LD25 December 14–17, 2012

Time for some Charity Jammin’

The Beerman is in!

For my entry, I’m attempting an HTML5 NES-style demake of my October Challenge game, Lagertron.

Wish me luck! 😀

Done. Or not.

I think I’ve made my game! I planned to do more, but I’m tired, so that’s all. I made 10 levels with some features. No music. That’s enough for a first Unity game.

But when I tried on the FunkyTron interface, it looked ugly. So I had to correct the html file of my game to fit it in the screen. Considering the fact that I don’t know html. XD

Now I can’t upload it because Dropbox won’t launch .html files and other uploaders upload files separately (And I have 2 files: .html and .unity3d). Can anyone help?

Here is an offline version: http://dl.dropbox.com/u/53633853/Destructor.zip.

Progress!

Heinous Yak Destruction is going fairly well. I’m quite pleased with my little yak character. Turns out that small size + only 3 colours per sprite = really easy art. 😀

If you feel like being a giant yak, wandering a randomly generated (but currently rather dull) city, you can play here. I update the version on the site every so often.

Currently you can’t destroy anything, so you can start the game stuck in a building. Press ‘r’ until you get a city that lets you move.

 

Still to do:

  • More buildings
  • Heinous Destruction!
  • People running in terror
  • The military coming and trying to stop your aforementioned heinous destruction.
  • Sound
  • Music

So basically, all the things that make it a game rather than a remote-controlled-giant-yak simulator.

Tags: Charity Game Jam, playable, progress, yak

Comments

belk
24. Nov 2012 · 12:51 UTC
Gave it a shot, can’t wait until I can blow some stuff up :)

NES Hex colours

In case anyone else wants all the colours in hexadecimal form, here they are:

0xff7b7e7f,
0xff0000fc,
0xff0000c4,
0xff4028c4,
0xff94008c,
0xffac0028,
0xffac1000,
0xff8c1800,
0xff503000,
0xff007200,
0xff005800,
0xff004058,
0xffc1c0c1,
0xff0078fc,
0xff0088fc,
0xff6848fc,
0xffdc00d4,
0xffe40060,
0xfffc3800,
0xffe46018,
0xffac8000,
0xff00b800,
0xff00a800,
0xff00a848,
0xff008894,
0xfffbf8fb,
0xff38c0fc,
0xff6888fc,
0xff9c78fc,
0xfffc78fc,
0xfffc589c,
0xfffc7858,
0xfffca048,
0xfffcb800,
0xffbcf818,
0xff58d858,
0xff58f89c,
0xff00e8e4,
0xffffffff,
0xffa9ecec,
0xffbcb8fc,
0xffedb8fc,
0xfff4c0e0,
0xfffad9a6,
0xffdcf878,
0xffb8f878,
0xffa9ecec,
0xff00f8fc,
0xff000000,
0xff1f1f1f,
0xff595959

Hopefully I haven’t missed or duplicated any, but I might have done. These include an alpha byte first, as I’m using Flashpunk.

End of Saturday

Well, it’s 9:30pm over here, so I’m stopping for today. (Yup, I’m hardcore and I know it. :P) As always, the current state of Heinous Yak Destruction is here.

I’m pretty pleased! I’ve got some sound effects, you can smash things, and there are little people who run in terror. So for tomorrow that still leaves the… bits that make it a game rather than just a toy. Some kind of difficulty or time limit, probably in the form of the military coming in to destroy you. Not entirely sure though. Oh, and music! Which I might not get done, to be honest. 😛

Not many people seem to be updating on the blog today. I feel like I’m spamming, but I last posted several hours ago. Where are you all!?

Tags: Charity Game Jam, update, yak

pixels

Not much experience with pixel art and I thought I had to make the sprites small to have them fit in the 256×224 screen.

Now the  sprites are really tiny! This is an actual spriteset:

Today wasn’t very good, but there has been some progress, so tomorrow there will be a game, hopefully it will be fun to play (that would make a change!).

