Rusky

LD22

First Draft: Peg Hopping

First draft: media.abubalay.com/ld22/0

No screenshots since it’s not much to look at, but it is a web game. :)

My biggest problem right now is finding a way to turn a peg-hopping game into something interesting… at least it fits the theme.

Made Some Levels

My game now has a handful of levels, sounds, and should work on iPhone.

Play

Let me know if the levels are at all challenging (or too challenging). :)

 

Comments

17. Dec 2011 · 22:35 UTC
Solitaire really fits the alone theme, lol!
khakionion
17. Dec 2011 · 22:36 UTC
Fun! I’m still working on my own game so I didn’t make it past level 2, but good going!

Adding Some Personality

I’m pretty much burned out at this point, and my game is too simple to do much more anyway, so I’ve added some polish. This is probably going to be my final version:

Play

I’ve added little facial expressions to the circles to go with the sound effects. All done :)

Comments

TehWut
18. Dec 2011 · 01:37 UTC
I’m afraid I don’t know exactly what your supposed to do….
Rusky
18. Dec 2011 · 01:51 UTC
Peg solitaire- hop the pegs to leave one left.

LD29

I’m in, with a live stream

Yep. I’m live streaming from twitch.tv/rpjohnst for the whoooole time. I’ve had a lot of fun and success with game dev at this scale, including 24-hour competitions and months-long ones, but I’ve never done LD or live streaming before, so this should be exiting!

I’m planning on using these tools:

  • Love2D
  • TileStudio or Inkscape?
  • sfxr?
  • vim

Vim and simplescreenrecorder

So, I just spent 10 minutes figuring out why I couldn’t redo in Vim. Ctrl+R just blinked the cursor, and I didn’t even notice for a bit until my game started acting odd. So, I looked in the Vim docs and found out that in Vi, Ctrl+R is “redraw”. I figured I was getting that behavior, because of the cursor blink, but setting nocompatible did nothing (and it was already set anyway). Restarting the editor also did nothing, nor did vim -u NONE, which skips loading all config files and uses the defaults.

I hopped on #vim and tried a few things with mapping, but still no luck. Someone suggested the terminal emulator was eating Ctrl+R, but I wasn’t in the terminal (although it did happen there as well). However, I could redo on another tty. At this point I assumed it was GNOME’s fault (I had updated recently), but Google had nothing about GNOME using Ctrl+R…

Suddenly, out of the corner of my eye, I noticed simplescreenrecorder had a checkbox marked “Enable recording hotkey”.  And guess what the hotkey was set to? That’s right. All my attempts to redo in Vim were toggling my live stream on and off while I flailed around trying to redo something in my editor.

On the plus side, I’ve got a good platforming mechanic down with some character animation and a level editor:

ld29-1

Postmortem: The Guy Who Fights Underground Monsters

So I told everyone this was my first Ludum Dare, but it turns out it was my second. I had completely forgotten my last entry. Anyway, here’s the game:

The Guy Who Fights Underground Monsters

What went well:

Tools- I used Love2D and TileStudio and it worked out great. I pulled a Lua exporter for TileStudio and the collision detection code from a previous open source project (https://github.com/rpjohnst/argo). Although it wasn’t the fastest setup I’ve ever had (Game Maker is usually faster) I was able to jump right into spriting and gameplay.

Graphics- I’ve never been all that good at pixel art, but I really liked the results I got this time, at least for the character and monsters (the tiles are pretty rough). I focused on having animations for everything the character and monsters did, so they’d look more continuous and relatable.

Combat Mechanics- This is the other thing I spent the most time on. I knew it would be essentially the only thing contributing to the fun in a game at this scale so I tried to make it feel good and respond predictably. I still have a bug where the character shoots across the level when he gets hit, but otherwise I think I succeeded.

What went not-so-well:

Story- I didn’t have the full 48 hours to work on this game (pff real life why do I want that), so I didn’t really get to tie it into the theme very well. The character was originally a detective who would solve a mystery involving the charming underground monsters (see that? two surfaces to go beneath), or at least be in that kind of 20s, film noire kind of environment. Maybe later.

Content- My usual goal in short game competitions is to get the gameplay down and then cram in as much content as possible- levels, weapons, powerups, etc. But, I spent so much time on what I have now that I literally threw together a level in the last hour or so before I submitted. I feel like better level design and some extras could have made this feel like a real game rather than just the demo that it is now.