Sparky

LD14

An Unexpected Snowstorm

So the design of the game is fairly established now. It looks like the core mechanic is a food chain. There are different varieties of little creatures which occupy various niches. All would be well in the world, were it not for the sudden arrival of DOOM in the form of an explosively reproducing foreign species…

I was trying to get the first projectiles into the game, and ended up with a rather unexpected snowstorm instead:

http://i39.tinypic.com/1628ohy.png

Currently there are invaders (red-green) and one form of sessile predator (orangey) in the game. All life forms heal over time, and the invaders use this to their advantage by withdrawing outside their target’s firing range briefly if their health dips too low. There’s no player character yet.

http://i44.tinypic.com/2elfh52.png

The next thing to do is get some sort of plankton- or barnacle-esque life form into the system- something low level that doesn’t eat anything, and simply provides food for other organisms.

Tags: tigs

Not Exploding

This morning I started playing with the visuals, and got sucked into a vicious cycle of tweaking graphics, then playing the game to see them. After a couple of hours of this I realized I wasn’t getting anywhere and decided to move on to the sound. It looked like this- I liked it, but it was quite unplayable:

After working on more essential bits for a while , I returned and toned the effects down to this level:

Comments

winferno
19. Apr 2009 · 19:17 UTC
The colors, they burn!!

We Control the Purple Creature

Hurrah, at last I am done!

Directions

  • We control the purple creature. Use the arrow keys to move.
  • The large yellowish green creatures are your allies.
  • Collect followers (other purple creatures) for more firepower.
  • Collect blue eggs. Plant an egg with space to create a new ally!
  • Take over the board to win.

Play the game

Tags: final, tigs

Comments

20. Apr 2009 · 03:03 UTC
It looks pretty amazing, though I’m having trouble figuring out what I’m doing…
jph
20. Apr 2009 · 11:47 UTC
The best game I have tryed so far,. I really like it,. one technical problem I have is with the sound,. not sure it is working correctly here, as it is very hissy,. wrong bit-rate perhaps? the game play is fun and interesting once figured out,. well done! Not sure how it fits the theme but i still very like it.
20. Apr 2009 · 13:27 UTC
Wonderful game! the sound is so nice..

A more recent build

This is a more recent build of my Ludum Dare 14 entry. It includes several bug fixes, a significant improvement in the AI, and a new enemy type. The visual effects have also been toned down to the point where it should be almost possible to tell what’s going on.

I think at this point the most significant issues with the game are the unreliable level generation, lack of optimization, and the steep learning curve.

Play the game

Comments

21. Apr 2009 · 13:00 UTC
I think you should post it to newgrounds…
21. Apr 2009 · 13:57 UTC
PS: This build made the game more ‘interesting’ but at the same time it’s frustrating. You could make it playable once more by removing the “purple thing upper limit”. otheriwise it’s too unbalanced towards red.
22. Apr 2009 · 06:58 UTC
Well, never mind that. I didn’t realize I could place the green things.

Less Poisonous

Okay, I’m calling the game done. The biggest addition is a campaign of semi-random levels which introduce the game a bit more gradually. I’ve also added in some special case rules that help regulate the game a bit and keep it from breaking quite as frequently. This build also includes a few small graphical changes. After playing through the campaign, the game creates an endless string of more random arena levels. Here are some directions:

Purple creature- this is us!

Red creatures are enemies.

Green creatures are our allies. They produce two types of helpful offspring:

Purple followers can be collected for additional firepower.

Green eggs can be gathered and planted to make new allies.

<arrow keys> – move

<space> – plant eggs

Our character fires and heals itself automatically.

Play the game

Edit: Updated Version (fixed a sound glitch)

Edit again: A New Version (fixed a couple bugs that affected creature reproduction)

These are two examples of the new levels:

Comments

23. Apr 2009 · 09:15 UTC
It’s great, I hate being addicted to it.

Density Issues

This update addresses places some limits on density and unit counts, to address problems with the density getting out of hand in longer games. Two of the levels in the campaign have also been altered- one to make it more varied and reduce travel times, and another to keep the difficulty level more consistent.