I have a semi-playable game!

you can play it here.

You can read more about it, and see my todo list here.

Comments

goerp
25. Nov 2012 · 09:45 UTC
Are you still having problems with the template?

Flash would usually generate a index.html your swf and some installer swf and a js-folder. You can rename your index.html to game.html and copy all generated files to a folder with the template.

The downside is: you don’t have the retro overlay. You would have to tweak the game.html.

A day has passed and still no progress. What now?

Mohammad here. I guess I better get started this Mini-LD if I wanna do somthing. But with a lack of gamemaker, Blander, and Other programming skills, it seems like I’ll be doing a text-based adventure game made in ruby! Yeah, I know, Pretty dumb and basic, but c’mon, how bad can it be? Besides, with one 2 days left, and the knolage of ruby and javascript, I don’t have much of a choice, considering either languages have good code graphics wise. So, to save time, (And because ruby and javascript is not very good graphics wise) I will simple get started on the olden days of the text based video games about a man stuck in a room. Happy Mini-LD to all! Mohammad out.

Comments

mohammad
24. Nov 2012 · 20:48 UTC
Or if I can aquire a back up of gamemaker, a few DooM sprites, and some half life models, then were good to go.
mohammad
24. Nov 2012 · 20:50 UTC
When I learn C++, im going to download unity and use that from now on. Unity rocks.
25. Nov 2012 · 12:57 UTC
Javascript is great for graphics. You can do canvas drawing, WebGL, or a 3d lib like three.js. So is Ruby, if you use rbSFML or RubyGame.
26. Nov 2012 · 01:16 UTC
If you want to write a text adventure in Ruby, you’re reinventing the wheel.

Live Streaming for the first time..

Hey everyone, just thought i’d let you know ill be live streaming my coding for the next while. Just search Kix334 on twitch.tv ,Please check it out.

:)

 

kix

Create A Sokoban – My Charity Game Jam Entry

Head over to www.charitygamejam.com And Looks for The Create A Sokoban Cartridge

After I Finished Creating RetroTron I started to get bored and wanted to Know if I Could post more than one game and I Can

So I got to work on this simple Game/Level Editor

Basically what it is Is a Level editor so That you can Create Your own Sokoban Levels (If you don’t Know What Sokoban is the Game Information will tell you)
I Started at about 11am This Morning and Just Uploaded it less than 5 Minutes ago

I Will Probably make A Sequel if its Good

“Blood, Loot & Soul”… really?

Well I think my entry (sort of puzzle/labyrinth game)  is half-finished; so what I have to do for this sunday:

  • finish some sprites, create a fancy title
  • create some levels (5 minimum)
  • add sound FX (NES samples? bfxr?) and music. This part is my nightmare each Ludum Dare XD
  • find a better title than “Blood, Loot & Soul”
And right now, time to sleep!!!

Bonus: screenshot

GameMaker8.0Pro + GraphicsGaleFree

Comments

25. Nov 2012 · 08:01 UTC
Those are some really nice looking sprites. 😀
25. Nov 2012 · 17:39 UTC
This looks amazing compared to my game which just has really budget looking graphics

Kinda half-time’ish Post

Missed posting at the 24 hour mark! ~19 hours to go, close enough.

Making some more progress, but the past few hours have been slow and problematic. I ran into one large problem, which was a kind of ‘grey’ area cause by modules/functions Ive never used in combination before (not sure if anyone has tbh). The main problem came down to the default use of ‘mipmaps’ in the BGE and Blender itself. Basically, mipmapping doesnt work well with sprites. It ‘blends’ the pixels of textures and the results are blurry, ugly sprites for super low-resolution stuff, ie the image below shows the effect:

Mipmapping (fuzzy) vs disabled Mipmapping (sharp)

This is fine in Blender itself, you can simply globally disable mipmapping, problem solved. But the issue existed when I then tried to run the game in the Burster plugin (for web-browser play), mipmapping was on by default – and theres NO way to turn it off. So the all-important browser version of the game was completely fuzzy.

