sheepman

LD22

I’m in, but poorly equipped

I certainly am. Nothing special, because it’s my first ever Ludum Dare. I’ll be using Game Maker. Not pro, because I lost my copy of Pro recently and I’m short of cash at the moment. So that’s it basically. I have Game Maker Trial Version.

We’ll see how that goes.

Comments

Pixelsheep
16. Dec 2011 · 14:48 UTC
Oh, and Bfxr for sounds.

I’m in, again.

Ok, I know I already posted, but here’s a better post:
I’m in! Using Game Maker Trial Version and Bfxr, I am entering my first ever Ludum Dare. Don’t expect Skyrim. In fact, expect something with poor graphics, glitchy gameplay, yet slightly innovative and at times humorous ideas. I’ll have fun, either way.

Obligatory desktop picture:

You’ve got the auld laptop, Bamboo Tablet, Satiek Joystick, two mice (one wireless), spare keyboard (because one just doesn’t radiate enough game programmerness) and an iPod Touch.

Also, elephant is peeping out from behind my laptop to give me emotional support.

Not pictured: Game Pedals (beneath desk) and the supplies of tea and olives to slurp and munch while I go.

 

Okay, the second mouse and keyboard may not have been totally necessary, but they I promised to actually use them, and at least the keyboard will add an air of badassness to multiplayer play. Much better than hunching over one between you.

Anyway, good luck to all our competitors and jammers!

-Pixelsheep

Ready to go

Okay, the theme was unexpected. “Alone”? Seriously? But I’ve had a cool idea, so I’m ready to get to work. Unfortunately, I will not be able to do so for another 4 hours or so. Ugh. This may be tight.

1 hour in…

 

And things are going very well! Player is created, plus his bullets and the walls.

First, I drew some basic letters to serve as temporary sprites for the objects in game. I then got to work on the player. I created the four relevant objects and programmed in their behaviours. I then made the bullets for the player’s gun. Once again, four objects created and programmed. I tested it. Shots and movement worked beautifully. Sound effects made improved the mood.

Player can walk and shoot in all directions!

I then discovered that after some movement improvements, my player now spawned shooting upwards at maximum speed. I created a fifth object, programmed its stuff and stuck it into the player’s programming. That fixed it.

The patching up process

I then decided to add some walls and mess about with them. After programming, I started a test. I discovered something alarming. Despite my best efforts, neither the player nor the bullets were effected in the slightest by walls. They just went through them. I worked quickly to patch it up.

The player is done (except that he still looks like a "P")!

And that’s what I’ve got done! Next is some enemies, then proper art, then level design, story stuff etc. At the rate I’m going, I may decide to stick in Multiplayer or powerups. Stay tuned!

-Pixelsheep

Awesomeness, Music, and Character Creation

I am having an absolute blast on this project, already shaping up to be my best game ever. We now have 2 functional enemies, a leveling up system, and our fully functional player.

Test Level!

The menu is also shaping up nicely. I have also got damn near all the character art. Oh, and there is now a way to die. I have a name for my game too, but I’ll be keeping that to myself until tomorrow

RIP Johnny

 

I’ve been listening to lotsa music. Bit of Queen, ZZ Top, some My Little Pony Songs, other junk from my Library, and a whole lot of TECHNO and Duuuuubshtep. Best programming music? Avast Fluttershy’s Ass by WoodenToaster. It’s a pony remix of Avast Your Ass.

I also have a problem. I need a third enemy type, and I have no ideas at all.

 

Hope all your games are going awesomely.

-Pixelsheep

BRAAAAINS

So, after 10 hours of rest, one Christmas Tree decorating session and an enjoyable breakfast, we’re back on track. As I booted up the PC this morning, I had a revelation. See, yesterday I was trying to make a zombie character to move slowly towards the player. Problem is, my player is made up of five separate in game “objects” only one of which is in existence at any given time. This allows for shooting in all directions. Hence, to get a zombie to move towards the player, one has to tell it to move towards all five objects. Problem is, if it tries to move towards a non-existent object, the game crashes. Problem. However, today I thought of “Object 29”. It’s an invisible object that moves in the same space at the same time and speed as the player object. When you press the arrows to move your player, it moves too, staying in the same place as the player object. I simply programmed the Zombies to move towards it, et voila! Of course, the zombies then moved towards the object on creation, but when it moved they still aimed for the same spot. In the end, I made the zombies reset all behavior every half second or so. That fixed it. I’ll just add some art and we’ll be ready to go.

 

Of course, that brings me onto my second problem. My game is shaping up very well. 2 player mode is nearly ready (needs some character tweaking, a menu of it’s own and 3 maps to play on). As soon as I finish enemy creation, I just need to assemble some levels for single player. The message is that “I have too much time”. So I thought I’d use it to brush up my art. If I’m honest, the game art is crap. The mines, doors and walls look ok, but everything else sucks. My style sucks. I need to fix it, badly. I’m not sure if I can.

Idea!

Sorry for another post so soon, but I just had a revelation! Everything needs to be made from geometric shapes. Everything. Maybe it’s my underlying OCD, or maybe it’s that it just suits the robotic movements of my game. Either way, SUCCESS.

Comments

Zutty
18. Dec 2011 · 09:38 UTC
Easier to draw too! 😀

Home Stretch!

So, all enemies are created. The story is written. The mechanics are programmed. 2-Player Deathmatches work. There is but one thing left to do: Level Assembly. Simples. I need to put objects into rooms to create levels. I also need to make the end bit where the big twist happens. T minus one hour. Good luck everyone. These last 5 hours are where Skyrims are made.

-Pixelsheep

I’m done.

Ok. It’s done. I finished. I actually feel much worse now then I did while in my in-programming euphoria. What if it sucks? What if everyone hates it? I had to rush it into it’s final state and I suspect, nay, know there are several glitches. Too late now. It’s a school night. Still, I flipping did it, and no one can deny I participated, took the bull by the horns, and gave it my best.

Either way, I had an absolute blast. Thank you LD Team. Thank you fellow developers. Thank you Notch for introducing me. You have all done an amazing job, and each and every one of you should be proud of yourselves.

Finally, thank you, my humble Reader, for taking the time to read my journal. Check out my profile for the rest.

Oiche mhaith, mo chairde!

-Pixelsheep

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