Play Here

Update: Newer Build

Comments

24. Apr 2009 · 05:22 UTC
I really enjoy your game – did feel it would be better if the whole thing was sped up though. Perhaps it’s just flash on linux that’s slow?
Sparky
24. Apr 2009 · 05:41 UTC
This does run very slowly. Part of this is Flash, and part of this is rushed coding on my part. I’ve put a bit of work into optimizing it, but it is still rather sluggish. It is probably not the fault of your computer at all.
15. Dec 2009 · 02:38 UTC
The host is down and Density is probably my favorite flash game so far, would you please be so kind to re-upload it? You could use newgrounds in the worst case. :)
15. Dec 2009 · 13:51 UTC
great to be able to play :)

LD15

Don’t Forget to Floss

I plan to enter Ludum Dare 15. I’m not yet sure if I will be using ActionScript or Java, but I will definitely be using one of the two.

Should I use ActionScript, I plan to use a very simple support class for input

http://pastebin.com/m120a889c

and a gutted version of this for sound:

http://pastebin.com/m32c62888

Best wishes to everyone else participating. I’ll see you on IRC!

Dinner and Bullets

food_02

03

There’s a movable player character, level loading, and the rudiments of player projectiles. There’s no collision detection though, and the terrain isn’t modifiable yet. Things are progressing, but I don’t have much time to participate this time around. I think I’ll at least get something done by the deadline.

Comments

31. Aug 2009 · 09:29 UTC
Mmmmh, mushrooms are delicious. :)

“Not Terrible” Build

So the competition is over, but I was interested in exploring my entry further. My hope is to turn it into something more enjoyable. Here’s a ‘day after’ version with a few less crippling bugs (don’t worry, it’s still possible to tunnel out of the world and fall forever).

Features include:

  • 6 levels
  • tuning
  • more accurate particle effects
  • rewritten player movement
  • two creature types
  • limited ammunition
  • debris vacuum for refilling ammunition

<w, a, s, d> or <arrows> to move

<mouse> to aim and fire

<space> to vacuum up debris and refill ammunition

http://www.x2d.org/misc/misc3/wallsFixed.html

Comments

01. Sep 2009 · 15:01 UTC
Hey, that’s not terrible at all!
afterthought
01. Sep 2009 · 16:20 UTC
Yeah this is pretty clever. New levels are fun.
01. Sep 2009 · 16:43 UTC
Yeah, this is actually seriously fun.
01. Sep 2009 · 16:46 UTC
man.. tons of fun
01. Sep 2009 · 16:47 UTC
oh damn.. just read about the debris vacuum! totally didn’t know that.. I got stuck because of not knowing that.. I’m a gonna play again. :)
01. Sep 2009 · 17:18 UTC
Awesome.. thanks to the vacuum power I was able to beat all of the 6 new levels. Great job ! There is something simply so fun about the mechanics in this game. I even recorded a 1 minute video of me messing around on your ‘You Win’ screen.. :)
01. Sep 2009 · 21:09 UTC
Bug: when I double-click, it seems to take away the keyboard control. It’s quite annoying when an enemy is shooting at me…
Sparky
02. Sep 2009 · 03:04 UTC
I’ve got the vacuum affecting enemy projectiles, I’ll get that into the next release. I should have at least rudimentary sounds in this evening.

New Post-Competition Build

06

Play here

I’ve tinkered around with my Ludum Dare entry a bit more, and am ready to make another release (there may be one or two more after this, but nothing major.) For a while now I’ve been wanting to play with these mechanics, and Ludum Dare was a great opportunity.