My initial idea was to completely redesign the ‘architecture’ of the game. Splitting the Scene into two independent scenes, one for the 3D computer area, one for the mini-game area being projected onto the screen. I wasnt even sure if the VideoTexture module would work between scenes (which is the only reason why I didnt setup the game like this initially), but after a bit of hair-pulling coding I managed to get it sorted. I then applied a pixelated shader, which was applied to the mini-game scene so it would be pixelated, even though mipmapping was permanently enabled.

The new problem: The shader was applied to the scene, but the VideoTexture plugin wasnt ‘seeing’ the now pixelated version of the level, so the screen was still blurry even though almost everything was running exactly as Id planned.

After some more hair-pulling moments, another much simpler solution came to mind, all I had to do was increase the texture size to sharpen the pixel edges (compromising with slightly larger file-sizes). Major derp moment. This solution took 5 minutes to implement (thankful this is still early on and I dont have hundreds of textures to edit) whereas the previous failed method took almost 2 hours. Gah! At least the scenes are better organised now, the ‘architecture’ of the game is much more solid so its not a complete loss…

Either way, I just need to sort out a sprite animation issue and I’ll have a playable demo up and running for people to try out.

 

Damn Mipmaps…..

 

Heres a look at the shader too, it worked pretty well and I’ll probably use it in future projects. You can see it in the background scene, a kind of ‘distant city’ view which is the current WIP city for the game. I wont be using anything like this in final game now (happened completely by accident) but I thought it looked a bit interesting.

Distant city with pixelated shader effect

 

Tags: AD-Edge, BGE, blender, derp, drama, MiniLD, mipmaps

Super Net Hackers – Update

Hey guys, things are going great. I’m about halfway done on the game and with sleep, I’ll have about 8 hours on Sunday to finish. I still have to finish level selection, more levels, and a merchant screen to buy in-game upgrades but I think I will get it done.

Here’s a progress shot:

You can play the test build here: Play

P.S. I recommend running it in Firefox, Chrome has weird scroll bars.

Tags: 8-bit, Charity Game Jam

Comments

25. Nov 2012 · 08:05 UTC
Very nice! I really like the screen for choosing your controls, it’s very elegant.
25. Nov 2012 · 15:02 UTC
Very, very cool looking. Lovin’ it already!

Iv’e finished my Game(?? to the best of my abilities )

So i’ve finished my mario game. The levels are procedurally generated, with a little variation, and the aim is to get as far as you can. You can find it here at Staticvoidgames. Anyway i had fun and i live streamed an hour or two of coding so if you can be bothered check it out. I hope everyone else has as much fun as i did.

 

Kix

Tags: Charity Game Jam, Mario

Comments

Unsubmission alert!

I’m asking for help once more. I’ve finished the Unity game, but I can’t submit the web version because it consists of .html and .unity3d files, and both of them are required to play. Dropbox won’t launch .html files, and file uploaders store them separately.

I’ve uploaded a Windows build (linky), but the FunkyTron needs a .html file.

How do you upload Unity games?

Comments

Nsmurf
25. Nov 2012 · 09:57 UTC
Did you try uploading the .unity3d and .html file in the same dropbox folder?
25. Nov 2012 · 17:30 UTC
Funkytron accepts windows games I Uploaded 2 of my windows games except it downloads them
LittleForestGames
25. Nov 2012 · 17:45 UTC
Make sure both the .html and the .unity3d are in the public folder.

First public demo of ‘Super Theft Auto’

I have version 0.5c of ‘Super Theft Auto’ now available for public testing/playing/things.

The title screen!

The game is my take on having a game like GTA2 on the NES (or at least a 3D Funkytron console) I havent really kept as close to the NES specs as I would have liked, but I think its turning out ok so far, its been a lot of fun to work on if anything.

