TomboFry

LD29

In preparation for the competition…

Over the past week I’ve been working on a game called “Isolation”, using HaxeFlixel. I really hoped that’s what the theme would be when I started.

Anyway, I started the game from scratch this evening on Game Maker Studio, and I completed more in these few hours than I had done this past week.

Look at the damn snow, and how it settles on the ground! Mm mmm!

Oh, also, I couldn’t help but notice a lot of people here are called “in”… “I’m in”, “Hello In!” I’ll see myself out…

Comments

muramasa
24. Apr 2014 · 22:09 UTC
Interesting. About the snow, seems it doesn’t lags a pinch. I haven’t actually done any stress test in GMS, so I don’t really know how much can it handle. Maybe I’ll try doing something like that.

“Flesh Hunter” – 3 Hour Progress

Once again, I’ve decided to make a shooty platformer game, because clearly I’m not skilled at anything else :L

This is what I currently have after 3 hours of development. Technically, this is a full game ;D But it obviously needs loads of stuff added!

Currently livestreaming at http://twitch.tv/TomboFry if you’re interested!

Lunch Time

It’s been about 5-6 hours now, and I’m just about to tuck into my chicken and vegetable soup!

IMG_20140426_130139

Mmmm!

“Flesh Hunter” – 12 Hour Progress Update

It’s an almost fully working game, only a few bits to add and change now!

Here’s a quick preview of what I’ve got so far:

Things I still need to do:

  • Better sprites (I feel like it’s just a Terraria clone (kind of) at the moment, with the flying enemies :/)
  • More sounds, and music, of course
  • More levels
  • More enemies
  • If I’m feeling risky: Trophies and Leaderboard using Game Jolt’s API (I will add this in a post-compo version regardless)

Remember! I’m streaming the whole thing on Twitch, so if you follow me now you can watch me when I wake up tomorrow morning! http://twitch.tv/TomboFry

Flesh Hunter – Track 1 Complete

First track in “Flesh Hunter” is complete! Just two more to go…

I’m about to make my next one on my twitch page, so if you’re interested, it’s right here

Game Over!

You thought I was quitting? Hah, shame on you!

Flesh Hunter - Game Over

So close to finishing now! Just got to add a couple more sounds, and a few little things that I keep noticing will be fixed.

Plus:

Tags: Game Maker Studio, gif

Comments

27. Apr 2014 · 20:39 UTC
Wow! Love the music of this! Feel free to send me a Tweet @tinyworlds when your game is done! :)

Flesh Hunter – Post-compo Version

Flesh Hunter Blog

Some small changes that make the game much nicer to play:

  • Enemies fall slower.
  • Larger field of view, so you can see enemies sooner.
  • Smoother camera movement.
  • Press “shift” to run.
  • Persistent configuration (saves changes to music, sfx and fullscreen).
  • Laser gun only costs 150 instead of 250.

Slightly more detail can be found on this blog post if you’re interested.

I’ll be honest, I don’t know why I hadn’t included these features in the compo version, they took no time at all to add. I guess by the end of the competition I’m so tired and just want it over and done with that I forget to add very minor things.

Hope you enjoy playing!

Please vote on my game, thanks!

 

LD30

In for my fifth time!

fifth-time-01

Can’t believe I’ve entered five times now… How time flies!

As usual, I’ll be using the following:

  • Game Maker Studio Pro: Game Maker has served me well over the years I’ve been using it. I’ve experimented with so many things using it, and it’s helped me learn so much about programming, before I learnt C and C# in high school
  • FL Studio 11: Again, FL Studio has also served me well, and I’ve managed to gather over 1000 subscribers on YouTube making chiptune music with it. I’ve released 3 albums and have been featured on episode 3 of Satchbag’s “Mixtape Monday“!
  • OBS: Even though almost 0 people watch my livestream, I still do it. I don’t always use a mic (I’ve started to recently), but I’m playing some of my favourite music (even though it’s going to get flagged by Twitch eventually…). Follow me at http://twitch.tv/TomboFry to watch me make some awesome stuff.
  • Pyxel Edit: While I’m really not big on art, I still try, and I use Pyxel Edit and GM’s sprite editor to help me create graphics.

Hey, if you’re willing to work together (check out my previous games!) on the art, I may consider entering the jam for the first time. I can program and make music but I can’t art/graphics for the life of me ._. Feel free to contact me on Twitter or elsewhere if you’d like to work together! Thanks!

Random Room Generation in Game Maker Studio

Depending on how things turn out with the theme, I made this random room generator to prepare myself. It works 99% of the time (only sometimes do the rooms not connect perfectly) and it creates a 2D array that can be manipulated afterwards. It is provided as-is, although I may help you if you need it.

