

  • Bad time distribution. Even 30 more minutes working on level design would have improved the game a lot.
  • Not budgeting time for details. Little things like a nice txt file to go with the game, windowed mode support, hardly take any time but would have been worthwhile.

:: The Fucha
The problem with making 48h games is that I alway want to spend more time brushing up my entry and re-releasing it. Splode is no exception — I’m thinking to make a nicer 10-level arcadey version with online scores and recording at some stage. I’ll post here when it happens.

Comments

Papper
20. Dec 2007 · 13:19 UTC
I really hope you making something more out of this, I think the idea and setting was great :)

LD11

Square Eggs on Toast

No entry from me this time around ): but I couldn’t resist at least designing a game for this theme. You can play it in the comment section! (well, not really). This one is a game about minimalism, rather than being minimalist.

  • The game is played in rounds between, say, 32 players.
  • At the start of the round, each player is given a list of objects to draw in an in-built pixel pusher. house, pineapple, kite etc..
  • For each object, the player must use the lowest number of pixels they think are necessary to communicate what the object is (see scoring).
  • Once everyone has submitted their drawings, they are randomly redistributed to other players who have not been asked to draw the same object.
  • Each player is then asked to guess what each picture is.

You get 2 points for drawing a correctly guessed image with the smallest number of pixels (each object is drawn by more than one player), and 1 point for guessing someone else’s.

Examples:

eggs on toast

Comments

erik
20. Apr 2008 · 14:47 UTC
Sounds like a fun game!
DrPetter
20. Apr 2008 · 14:54 UTC
I’d totally play that.

Maybe it could work implemented as an online/web game, with players entering and leaving randomly as they visit and leave a page? Sort of drop in, draw a few images, guess on a few others, accumulate a bit of score, then drop out. Could be combined with suggesting new items to draw as well, so you aren’t stuck with the standard boring things which have very distinct symbolic shapes (but still some system of approval to avoid near-impossible words).

Would be hard to arrange large-scale organized sessions with more than 3-4 people if the game was done as a standalone app or something. Play-by-email could also work 😛

…and, the score could maybe be derived directly from the number of pixels used, to make for some more complex/precise scores without the need for a massive number of players. Maybe each item/word could have an accumulated “par” pixel count that the score is based on, so that objects which really can’t be described by less than some 50 pixels don’t get penalized compared to words which are doable with 5.

Another variation (I need to stop now) could be to have a decreasing canvas that loses a 1 pixel border after each round, and you keep going until you hit a point where the other person can’t guess an object (in 3 attempts or something). So in the first round you might have to draw a cucumber in 20×20 pixels and later it’s a monorail in 6×6 😉
phren
20. Apr 2008 · 15:48 UTC
This is a really cool twist on the idea! :)

LD12

Cat Stacker

stack o\' cats

Here’s my first screenshot – a quick mock-up of stackable cats. Notice that if you put two next to each other, you can also stick another cat on top in the middle upside down. This is important!

I’m doing this entry with haxe and physhaxe. It’s my first time using either (or, any flash development for that matter), and I’ve been pleasantly surprised how easy it was to get up and running with these tools. This program will be about 99% physhaxe and 1% game.

It started off as ‘The Amazing Human Tower’ — a bunch of acrobats joining hands and feet together to make a big wobbling structure. I suspected this was going to be too complicated though, so went with rigid cats instead. I’ll throw a few other things in too if I have time.

Tags: cats

First Stack

End of day 1 for me.. after a lot of messing around with physics and n00b flash stuff, I have something playable to work with.  The cats appear from the top and are controlled tetris-style.  The aim is just to stack them as high as possible.

An unstable stack

Dense, High Friction Cats

I spent most of today fighting with flash and tweaking the shapes and material properties of the cats for maximum stackability. It turns out dense, high friction cats are the most fun. Slippery cats suck, but you already knew that.

(‘scuse the weird dithering)

Tags: cats, haXe, physhaXe, physics

Udon

..and coffee.

Tags: foodphoto

Comments

Anonymous
10. Aug 2008 · 22:13 UTC
oh, u got some company there in the left corner! 😉

High Score Table

I’ve implemented a simple online high-score system for Cat Stacker. Well, actually the game will link to the comments section of this post, in case anyone wants to get competative. See what happened there? It was the act of telling you about something I made which allowed me to make the thing I’m telling you about.

Inconceivable!

Tags: scores

Comments

lexaloffle
10. Aug 2008 · 17:49 UTC
17
10. Aug 2008 · 17:57 UTC
13 is my best so far
10. Aug 2008 · 20:01 UTC
I can’t get past ten!! Haha.
jumps
11. Aug 2008 · 03:21 UTC
Got 10… they all fell off at once. Had good hanging off the edge action this time though. I will research this further…
jumps
11. Aug 2008 · 03:30 UTC
Hmm, 17 that time using hanging off the edge method, then the game froze while I still had ample oppurtunity for more cat placement. I declare myself the winner.
17. Aug 2008 · 19:05 UTC
12
Morre
19. Aug 2008 · 12:09 UTC
13
23. Aug 2008 · 18:49 UTC
14 is my best so far (after two goes). Cat ears are surprisingly sturdy… Anyone else reminded of the “things to do with a dead cat” books?
Edge
24. Aug 2008 · 14:23 UTC
14
04. Nov 2008 · 16:44 UTC
i got 8
04. Nov 2008 · 16:52 UTC
i got 13 meooooooow
04. Nov 2008 · 17:08 UTC
MEOOOWZERS I GOT 16
08. Nov 2008 · 21:57 UTC
meow meow meow i got 14
08. Nov 2008 · 22:01 UTC
MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOWWWWWWWWWWWWWWWWWWWWWWWWWZZZZZZZZZZZZZZZZZZZZZZZZZEEEEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRRRRRRSSSSSSSSSSSSSSSSSS i got 23
03. Feb 2009 · 22:23 UTC
meow i got 15

Cat Stacker (Final Entry)

Play it online here (requires Flash9)

Download with haXe source here

Ran out of time to do music ): I’m moving house later today, and need to start packing @_@.

