Markavian

LD23

Newbie joins the ranks

Hey All,

This’ll be my first game competition, and my first stab at ludum dare. The only thing I’ve planned is my choice of language- which is gonna be Haxe + NME… beyond that I really don’t have a clue what I’ll be making. I figure the first hour or so of the comp I’m gonna layout a plan and then start building the game up from scratch.

Gonna be interesting to say the least.

Because its my first time in the comp, I’d be happy just submitting something, will go from there!

I do have a collection of libraries (mkv-engo) that I use across new projects, but they’re all written in AS3, and will need porting to haxe as I need them. General stuff like Model/View/Controller, Button, TextField helpers, Net connections, etc. They can be found here: http://mkv25.net/ludum/source/mkv-engo_v1-r25.zip

I really don’t know what kind of game I’ll be making, but I’ve made lots of game tech-demos over the years, everything from asteroids, tetris and pacman, up simtower type games and 4x space games. I’d be interested in doing something network based with a persistent / mmo type feel to it if possible. If I do that it’ll be PHP/MySQL running off my webserver. Will just have to see :)

– Markavian

Comments

19. Apr 2012 · 07:05 UTC
Code downloaded, begin perusing :p

First Artwork

Just taking a short break after completing some concept art for the Tiny World, or in this case, Tiny Worlds… encased in glass. Continuing to write notes about the game and how it might stick together.

Twitter post and image here:

http://t.co/hyzh6Sbf

Biomes!

Exported first set of biome graphics so I can start sticking bitmaps together in code and see if I’m on to something visually.

Also planned out elements that might appear within the world, although tentatively creeped in a load of features that will be totally dependant on graphics, and my ability to draw those graphics.

Time to start coding me thinks.

Class Structure

Here’s the class structure of my project so far…

And here’s another shot of the biomes in action:

Miniature Worlds – Crafting Assets

Back to the drawing board… this time to create some materials and craftable items for the game. Hope this works out, since my little biome simulator isn’t terribly “fun” at the moment, tho I think is very pretty to watch.

Comments

steamgirl
21. Apr 2012 · 16:01 UTC
Oooh! Looks quite funky!

Miniature Worlds – Slide Up Inventory

Aha, finally some progress with the user interaction… a slideable inventory panel.

Hopefully now I can start harvesting resources from my tiny worlds and make something cool…

Time is short…

And I’m still making graphics, … vegetation this time.

Miniature Worlds – Android Version

Just put an Android version of Miniature Worlds  up for download, for anyone with phones. So far only tested on my galaxy nexus, but should work on most android phones…

Download link on this page: http://mkv25.net/ludum/ld23/preview/

I did want to release on the Android / Google Play store, but I had problems signing with a proper key, so I’ve scrapped that idea for tonight!

Btw, it runs sideways, not like the cropped screenshots ; ) they’re just images I prepared for the store : )

Enjoy!

 

LD24

I’m real!

Hey Ludum Dare,

This is my second time taking part in the competition. Last time I made a little snow globe simulator called Miniature Worlds.

I had great fun doing that and look forward to the coming 48 hours…

I’m keeping my mind blank ready for the theme annoucement.

 

See you guys at the start… IRC, Twitter, and right here :)

– Markavian

Comms Station

For this Ludum Dare I’m going to do all my work off a single laptop, but here’s my new battle station… which I’ll use as a comms station for this event to keep an eye on the Compo.

 Good luck everyone!

5

This entry was posted on Friday, August 24th, 2012 at 4:49 pm and is filed under LD #24. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Tools and Things

Totally forgot to do this…  just as well I remembered before getting 4 hours of kip.

To make my game I’ll be using:

  • Fluids: Beer, Orange Juice, Coffee
  • Food: Sausage Rolls, Quiche,  Chocolate
  • Language: Haxe + NME
  • Audio: Audacity + a cheap desk Mic
  • Music: Not a clue
  • Graphics: Adobe Flash CS5, Paint Shop Pro

I won’t be using any of my own frameworks, but I might look at using the MInject and MMVC libraries which can be installed through haxelib or from http://open.massiveinteractive.com .

I’m hoping to do a clean build learning from my first LD entry, where I spent a bit too much time trying to get the simulator bits working and not enough time making something fun.

4 hours to go!

Is this Evolution… or something else?

I’ve been a bit slow getting the images and swappable parts into the game, so at the end of Day 1 I was only able to draw three characters for my Arena, but I’ve finally got the randomizeGenome function working, and I now have multitude of strange combinations attacking from all sides!

The concept is proven. Now to make a game of it!

Battle Arena Evolution!

Starting to get the UI in. Had a major crash and lost my character artwork. So I’ve got to go back and set up a new template to draw into. I’ll probably switch to pixel art rather then vectoring. They get scaled down by 40% anyway.

