refreshgames

LD33

Day 1 Complete, roll on Day number 2

Day 1 is complete, but what do I have done?

Well, there’s a lot of assets readied and customised, the map generator is working wanders, almost all the non VO audio has been done, including soundtracks! (they sound really creepy btw) The main menu system is almost all in place and you can take damage, depending on the severity of your crash, groovy!

day1complete

What’s left though?

A lot. All the Voice Overs need to be recorded and trimmed up, 3 endings need to be written up, one you died and 2 others depending on your playthrough.

Enemies need to be added in the form of parents and police, parents will chase you down but still damage your car if you hit them, as will police, but they can, and will shoot at you.

More shopping district areas need to be made again and some improvements to the generator, possibly some sort of traffic system if I get time?

There’s the small matter of running 10 kilometers as part of my challenge for special effect also, ahh, it’ll be fine!

More details on my challenge at http://www.justgiving.co.uk/refresh-games/

LD34

Novascape – A Gameboy ROM in 48 hours.

Yeah, Ludum Dare was great fun this time around, and 2 weeks later I’m still rating the odd game that pops up so why not write about my experiences writing a themed gameboy game in 2 days?

It’s 2:20am, that’s a good reason as to why I shouldn’t but heyyyy, time is time.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ screen4 screen1 screen2

Somehow the game came together in a natural way this time around, I did a fair bit of play testing and the game evolved from a simple vertical thrust and one button to fire at things into more of a challenge against the odds.

Those odds being both coding for the Gameboy and making the most out of two button controls to achieve more complex gameplay than just thrust infinitely, avoiding all enemies, which at one point the game looked like it was going to end up being. Until…

That one thing that jetpacks infamously run out of…FUEL! Having enemies drop fuel cans, means the player has to hang around a bit to collect them to progress.

Which is fine, but, even with the added auto firing and gun-recoil for horizontal movement, how in the hell is the player going to get the damned things….

Have them home in onto the player of course, DUHH!

Honestly, those decisions I made on Day 2 are what really made the game work better. I could talk about how much of a thing it is to get the Gameboy to use sprite data, limitations of 40 8×8 sprites per screen and 8 per scanline and the finickiness of writing to sound registers for a long time, but, see it took just less than a paragraph. (Seriously, though, those sound registers and optimisation for a 4Mhz machine, gahh!)

Quickie Post-Mortem:

Pros: It was fun, challenging to make and a lot happened on the fly, there’s sound effects everywhere! I learnt more about GBDK, C++ and feel refreshed to tackle my other Gameboy games I have in development.

Cons: I still can’t compose music for toffee. No, really, offer me a toffee to compose music for you, I won’t take the toffee, I promise. Gameboy music. even tougher.

Go check out Novascape? Because you need to escape…the planet Novatron 7…Before you get consumed by hot, boiling lava rising up from underneath you!

Play the game, be frustrated at the old skool difficulty, enjoy it anyway hopefully?

 

Ludum Dare 37

Possibly In, Possibly Not

This weekend already has a whole bunch of commitments made. Having said that, if I do get time on Sunday  to piece together a Gameboy ROM again, I will do my utmost to have something for this jam again 😉

With that in mind, here would be last Decembers Jam Entry by myself.

https://refreshgames.itch.io/the-catcher-van