Theres not much to the gameplay. I still need to add some major features in. But theres some initial pedestrians now, a title screen, various other much needed improvements – I can see this actually being a game sometime in the near future. I really need to add the car system in though, the map is quite large (spent too much time working on that tonight). Its too much to explore fully on foot.

 

Ludum Dare tip #9354 – Dont attempt to build a city

You can find the game embedded in this page[LINK]

Youll need to install the ‘Burster’ web plugin to use it (unfortunately Mac is not supported), but Linix and Windows (64&32bit) will both run it fine. The plugin is a ~26mb download, and is easy to install. Theres instructions & links to download it on the page I made for the game.

Feedback would be great, I know theres not much of a game, but Ill take any crits or suggestions. Also knowing if the Burster plugin install is a smooth process for you would be great as well. I hate having to install a plugin to play a game as much as the next person, but Ive tried to make the page as helpful as possible.

 

v0.5c in action

 

Anyway, its past 2am where I live, and Ive been running on 2-3 hours sleep all day (was a bit night saturday night). Im starting to see random flickers/objects in my vision, so a good indicator to get sleep I believe! Plus programming in this state is so slow and frustrating Id be better off sleeping.

Im not sure how much Ill be able to get done in the final hours tomorrow, but I hope to at least implement a few more crucial features (like death and a points systems) – We will see!

Tags: auto, BGE, blender, Burster, demo, game, MiniLD, sleep, super, theft

Comments

Madball
25. Nov 2012 · 14:58 UTC
Oh my god. While trying to figure out the controls, I pressed E and knocked down the screen. It took a while to make it lie not on the front side, but it was rotated 90 degrees. You made the right choise when you made the controls “forward, backward, rotate left, rotate right”, but not “up, down, left, right”.
25. Nov 2012 · 20:07 UTC
Glad to hear you like it Madball. I know the controls/setup are a bit odd, considering the game is within a game I wanted to have some functionality outside in the 3D world. Will probably have to change some of that however.

The ball throwing was really just a test to push the screen around to show it can be more dynamic, ie you can hit it and send it flying and the game will still be on the screen running fine!

F is for Fail.

It seems only Dropbox can host files as they are, at least Yandex and Google drives can’t. They would either suggest to download the .html file, or open it in a text editor. How dull.

I already submitted my game, but it didn’t work. If someone can modify already submitted games, can you please change the link of “Destructor” to either http://dl.dropbox.com/u/53633853/Destructor.zip, or download, unzip and then share http://dl.dropbox.com/u/53633853/Destructor%20web.zip in Dropbox or whatever works and then set the link to the .html file there. Thanks, Madball.

Once I upload, can I edit my SWF?

Basicly what the title says:

I have a swf on dropbox.  Can I submit now and edit the game later?

 

Thanks,

Nsmurf

My Charity Game Jam entry : Glory, Death, Blood & Souls (aka GDBS)

Well, it’s done! No enough time to finish levels in the 48h limits but I’ll finish them anyway tomorrow. This is just a clone of a little japanese indie game (http://www.indiegames.com/2010/06/freeware_game_pick_hero_defeat.html), with a twist: 4 characters.

Each character has to fight one type of enemy:

  • The knight fights only the orcs – if the knight’s level is equal or superior to the orc’s level.
  • The rogue fights only the zombies – if the rogue’s level is equal or superior to the zombie’s level.
  • The necromancer fights only the graves – if the necromancer’s level is equal or superior to the graves’s level.
  • The wizard fights only the ghost – if the wizard’s level is equal or superior to the ghost’s level.

DL link >> https://www.box.com/s/ssovn84up6qm1chmnogk  (no HTML, flash, etc. just a good old .EXE file in a ZIP archive).

You have to use a keyboard to play:

  •  ARROWS = move
  • X = action
  • C = switch heroes
  • ENTER = restart game/level