You can view the code here: https://gist.github.com/TomboFry/e27724f587fe36d2ad75

Below are some examples of the script in action (if I draw each element of the array to the screen):

Generating 15 rooms with widths/heights between 3 and 4:
roomgen-15-3-4-3-4

Generating 3 rooms with widths/heights between 5 and 12:
roomgen-3-5-12-5-12

Working on Post Compo Networked Multiplayer!

So, for my game “Bounty of Corruption”, I made what was basically a randomly generated shooter game with different themed levels. I’ve always wanted to make a networked multiplayer game, and you can see that I tried local splitscreen in one of my LD games (see: Dungeon Darkness) before.

The following video might take a bit of explanation as to what’s going on, and it’s seriously basic (ie. only movement, with the exception of a couple extra variables):

I am player “TomboFry” playing and hosting a server using the same executable file. “Liddles03” is a friend of mine who joined the server from about 10 miles away from where I live. This test is basically to see how well it performs over a different network (rather than two instances running on the same PC). I’d say it was greatly successful!

When a player connects, they download the random seed and generate the same level as the host.

The circle in the middle of the player indicates whether the person has their left mouse button pressed down. There is a line extruding the circle indicating the direction their mouse is pointing relative to the player. When you press ‘E’, an “ammo” instance is created on both clients, and its speed/direction is determined by random values, which turn out to be the same on both sides due to the same random seed.

PS. Don’t forget to rate my full game, “Bounty of Corruption”

Going live again!

live-01

So I’ll be going live again to play your games (from 5:40pm – 7pm-ish GMT+1)!

EDIT: Not currently live but I will message you on Twitch when the stream goes back up!

Watch live on twitch:
http://twitch.tv/TomboFry

Submit your game:
https://docs.google.com/forms/d/1YdGFp_Ogk-9V2gVhKVbJBV327amgxbACtCn5JfxYXws/viewform

Don’t forget to play my game too!
http://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=20850

Bounty of Corruption: Post Mortem

Having taken part in 5 Ludum Dare events now (from LD26-30), I think I’ve gotten the hang of making a game in such a short period of time (kind of). I’m just going to say straight away that I’m actually quite happy with the game I’ve made this time around, but it still could be better.

Bounty of Corruption Post Mortem

The Good:

Time Management

You know, time management is strangely one of my strong points in Ludum Dare. I somehow managed to fit everything in, even after feeling incredibly tired by the end of it. There was plenty of time for all the art and music that I wanted to go in (kind of).

“The Art of Screenshake”

If you know of Vlambeer, you’ll know their games are incredibly polished, and they put a lot of work into “game feel”. When I saw Jan Willem Nijman’s presentation “The Art of Screenshake” I made sure that I used his tips and tricks, and made them my own to make sure the game I made was really enjoyable and felt really nice to play, even if the graphics or gameplay mechanics weren’t exactly special. I feel I achieved that, as not only in Bounty of Corruption, but also my last LD game “Flesh Hunter” I got many comments about how well polished the games are. Ultimately, I think that a polished game that is fun to play will do so much better than a game that follows the theme word for word. Speaking of Vlambeer, a lot of the comments on the Ludum Dare page say that it plays a lot like Nuclear Throne, made by guess who? Nuclear Throne was a huge inspiration for this game, and it’s clear to see that.

#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 */ Mud Forest Mud Forest End of Level / Level Up End of Level / Level Up Arid Rockland Arid Rockland
Pastoral Plains Pastoral Plains Dry Desert Dry Desert Wet Desert Wet Desert

The Bad:

Theme

It was clearly going to be “Connected Worlds”, but I was almost completely unprepared for this (in the end, I personally think that the game is miles away from the theme). I wanted to either make a dungeon crawler (hooray for originality!) or a big space game where you have to travel to different planets, both of which were based around randomly generated levels. Both of which are also probably the most common type of game made for Ludum Dare with a theme like that… This was my greatest weakness. They say that you don’t need a good idea to make a great game/app, but I don’t have any idea, let alone a single, terrible one (same with names)

“Kind Of”

While the game was very polished, and I’m happy with the content that was added, it’s missing a lot. I feel like this game needs more variety in gameplay, more enemies, different weapons (upgrades even?), etc. It also has a half-assed introduction and outro, but if I’d spent time making those really nice, I would’ve spent less time on other things that are more important for a 48 hour game making competition.

