QualityCatGames

LD35

declaring stuff & first LD for me

Finally gonna take a shot at Ludum Dare

Planning to use my new and still highly experimental/incomplete html5 game library (https://github.com/Brian151/UnNamed-html5-Game-Library) Just spent…a while figuring out how to even get this on github, since I have yet to memorize even the simplest of bash commands.

I may or may not additionally use:https://github.com/Brian151/INI.js

Any graphics will be made with paint dot net

There probably will not be any sounds or music.

I was originally hoping to have at least one other person working with me in a team, but things just didn’t work-out for that to happen. So, I’m going solo.

 

 

 

Slowly but surely…

screeny-2

Have my tilemap system, Player, and Spike object implemented.

Also have damage and damage cooldown + a visual indicator the player has been damaged.

Lose Conditions

screeny-4

It is now possible to die!

Now, I need to seriously start getting some features in!

But first. laundry and lunch.

graphics changes

Got tired of the ugly placeholders I made, so updated the graphics a bit.

 

screeny-6

But, I need to take a break now, due to some irl obligations.

Post-Mortem of my Game

I’ll be honest, this is my first time writing such a thing. Nonetheless, I’ll give it a shot…

So, what went wrong:

  1. Scope Creep. -I planned a lot more than I probably could have implemented, especially with my poor time management skills.
  2. Incomplete (and somewhat buggy) Game Library -This one ultimately ties back to me not managing the weeks, and even months of time I had to get my game library to a useful state.
  3. Level Data -Overall, I wouldn’t say my usage of level data in itself was a mistake, but rather the methods by which were implemented to edit it. It takes way to long to manually edit a 38 x 25 tile map!
  4. Time Management , Late Start, Interruptions – I got started late because of dinner with my family. Several other interruptions occurred after I had started. Lastly, my time management could have been better, I often found myself getting distracted with either the irc chat, or with private chats with my online friends. I also may have taken a few breaks that were longer than necessary.
  5. Bugs – The last feature I implemented, the first mobile type of enemy, has some major collision bugs. I suspect this was related to the copy-and-paste coding I did. By the time I just through in the towel with coding and decided to finalize some graphics, I had an enemy with only 1/3 of its collision active, and that part still was horribly wrong.
  6. Loading Issues – the .json files for the “web” version weren’t being re-downloaded, causing errors in some cases.

 

And what went right:

  1. Well, I did actually get a game made. Not a very complete game, but I got more done that I was expecting to, after the numerous problems and delays that occurred during development.
  2. I would say that this was a great learning experience.

Overall, while I do consider this game a catastrophic failure, I am proud of what I did manage to accomplish, and I look forward to what the future may bring, including LD36, if my schedule permits. I shall take into consideration the lessons learned from this experience in all of my future game or software design endeavors. Also, I’m not done with this game just yet. I really want to see this game completed as I originally had originally envisioned it, so I might set some time aside to complete it, hopefully with help on the graphics.

 

Play/rate/review my game here (feedback is welcome and encouraged): http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=91339

My library: https://github.com/Brian151/UnNamed-html5-Game-Library

My Game (github) : https://github.com/Brian151/LD35-UnNamedShapeshiftingGame-

my library declaration and “I’m in!” post: http://ludumdare.com/compo/2016/04/14/declaring-stuff-first-ld-for-me/

 

 

 

LD36

maybe in…

Maybe gonna participate, but as of yet, not 100% sure.

Gonna be bringing my HTML5 game library ( https://github.com/Brian151/UnNamed-html5-Game-Library ), again, with some new features currently being developed in derivative projects, or even entirely off to the side. Hopefully some bug fixes will also be implemented, because I’ve found some big ones.

Using Paint Dot Net for graphics, it’s my image editor of preference.

CreateJS may be utilized for some sprite-related stuff, mainly because the sprite classes in my library are presently very bad.

There may or may not be a sound engine, and in any case, I don’t think I can do very much music or sfx composition.

I may use a modified version of the following for my tilemap editing, assuming that it gets finished in time, and that I even use tilemaps:  https://github.com/Brian151/spongebobzelda/tree/master/utils/SBZBuilder (One of the snags my previous/first LD hit was that tilemaps are a pain to manually edit.) Before I get complaints or something about this : purely the code parts of the application will be copied, SBLK assets/refs will be purged

Anyways, I still am not guaranteeing I will participate in this. IRL has me very busy, and I’m working quite extensively on my many other projects right now.

Follow-up post will be made after I’ve confirmed whether or not I shall participate or not.

