N0_Named_Guy

LD21

Yay first timer!

So here I am, and it seems I am also in (for the first time).

I am a 21 year old Portuguese guy who likes to write thousands of buggy lines of code for pure fun. I am attending a CS course on college, and I write since I was 12 years old. Also, I am a die hard Linux user and Opensource supporter.

I like playing games and I also like to make games. So I think this is my chance to shine (or fail). I have some “work” done that I would like to share with you. Note that this stuff is incomplete and are mostly experiments I made on my free time.

aMaze
The Thief (this was a final work for the multimedia content production subject. Had 18 out of 20)

See you all there =)

Can’t wait!

Waiting for the theme… Now I don’t know what will I use really. It depends on the theme.
But will be something JS-ish… If not, JAVA-ish. Worst case, C-ish…

I’ll just lie here and wait. Then I’ll go to sleep… GMT+1 here in Portugal…

So far, not so good

I am coding like a maniac… I don’t know what to do next (really). I have no great ideas for traps… The only thing that comes to my mind, is labyrinths… You start here, you gotta find an exit…

Oh well, ideas are welcome! http://nng.is-a-geek.net/ld21/mousetrap
Also my “livestream” is here.
And for those even more curious my yesterday’s timelapse is here:
http://www.youtube.com/watch?v=bhoU6mSmKHo

Have fun, and good luck!

Delivered!

Finally! It has been fun and not great fun (at the same time).
My game is “done” and delivered. Don’t know if I’ll add levels and features to this game. Let’s see how will it turn out.

Meanwhile, I am “compiling” my timelapse into an avi. I’ll post in Youtube as soon as it is done.

Check my entry here: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5344

Hope you enjoy it! Please leave a comment after testing (either positive or negative, as long as you are honest =P).

Linux Packaging Help =)

Hey there guys! I am just offering help to package games on Linux. I know some people are having issues on compiling and distributing their binaries for Linux, so if you are in that group, leave a comment =)

So far, I’ve ported this game:
The Power of EscapeRate Link

I hope I can help some of you!

JSON File with all the entries

I got bored, so I put together a nice Python 2 script to output all the entries in a easily parseable JSON file. Here’s the dump: http://pastebin.com/r2XW8RQi

Source coming along, as soon it is ready for release…

Comments

25. Aug 2011 · 15:36 UTC
Nice work!

Mouse Trap – Postmortem

Mouse trap got “done”, many people have played. rated and commented it. So let’s get to it!

What went wrong:

Art:

I consider myself a programmer, and I really dislike doing art. But it had to be done. Besides disliking doing art, I am also way too perfectionist. Because I had a semi-working tile engine made, I used it.  So I’ve gone straight into doing the artsy stuff. But I ended up spending too much time on drawing a nice mouse.

The mouse:

I only realized that when I watched my project timelapse (see links at the bottom). And all that detail ended up unneeded. I was going for a zoom-able camera, so when a level started it would make a “dramatic” zoom out. To do that, I needed “high enough” resolution pictures and tilesets. No “great” zoom effect was done, so there was some good work wasted.

The mouse

The mouse in all its glory.

Reinventing the wheel:

After doing the mouse, I’ve put it to test on the tile engine I had. And because I was bored of art, I ended up doing some code in the engine itself. I modified the way the tiles were stored in memory and  squashed some bugs. But the thing that I shouldn’t start doing, was implementing in a dumb, heavy, and ugly (both visually and technically) way the Fog of War. I tried to ease it up with some alpha blending, making the game running like a snail. Then an easier way, that would take 10 minutes of my time, come to my mind. Threw the old code away, wrote the new one. Even more wasted work.

Fog of War

The easier to implement fog of war

Sweet but short:

Because I spend way too much time on the things above, I really didn’t gave enough time to level design. As another “artsy” thing, I don’t like doing it. I had a level designer in place for this engine, but changing the way tiles were in memory and the way levels got loaded, the level editor simply got broken. I even spent one hour or two to fix it, but then, I neglected it, and made the levels by hand (check out the levels’ source code in the links below.). The first one had to be ultra easy to ease on new players (I made the game so my mom could played it). The second had the traps, whose code and drawing were rushed. The labyrinth was made in the way of a “random walk”. While “walking randomly”, I made up a story in my head, that I kept writing, directly in the map tileset source code. After that I didn’t know what to do next, and I had only 2 hours left, and way too sleepy.

Level 2

Level editing, like a boss… (or like a propeller head)

The typos:

“Freedoom[sic] and cheese”. Let’s just leave that in the way it is.

RTFR:*

Those were the bad parts during the compo. After my game was published into the wild for ratings and reviews,  a guy on IRC asked me  if the soundtrack I had used was made by me. I said no. It wasn’t mine. Then that guy pointed out that I couldn’t use content created outside the LD48. I panicked. I didn’t want to lose my entry, due to forgetting one simple rule. The fix: rename the music files on the server, effectively removing the music from the game (the music’s link is below).

No updates, no news:

Another thing that I forgot to do was to keep a nicely updated journal, to keep people posted on what was I making.

What went better than expected

The reviews:

Well, the reviews were all awesome. Better than expected really! There were people who felt that this game was an analogy for life… My initial reaction was to laugh at it… My breath was taken by those comments. Then I replayed the game, and tried to look it in their point of view… In fact, maybe they are right! That is probably a good analogy for life!