Hoping to get combat in next so you can zip around and kill stuff, which will populate the Evolution bar, and actually lead to the game play…

 

http://mkv25.net/ludum/ld24/preview/LD24BattleArenaEvolution_dare.swf

Pow pow! Battle Arena Evolution Update

Almost there! Spent the past hour on artwork, adding decals for attacks, and balancing the damage dealt per level to give a bit of a challenge.

I’m really pleased with how its turning out, I think I’ve got all my core gameplay elements in now, so I’m going to move onto sound for next hour or two, should be funny, since this is my weakest area by far…

http://mkv25.net/ludum/ld24/preview/LD24BattleArenaEvolution_pow.swf

All done! Battle Arena Evolution <3

Hahah.. ahahah… hahahah… its finally done.  Perhaps with the most sickening drum beat sound track ever, and some truly godless vocal performances from myself, I present to you, the good people of Ludum Dare, Battle – Arena – Evolution!

Competition link: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=10967

Direct web link: http://mkv25.net/ludum/ld24/preview/

Enjoy. I dare you ; )

Well done everyone for making it through, and if you’re not there yet, good luck to finishing!

Battle Arena Evolution – Postmortem

So, its a full day since I finished my Ludum Dare game entry, and I’m glad today was a holiday, since I think I’ve only recently recovered from the whole experience. The last 8 hours before submission were so intense, productive, and mindnumbing that I somehow blocked out everything else that was going on.

The Good

  • Getting ideas down paper – all the sketches I did at the start of the night when the theme was announced really became a source of inspiration and guidance throughout the project.
  • Delivering on those ideas! Unlike Last Ludum Dare where I had ambitions bigger then my capabilities, I think I reeled this project in close to my original vision. That’s not so say I couldn’t have made a better game, but I’m really happy I got my estimate right for the weekend, and proved I could churn out what I’d envisioned.
  • Haxe / NME – proved an excellent language to program in again. No hold-ups working out what constructs to use, or messing around with the build process. Was a 1 line config change to get it working on Android. Brilliant stuff.
  • Paint Shop Pro – saved my ass again when I needed to get the character artwork done.
  • Audacity – made recording and editing the sound effects simple when I was tight on time and needed to get them done. I used one project file with frame labels, and exported all the individual files, as mp3s, with the same names in a snap.
  • Evolving parts! It seemed worth putting in the effort to get the changeable character parts and simple animation frames. I think I put the bare minimum of states in to make the characters look interesting without over complicating the art side.
  • Solid GUI elements. Having a single screen, and a looping flow to get the player into the game quickly, meant I could concentrate on game play and not with menus. I’ve not been using any frameworks for these last two projects so things like menus can really eat up coding time.
  • The food. Delicious cold snacks, sausage rolls, mini snack-eggs, quiche… pints of tea, and the occasional cider, well worth it. Kept me going all weekend.

The Bad

  • Flash CS5 IDE crashed on me, crashed my character file, almost destroyed my project. At this point I grabbed my output images, made a new image template, and GTFO’d to Paint Shop Pro to finish doing my character art. I basically went and stood in the kitchen and banged my head against the wall for 10 mins after this, but I just cut my losses and got on with making the art assets in a different way. I was going for a smooth vector feel to my art, but I’m not that good, and I’m much more comfortable outlining in pixels, so probably I should stick to my strengths next time.
  • Combat – it sucks. In my defense, this is the first time I’ve made a combat game like this, and I really didn’t think through how this core mechanic would be varied enough to call “fun”. Late addition of bouncing the enemy back, and freezing them for a random amount of time, and changing this distance based on Attack Damage helped, but that is just one kind of attack, and doesn’t make the game very interesting. The decals and sound effects unique to each character type helped mask the problem, but not really. If I was going to remake this game, having different attack moves per character, and maybe two types of attack available would be at the top of my list.
  • Evolving is not obvious. Its assimilation of parts, based on which characters you kill. I think if I had given a screen which the user could use to decide which parts to evolve and which to keep it would have made the game play much more strategic, and hopefully fun.
  • The music. Should have used a generator or something, was just embarrasingly bad this time around. Barely made up with it with sound effects.
  • Writing alot stuff from scratch – I should have planned ahead and got some framework code together. Just a few helper libraries here and there, or a template project with a few basic files in it. I might go so far as to use a framework on my next one like flixel or some other game library to avoid some repetitive code.
  • Image pipeline – for character art – I spent far too long sorting out UV coordinates and templates for doing my character art, instead of actually drawing, and then I had the problem with Flash CS5 crashing, which had all my art and coordinates in one place. I need to get a better flow for brining in assets, or I should have mapped to a square based tile grid and made it dead simple for myself.

Welp. That’s all I can think of. Really happy that I managed to complete another game. Starting to build up a mini-portfolio now.

See you all next time!