 

 

This is what happens… [map editor debugging]

Working on SBZBuilder…

I can guarantee the following screenshot is mostly wrong. Somewhere, data isn’t being read properly…at all…

FAIL...

i got some very exciting debugging ahead of me…

Good thing I’m used to getting to sleep at odd hours…

But, I want this feature implemented tonight, and I REFUSE to knowingly push a broken update to github…

Tags: errors, map editor, tilesets

Comments

QualityCatGames
18. Aug 2016 · 09:26 UTC
It is late

A second Chance

I will be in, but for assorted reasons with IRL primarily, and my reversed/chaotic priority system, I will be considerably less prepared than initially hoped or planned.

Due to technical problems, I may be unable to squeeze extra time out of the commercial breaks when watching Toonami, as a desktop > laptop transition probably will be impossible. (there’s a chance my ext drive could be damaged trying to communicate with this machine and vise-versa. The cause is unknown, but my several gigs of backups and stuff are more valuable to me than the ability to work from multiple computers. The last attempt resulting in the drive acting a bit odd, multiple failed write attempts, and this computer freezing for a good few minutes (and by freeze, i mean full system halt, NO ability to interact whatsoever. i’m sure power button would’ve worked, but that’s it.))

tech:

engine (if it can be called that) : https://github.com/Brian151/UnNamed-html5-Game-Library

map editor : may fork   https://github.com/Brian151/spongebobzelda/tree/master/utils/SBZBuilder  It WILL be modified and re-branded. Some code may be recycled from it. After my experiences with adding some features, code from this product will merge into my game library at a future date. (also noteworthy: it’s built over top the library, already)

additional data parser: https://github.com/Brian151/INI.js (this is unlikely to be used)

assets:

gfx – paint dot net

snd – most likely none

xtra:

was considering chronolapse, but probably won’t have time to test it, and another tech issue called low disk space makes it a VERY bad idea, anyways

dev screenies and progress updates

goals:

not get distracted in chats

few to no IRL interruptions

don’t hang myself over implementing theme

try to code less sloppy, and do NOT repeat the bug that was collision detection on the enemy from my previous game.

In general, I want to improve significantly from LD35. My submission for it was just, not one of my better works. If you look at my github, or if you should track down my other projects/accounts, you will see that general, I make better and more complete content. Even being rushed, that was no excuse for the horrible failure that was my first Ludum Dare. I KNOW I can do better. This time, I intend to make it happen.

I shall now spend my remaining time before I go to sleep trying to make at least SOME progress to my game library. First phase is a package re-structure.

 

 

Comments

QualityCatGames
25. Aug 2016 · 08:07 UTC
some progress…

Today’s Progress

Got started late again, but did get to know the theme on-time, so while away to eat dinner, I came-up with a rough game concept. As far as a story is concerned.  I’ll leave you all to drool over the working title: “The Artifact”

screeny:

http://crystalien-redux.com/unrelated/ETX/games/conceptual-crap/HTML5GAME/LD36-prog1.PNG

I’m focusing on artwork last…mechanics are much more import to get nailed-down first.

There’s a 30% chance this become a platform, but it’s more likely gonna be a third-person shooter/RPG, MAYBE some kind of puzzle, or a weird hybrid. I have even considered…a quiz!

Gotta say though, I’m excited about ancient tech!

 

 

Second Progress Update

I promise, graphics will improve at least slightly before the end of the compo!

Ludum Dare 36

I’m just focusing primarily on mechanics right now

 

Comments

QualityCatGames
27. Aug 2016 · 19:36 UTC
ugh…WHAT? i hate ‘insert links’ in all editors… they’re always horribly useless…

End of coding for first day

My Entry

Going to do some research before watching my anime…

The source .zip will probably be including pictures before I officially stop development for the night.

Although, at this rate, I’m very likely to not get any decent-looking assets or proper levels done, as I fell-asleep for half of today due to… honestly, it could be anything. My IRL has been full of reasons getting good sleep is impossible.

Regardless of how everything else goes, I probably will not be using SBZBuilder for editing maps.

As far as tech is concerned, hard-coded-ness and bugged collision aside, this game is already surpassing LD35, so I’m happy about that, at least.

 

 

Gonna move to the jam…

I originally didn’t plan to do this, but based on the fact there’s not any serious judging this time around, and the fact that my game is doing far better than what I submitted for LD35, I’m going to aim for the jam, rather than rush the completion of what might turn-out to be an awesome game!