New this version:

  • sound (or something vaguely resembling it)
  • vacuum affects enemy projectiles
  • vacuum can be used to destroy enemies with their own projectiles
  • 8 levels

There are other things I’m interested in trying, but I will probably not experiment with them in this prototype. These include:

  • an alternate weapon mode that adds to walls instead of destroying them
  • incorporating indestructible surfaces
  • a charge shot with variable blast radius
  • ammunition containers that double as shootable explosives
  • better ways to handle lava
  • stones (Dig Dug!) which are embedded in walls and can be freed to crush enemies, saving ammunition
  • ways to limit recoil jumping, so it can be used to hover, but not reach unlimited heights

Comments

03. Sep 2009 · 11:28 UTC
This version is quite cool. :)

Keep us posted.
03. Sep 2009 · 18:33 UTC
Cool! suitable sfx
Sparky
04. Sep 2009 · 23:07 UTC
I’ve updated the link with a version that has improved player movement (there were some glitches in the previous version).
15. Dec 2009 · 03:06 UTC
This is pretty fun, reminds me of the Red Faction 1 Demo :) Too bad nothing fun happens when you reach the borders of the “The End” level.

LD16

<3

My internet connection was down, so I’m off to a late start. Thanks, everyone, for the encouragement- I’m going to make an entry after all.

Tags: ld16

Comments

SonnyBone
12. Dec 2009 · 19:07 UTC
WELCOME TO MADNESS

Count me in

I don’t have a lot of time free this weekend, so I’m doing a split Saturday + Monday 48 hour block.

I’m thinking of prototyping a game I’ve wanted to develop for a while. The basic idea is that there are a number of attractive / repulsive balls in an environment. Each surface in the environment, as well as each ball, has a polarity (somewhat like gravity, or electrostatic charge). Like states repell, opposite states attract. A ball’s polarity can be flipped by pressing a corresponding key. We can’t move the balls directly, but by altering their polarity we can push or pull them using nearby objects.

Here’s my initial screen shot :)

Comments

Sparky
20. Feb 2010 · 18:36 UTC
And if anyone knows how this interface can be persuaded not to change the aspect ratio and size of screen shots, I will credit them in the game :)

Playable Test

Well, I doubt I’ll have anything like a game done within the allotted 48 hours, but here’s a playable test:

http://vacuumflowers.com/temp/miniLD16

And here’s a screen shot:

Comments

snowyowl
23. Feb 2010 · 15:24 UTC
Hey, not bad! It might be easier (especially for users who can’t press too many keys at once) if pressing a number key switched the polarity, instead of having to hold them all down. I’m still wondering if this could be made into a game…

Hmm… add objects that you can’t switch but that can move, objects that you can switch but can’t move, and a goal of some sort… This could be awesome.
23. Feb 2010 · 17:05 UTC
It’s an interesting something, at least. I think snowyowl has the right idea for turning it into a game. Objects that move but can’t be activated by the player, objects that can be activated but don’t move, and the need to keep a specific circle in within a certain position or something.

Collision Response

It’s neither well coded nor robust, but circle versus circle and circle versus line collision response are now working well enough to continue prototyping. I’m going to put a bit more time into getting the physics working, then I should be ready to begin testing a few puzzle ideas.

LD17

I’m pretty busy this weekend, but I intend to participate. I’ll be using Flash, and reusing the same basic template as I used last time (some basic scratch written UI and input stuff, simple blitting, and sound).

As an interesting twist, this Ludum Dare I won’t have internet access for the first few hours of my effort. I’ll be working blind, and hopefully I’ll be able to apply whatever I come up with to the theme once I find out what that is :) .

The Early Bird

Due to limited time this weekend, the basics of the game are working but I haven’t done any assets yet. I just got the puzzle loader working- the puzzles are loaded from .png files, with different colors becoming different tile types or entities.

The puzzle loader working for the first time

Bedtime

Pipe rendering is now in, though I realize it will be pretty crazy to animate this due to the number of different permutations (4x number of frames for straight sections isn’t bad, but add that to 8x number of frames for corners and it gets scary). Perhaps rendering the worm as a series of overlapping segments would have been a more reasonable way to go :)

Aaaaaah!

Almost there. I’d better upload this thing… anyway here’s a final screenshot!

Comments

25. Apr 2010 · 22:53 UTC
Whoa… Is that what I think it is? Snake, but a puzzle game (meaning if you grow too fast, you can get stuck?