Post-compo Version:

Like all the games I’ve created for Ludum Dare, I plan to add loads of features, but most of which never get finished, or even started sometimes. For some reason Bounty of Corruption feels a little different, as if there’s an urge to add things for some reason. Anyway, here’s a list of stuff I’m going to try and add:

  • Networked Multiplayer (I’ve got a super basic prototype already functional! 😀 See below for video)
  • An introduction/outro, as mentioned earlier
  • More enemies, such as a final boss.
  • Balancing. Yep, while the game’s balance isn’t that bad, it’s definitely harder for people who have never played it before, as there isn’t enough ammo spawning in. Also, some random generation needs fixing, cacti can spawn on top of the enemy portals…

And there you have it folks, a game I’m proud of, and what I could have improved upon. I recommend you check it out for yourself, you might be pleasantly surprised!

Rate my game here! http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=20850

Tags: postmortem

“Manic Mountain” – BrumHack / Hackathon Event

This weekend almost 100 people signed up to an event called BrumHack, which is basically a hackathon event held in Birmingham for university students. It was supported by a variety of sponsors such as Bloomberg, Paypal / Braintree, etc. Prizes were given out to those who could use their API the best in their piece of software they wrote in 24 hours.

However, we went for something a little different. Having taken part in Ludum Dare before a few times, I knew that if we could pull off writing a game in 24 hours it would be great. All that “hard work” paid off, and we actually won a Raspberry Pi each for our game!

While everyone was making apps that could make purchases, or using a huge range of data, we made a goat themed procedurally generated hat collecting arcade game! While the screenshots don’t necessarily make the game, you really have to play it to understand why it’s brilliant :L

#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 */ Manic Mountain - Gameplay Manic Mountain - HATS Manic Mountain - Game Over Screen

Click here to play our game “Manic Mountain”

(PS. I have been writing this blog post on having 0 (zero) hours of sleep since 7am yesterday. That means I’ve been awake for 33 hours at the time I originally wrote this. Send help, quick!)

LD 42

The First Time I've Taken Part in Ludum Dare for Four Years

tfxld-01.png

I used to take part in Ludum Dare, entering every event between LD26 and LD30 (At one point I came #26 overall!). This means I haven't taken part in four whole years, mainly due to university and subsequently getting a full-time job. Now that I can manage my spare time more efficiently, I've decided to take part in Ludum Dare once again!

My tools:

  • Game Maker Studio 1.4 - Old-school and terrible, but I love it and have become a "master" of sorts.
  • Aseprite and/or GM:S built-in sprite editor - Not big in the graphics department, but I'll try.
  • FL Studio 12 - I am better known for making chiptune music, so you should expect something decent from the audio category :wink:
  • ShareX - "Why is a screenshot program in your tools list?" Well, when it comes to showing off your game, you need a powerful screenshot shortcut replacement. This one lets me draw, add text, and blur things before I even take the screenshot, and also supports recording a video/GIF without going through the effort of opening the likes of OBS.
  • OBS - Don't get me wrong, despite putting it down in the last point, I still use OBS. It's incredibly powerful, and who knows, I might do a bit of streaming! I'll also likely record gameplay with this to help me make a "trailer", assuming there's even time.
  • foobar2000 - You can't enter a game jam without your music jam! It helps you focus. The reason I use this specifically for music is because it supports anything you throw at it (assuming you can provide it a decoder), and its layout can be edited to any way you like. Here's mine (screenshot)
  • A little bit of magic - The enthusiasm and spirit of LD puts a huge grin on my face :grin:

All that's left to say now is... GL;HF! :blush:

(See a copy of this post on my website)

Giving In - But here's a memento

I am NOT a quitter, but I do like to over achieve, so I've therefore clearly pushed myself too hard. I'm proud of what I've made in such a short space of time, but it's not enough to finish a playable game before the deadline.

Here's some gameplay:

https://youtu.be/9vWrp0O1v8E

And some of the features I managed to implement in this time:

  • Smooth camera with Point of Interests (gently moves camera towards something important as you approach it) and of course, screen shake.
  • Remappable controller and keyboard support
  • Split-screen potential (everything was carefully set up in a way to support it later on)
  • Inventory management - Pick up items and weapons, swap them around, and drop them.
  • Animated NPCs and Dialogue system, with choice options (eg. the level selector guy you saw)
  • Reusable menus - Works as title menu, options, pause menu, and dialogue options. Add transitions if you want.
  • Fully persistent levels
  • Nearly everything is inherited, so everything is super fast to implement (I just spent too long actually implementing that... :stuckouttongue:)
  • Interactivity - If you want to make literally any object interactive, just make sure it inherits the "interactable" object - This applies to NPCs, item pickups, and doors so far.
  • Slow-motion - You didn't see it in this video but you can slow the whole game down without lowering the frame rate, for buttery smooth action sequences :wink:

Basically what happened is I abused GameMaker Studio to make future game development easier for myself - Which isn't a game!!! :angry:

GitHub source code: https://github.com/TomboFry/TheMissingLink