The plan is to finish tech and assets tonight, then work on levels and finishing touches tomorrow. That’s the plan, anyways. We’ll see how that goes.

preview of version not yet submitted:

LD36-prog5

 

End of Day 2

and got more bugs to fix…

making dynamically re-sizeable death beams sure is…interesting

 

LD36-prog6

oh, and i get to lose some hours tomorrow ‘cuz of early morning errands…

 

THANKS CRUDDY WEBSITE

I don’t have time to re-type the post that the posteditor’s 50/50 chance of failure swallowed up

have dumbed down version

LD36-prog7

short version:

WAY behind schedule due to IRL, but did manually fingure-out how to fix beam collision while on early morning errand

beam length projection WIP and so buggy it’s disabled

prob not going to finish the game in time

next focus when back from ANOTHER set of errands is to work on levels.

 

this.unlikelyToComplete = true;

The second set of errands cost much time… >.>

I probably will be unable to get much anything done…

I was iffy about doing a LD this time around, given the amount of IRL interruptions I’ve had. My gut instinct was not to do one. I am actually pretty mad, too, because this game was doing far better than my submission for LD35. And then I lost SEVERAL hours to either falling asleep (due to strenuous IRL tasks, and screwed-up sleep schedule) , or non-optional IRL tasks. Gonna bust my @$$ to get something done before the jam ends, but it’s certainly not going to be much. There will be NO time for me to fix the beam projection bug.

So, remember that game I promised?

It will be finished some day.

So, have a post-mortem:

preparation:

what went right:

  • got a few needed updates made to my game library

what went wrong:

  • didn’t get nearly all updates i waned/needed done to my library
  • actually put a couple bugs in my library, slowed game down at the beginning
  • didn’t spend as much time preparing as I should have… part of this was beyond my control, there was a few weeks before the jam when i checked to see the schedule for ld36. Still, soe of this was my tendency to start new projects at the flip of a dime.

game:

what went right:

  • more completed game engine than LD35. Although my final submission has basically no real content, all the basic set-up to create something pretty awesome is there. It’s taking priority over my LD35 submission to be updated.
  • There was overall, better time management, since I focused more on coding features than making them look nice. I also didn’t spend a massive amount of time doing pixel art, and rather used some built-in filters/effects to create textures and such. The only real pixel art was the wall bevel overlay and the Egyptian Eye of Horus on the beam emitters.
  • Fixing bugs. I actually got major bugs fixed this time, including multiple problems with collision-related stuff.
  • Scope. While the game is nowhere near complete, had I managed to get just a few more extra hours of work in, this game would have seen completion. The bar was not set unrealistically high, as opposed to the previous jam, which had FAR too much stuff to implement, and I was managing time quite poorly this time.
  • Coding practices. I stuck through with my plan to create a more ‘proper’ class/object hierarchy, this streamlined development and reduced bugs significantly. My LD35 submission is full of copy-paste, and basically all its bugs were caused by copy-paste errors.
  • NO tilemapping of any kind. Levels are easier to edit, as there’s just the static background, and various entities to load. This is extremely easy to edit, as opposed to that disaster from my previous/first LD.
  • I did manage to spend some of the that time running errands would’ve just wasted. I was coming up with plans, or manually debugging code.

what went wrong:

  • still started late…
  • Didn’t come close to finishing game
  • Final level was indeed rushed to implement
  • content… much had to be stripped
  • Even WORSE IRL stuff to take away from time.
  • Due to the events of the last couple weeks, my sleep schedule has been off. I napped-away a pretty significant amount of my time.
  • Honestly, did stick to hard-coding a bit too much, and it was hard to remove all of that.
  • Some very incomplete parts of my library are extremely painful to use, and all parts are undocumented. This slowed me down when looking at my own APIs to see what was being done wrong, and even, just how to use them…
  • The level loader, win game, and scoring system were added last minute, and are very buggy. The player kill system was never completed.

Things I hope to improve in the future:

  • Have better time management
  • Is it even POSSIBLE to get IRL to LEAVE ME ALONE?
  • Better preparation
  • Improve art style
  • Further improve coding and debugging strategies
  • FINISH THE GAME
  • Have documentation for my library and perhaps the JavaScript language, ready
  • Hopefully port the library to Haxe, JS prototype chains suck to maintain, and it takes some seriously ugly and indecipherable code to ‘properly’ implement OOP in JS. I’d rather a tool do this bit for me.

 

Overall, I’d say this went better than LD35, just wish I had more content to show for it. I feel more confident about this game project, so it will take priority over my LD35 game to be polished/completed.

So, remember that game I promised?

It will be finished some day.