Code reusing:

It really sped up my development. It sure is much easier to write from a known codebase than from scratch.

TaslemGuy says: I thought the game was neat. The sorts of comments the mouse made could easily be interpreted as the mouse's internal emotions OR metaphors for life. A bit brief, though.

Conclusions

People loved the game and I feel I put them in the mouse’s shoes. In my spare time, I’ll probably enhance it, with more levels, a deeper story and more kinds of traps. I would love to get doors and some animated enemies working on the game. Also a nicer intro screen and a great ending screen wouldn’t hurt…

Links

Glossary

*RTFR: Read the F…ine rules

Linux games downloader

Hi there. Here’s the games downloader I’ve mentioned in an earlier post and on IRC:

https://gist.github.com/1178530

Check line 76 of the source code. There you can change the platform you want.
Note that this script won’t download files hosted on file sharing sites (mediafire, megaupload, …).

Also, feel free to patch it, use it and abuse it… (Ok, not too much abuse or else the LD site pays it :P)…

Have fun

LD22

Potato Project

Hello all!

Here I am trying to make a 3D multiplatform racing game for my own amusement. This is the first time I delve myself into making a 3D game. Here are some screenshots, and here’s a link to the game (Windows only, Linux binaries coming soon, Mac binaries coming when I have I Mac).

Potato

I having nothing more to post for now, but if you are curious on what I still plan to do (and what I did so far, here’s my TODO list).

Any kind of feedback is always appreciated. Feel free to either praise or bash this work.

PS: I suck at doing this kind of posts, my english may suck (not a native speaker), and the game itself at this or any stage may suck. I’m doing my best to not suck at all =)

Tags: opengl, personal project, potato

Comments

18. Feb 2012 · 13:23 UTC
Your English is fine. Don’t worry about it. :)

LD27

I’m in!

N0_Named_Guy reporting in! I’ll be participating on the next Ludum Dare.

I’ll probably use code of my own to develop this LD’s game. It will be (in one form or another) cross platform.
I’ll be developing on Linux, using VIM.

If you want, you may check out my sole LD entry: Mouse Trap.

See you!

Damn you 10 seconds…! You don’t tell what to do…

… well, sort of…

I don’t like timed games. I don’t like playing them, so I don’t like making them that much. So I’ll play by my own rules, to a certain extent.

My idea:

A Thief who has all the time of the world to steal stuff, but only has 10 seconds to escape the premises… There:

  • A game I would like to do
  • It is not timed (for the most part of it)

The main idea is while you are exploring the place for your loot, you must be thinking in the guard positioning, and how to get to the nearest exit without getting caught (because you’ll only have 10 seconds to do so…!)

The game is uninspiringly called The Thief.

An early screenshot of The Thief

You may check its progress at http://nng.is-a-geek.net/ld27.

To checkout the development process, watch my livestream at http://www.twitch.tv/n0_named_guy.

Stuff I am using:

  • JavaScript/HTML5/CSS (in other words, web thingies)
  • jQuery and UnderscoreJS (I thought about using KineticJS but gave up on that)
  • GIMP image editor
  • Tiled Map Editor (available at http://www.mapeditor.org/)
  • gVim file editor (the best file editor there is)
  • Firefox and Chrome for testing
  • Arch Linux 64 bits with the Awesome window manager
  • nginx on a Raspberry PI to host game previews (what hosts the content at http://nng.is-a-geek.net/ld27)
  • ffmpeg for streaming and scrot for timelapsing

I may use other stuff, but those are the essentials. I’ll try to keep you updated with my progress. Happy Ludum Dare to you all!

Comments

Hazel-Bun
24. Aug 2013 · 14:45 UTC
I think you worked around the premise well enough! Looking forward to see what you make.

Thief Progress

So, I’ve changed the way our baddies (and anti-hero) look like. I decided to drop the whole 16-bit colors thing.
Here’s a screenshot:

2013-08-25-013400_2646x1024_scrot

I’ve now been working on improving the framerate (by for instance drawing the tilemap layer onto an offscreen canvas for later usage) and fixing little bugs.

Before I delve any deeper and leave off to level design and a bit more of artificial intelligence for the guards, I want to check if this little prototype (as it is now) works well on everything that claims to support HTML5.

Here’s the link:

http://bit.ly/the_thief

http://bit.ly/the_thief

The guards have a will of their own

Yep. That’s right. I think this is the very first game I’ve implemented “AI”, without it being totally dumb.
So here’s how I program the AI for my guards:

2013-08-25-041232_2646x1024_scrot

Those arrows and words are instructions for them. So for instance, if a guard stands on a tile marked as RAND, he will act randomly (choosing random directions, for random distances). If he stands on an arrow, he will move to the direction pointed by the arrow.

This way I’ll be able to control how guards react, and make better level designs.

A new version is up, at the same usual place. Go test it, and give me that delicious feedback of yours. (The QR code is clickable).

http://bit.ly/the_thief

http://bit.ly/the_thief

LD28

Hello Ludum Dariums, I’m N0_Named_Guy, and I’m ready to kick ass…

…if I can finish my college assigments, which are due this weekend.

Other than that, the game that shall be produced will most likely be web-based, using HTML5 stuff… Don’t know if I’ll start the engine from scratch (like I did last time) or reuse The Thief’s (my last entry) engine code, which is hosted at https://github.com/N0NamedGuy/The_Thief

See you soon (or so I hope)!