Good luck with the rest of the compo — I’ll see you on the flipside.

Tags: cats, final, haXe, physaxe

Comments

matrin
10. Aug 2008 · 18:34 UTC
amazing 😀
Anonymous
10. Aug 2008 · 22:19 UTC
ohh wow! they are sooo slippery!

LD13

Desert Road Painter

Argh, the wysiwyg tables keep eating my text. Wysiwie tables more like.

So.. I didn’t have enough time this weekend to produce an entry but I made a mock-up and design sketch to ease the pain.

:: Desert Road Painter

This is a single button game. Press button down, paint starts spraying.. release button.. paint stops.

Your task is to repaint a set of fading road markings as accurately as possible. Each segment is rated and scored according to degree of accuracy. After 10 bad errors the game is over.

The game is pretty boring to start off with. It’s mostly just about getting a steady rhythm going and not becoming so hypnotised by the process that you screw up.

As time goes on, the desert starts to get to you. The long straight road feels static — as if only the rocks and dust to each side are actually moving. The sound of the paint hitting hot asphalt seems close and intimate. Memories start drifting through your consciousness, at first with clarity, but soon become confused and tangled with your senses.

It turns out the last guy who painted this stretch of road had the same problem. The strange creatures he saw hovering in front of him starting beating rhythms on his brain. The regular stream of painted segments became a rich sequence of syncopated markers; a secret language communicating ultimate truths about the world as it is.

Tags: design, LD13 - Roads, mockup

Comments

07. Dec 2008 · 16:01 UTC
I like your mockup very much, looks like funny game. Shame you couldn’t finish.
matrin
07. Dec 2008 · 16:09 UTC
Very nice. Beautifull sketches – mock-ups. Briliant idea, totaly doable. Too bad you didn’t finish it.
increpare
07. Dec 2008 · 16:11 UTC
cute idea; would have made a fun miniature…

LD14

Cat Stacker v2.0

My LD12 entry, Cat Stacker, has grown up and now features assorted fruit. Also, instead of the original tetrisy controls, you can click and drag the current piece around with no time pressure (press A and D to rotate). There are 20 levels and it get’s pretty tough. Good luck! (^ _ ^)/

Cat Cat Watermelon

Tags: haXe, physaxe, stacker, update

Comments

matrin
15. May 2009 · 02:52 UTC
Awesome ^_^
15. May 2009 · 18:28 UTC
Wow, fantastic!! I just played for ages, but I got stuck on level 16. I’ll be back to play it another time for certain though. My only complaint is that there isn’t a purely mouse-only control option, although I know that would be tricky to offer with single mouse button input. I love it though, great sound and graphics too!
16. May 2009 · 00:38 UTC
I’ve been passing this around at work. Superb! The win music is so great… I keep starting the game and beating the first level just so I can leave the music playing in the background. :) The later levels are so brutal…
16. May 2009 · 11:40 UTC
Heh.. isn’t the music a bit repetative for that?
DrPetter
18. May 2009 · 05:40 UTC
You could try something along the lines of what I had for CherryBrush pan/rotate before changing to a more conventional interface – track a “lagging” point behind the mouse cursor, delayed by a few frames, and use the vector between that and the current cursor to infer rotation if the user “swirls” the mouse rather than moving in a straight line, stopping, then moving straight again. I guess you need an additional point too, or an inertial direction vector.

The idea is that you do a dot product between the “expected/current” direction and the “new” one, which will be 1.0 as long as it’s moving in a straight line, but decrease as the path is curved. I guess using cross product would give similar results but with directionality for free, so you can just compare against zero to get direction and magnitude.
22. May 2009 · 10:13 UTC
That’s an interesting idea.. I just tried it out now and it’s quite fun twirling cats around. I tried a variation too where if you grab an object away from the center point, it points in the direction of the mouse (as if you’re moving the head of a floaty ribbon around). A bit fiddly in practice in both cases though, so I went back to good ol’ keys. Hrm.

LD16

Alien Artifact Update

ok, I’m a whole compo behind, but here’s an update for my LD15 entry (Caverns). For that compo I hacked the game out in two 4h sessions, so it was missing a couple of vital elements: sound, and the ability to shoot physhaxey bullets at the attacking circles. There’s also a little bonus tune when you finish the game (thanks to Flash Module Player). Hope you enjoy it!

alienart

Also, I should have posted this earlier but the organizers of Sense of Wonder Night (TGS) have uploaded the presentations on youtube. You can see my one on Swarm Racer (LD08) here

I plugged LD in the Q&A section, but they cut that part ):

Comments

24. Dec 2009 · 20:46 UTC
Very cool catching the presentation. Thanks for sharing that. :)

LD25

Dirtbag: Post-Compo Version

This was my first time doing a jam game with other people, and it was a lot of fun getting incoming graphics to work with. I was kind of busy that weekend and couldn’t finish a complete version, so I came back to it last night and added sound, music and some gameplay improvements. Click for the flash version:

dirtbag250