So, have a post-mortem:

preparation:

what went right:

  • got a few needed updates made to my game library

what went wrong:

  • didn’t get nearly all updates i waned/needed done to my library
  • actually put a couple bugs in my library, slowed game down at the beginning
  • didn’t spend as much time preparing as I should have… part of this was beyond my control, there was a few weeks before the jam when i checked to see the schedule for ld36. Still, soe of this was my tendency to start new projects at the flip of a dime.

game:

what went right:

  • more completed game engine than LD35. Although my final submission has basically no real content, all the basic set-up to create something pretty awesome is there. It’s taking priority over my LD35 submission to be updated.
  • There was overall, better time management, since I focused more on coding features than making them look nice. I also didn’t spend a massive amount of time doing pixel art, and rather used some built-in filters/effects to create textures and such. The only real pixel art was the wall bevel overlay and the Egyptian Eye of Horus on the beam emitters.
  • Fixing bugs. I actually got major bugs fixed this time, including multiple problems with collision-related stuff.
  • Scope. While the game is nowhere near complete, had I managed to get just a few more extra hours of work in, this game would have seen completion. The bar was not set unrealistically high, as opposed to the previous jam, which had FAR too much stuff to implement, and I was managing time quite poorly this time.
  • Coding practices. I stuck through with my plan to create a more ‘proper’ class/object hierarchy, this streamlined development and reduced bugs significantly. My LD35 submission is full of copy-paste, and basically all its bugs were caused by copy-paste errors.
  • NO tilemapping of any kind. Levels are easier to edit, as there’s just the static background, and various entities to load. This is extremely easy to edit, as opposed to that disaster from my previous/first LD.
  • I did manage to spend some of the that time running errands would’ve just wasted. I was coming up with plans, or manually debugging code.

what went wrong:

  • still started late…
  • Didn’t come close to finishing game
  • Final level was indeed rushed to implement
  • content… much had to be stripped
  • Even WORSE IRL stuff to take away from time.
  • Due to the events of the last couple weeks, my sleep schedule has been off. I napped-away a pretty significant amount of my time.
  • Honestly, did stick to hard-coding a bit too much, and it was hard to remove all of that.
  • Some very incomplete parts of my library are extremely painful to use, and all parts are undocumented. This slowed me down when looking at my own APIs to see what was being done wrong, and even, just how to use them…
  • The level loader, win game, and scoring system were added last minute, and are very buggy. The player kill system was never completed.

Things I hope to improve in the future:

  • Have better time management
  • Is it even POSSIBLE to get IRL to LEAVE ME ALONE?
  • Better preparation
  • Improve art style
  • Further improve coding and debugging strategies
  • FINISH THE GAME
  • Have documentation for my library and perhaps the JavaScript language, ready
  • Hopefully port the library to Haxe, JS prototype chains suck to maintain, and it takes some seriously ugly and indecipherable code to ‘properly’ implement OOP in JS. I’d rather a tool do this bit for me.

 

Overall, I’d say this went better than LD35, just wish I had more content to show for it. I feel more confident about this game project, so it will take priority over my LD35 game to be polished/completed.

What Could THIS be?

whatMightThisBe

Decided I will do miniLD 70, but i am pushing closer to the deadlines than I’d like to…

Anyone recognize this?

This seem familiar?

A little while ago, i posted this

So, this time I decided I would be a little more secretive, cuz it’s fun teasing people 😛

Anyways, here’s a preview of my actual game, that i FINALLY started coding. I’ve been kinda lazy/tired lately, so not much is getting done. And for this game, I had to figure-out how to do some new things, which all involve HTML5 ImageData objects before even THINKING of making a game… fun stuff!

seemFamiliar

well…whatever

I probably won’t be getting mini LD 70 done.

 

in fact, i probably won’t be finishing or touching any of my games or projects ever again

That’s all I can be bothered to say. No one would listen if I told them, anyways. No one ever does. I am always wrong and everyone else is right.

 

So, I leave you with the knowledge that any plans for my current projects or even plans to start one, or concepts, etc… are almost certainly vaporware at this point.

Comments

29. Sep 2016 · 20:44 UTC
Come on now, cheer up!
jmm0
30. Sep 2016 · 15:22 UTC
(DISCLAIMER: I am an engineer, not a psychologist.)

Check out this hierarchy of needs:
29. Sep 2016 · 20:45 UTC
We are always listening. I hope you are inspired to try working on your games again soon!
30. Sep 2016 · 11:47 UTC
I don’t know how old you are, but if you are an adult then ask yourself why you care so much what family members say or think.
QualityCatGames
30. Sep 2016 · 22:33 UTC
right…so i’ll reply to all these, like….waaay later
QualityCatGames
02. Oct 2016 · 22:03 UTC
due to last-minute irl things, i must forfeit, as not enough time anymore