LD18 August 20–23, 2010

Gooood Morning

I have some progress to report.

First off, breakfast:

nomies

nomies

Second of all, here’s that snazzy starfield I promised:

oooh, pretty

oooh, pretty

If all goes well, that will be the area for the final boss in the game. For now it’s just a pretty title screen. Now comes the question. White stars or colored stars? Hmm.

Tags: first screenshot, foodphoto

Comments

21. Aug 2010 · 14:36 UTC
Lol, I wish I was in a situation where I could decide between colours of objects. I have too much code to unbreak 😛
madk
21. Aug 2010 · 14:54 UTC
Colored. And make the x to start text more pixelized, it doesn’t fit at all the way you’ve got it now.

It moves!

The longer you struggle trying to find a bug the simpler the actual solution turns out to be. I’ve just spent ages trying to fix a bug in the pathfinding and it turned out I’d just missed two ridiculously obvious lines! C’est la vie d’un programmateur! ^^;

Still not playable in any way, shape or form, but I’m still happy. I have things moving around! These balls are supposed to be the monsters, and they’re following each other around at the moment to demonstrate some simple grid-based pathfinding. Have a look here if you’re interested :)

http://www.alistairaitcheson.com/games/inprogress/ld18.html

So far, not so good

In the first 4 hours I’ve already gone through 2 ideas. One won’t work due to technical issues, and the other just isn’t fun. Luckily I’ve thought of another idea that should be both fun and doesn’t involve physics :)

Also, here’s a picture of my cat Lucky:

He loves to give me encouragement, and make me sleepy

He loves to give me encouragement, and make me sleepy

I should have some real progress soon

Lunch!

Lunch at "Me and Ollies"

Finally managed to get some lunch here at “Me and Ollies Cafe” in Portsmouth NH. I’m working here with Johny D and BillNye downstairs in a great community room with great tables, food, wifi, and AC.  It’ll be open till 6pm so any other nearby LDers that want to stop by are more than welcome. Gotta finish this lunch up and get back to work on my game!

FUEL!

Now to counter act the sleepy chicken sandwich I ordered a nice iced mocha with whip cream. Soon it’ll be time to make some real progress… 😉

Tags: cafe, community, deskphoto, foodphoto, meetup, nh, portsmouth

Breaking down the wall…

screen03.jpg

The army already breaks down the walls… You can see walls in different states of disrepair…

Now it’s time to get some actual gameplay going, add the cursor, mana bar and possession interface…

CAKE!

CAKE!!!I ate it, and it was good!

Now to add health to the player. And then player death. And after that a simple main menu so I can restart easily if I accidently die.

Robutts

scan0204

it is a puzzle platformer where you stand upon the heads of dumb robots and get them to shoot each other. i hope i actually come close to finishing this time!

Comments

SonnyBone
21. Aug 2010 · 15:07 UTC
I reallllly look forward to this. SO RAD.

Our story so far…

So my game is preteniously titled: What I would give for one more chance

Here’s a WIP screenshot:

WIP1

Comments

SonnyBone
21. Aug 2010 · 15:07 UTC
Looks awesome.

Constatine Sucks: Update 2

Update: Constatine can now suck.
constatine2
So far, he has sucked a blue and a red soul, managed by his handy Souladex! The Souladex can only hold two souls at a time.
Not pictured: Green souls, which let you doublejump, and yellow souls which make you win.

A lighthearted apology to anyone named Constatine. There’s probably nobody out there, since it’s really just a typo of Constantine. 😛

Playable state

Got my game already up to a playable state. I simplified the concept a bit. Now all the enemies are suicide bombers, just wanting to bomb you. You can mind control a single enemy at a time and run that into another one and then both of them explode. Simple but feels like it somehow works (as there’s two things to do, keyboard for dodging into a good place and mouse for controlling the enemies). I’ll try to add the “extra stuff” now, such as a menu screen, saving hiscore and so on. At least I’ve completed then something =).

PsiKeepers-WIP2

Good lookin’

My game has some basics in terms of gameplay and no audio, but at least my graphics don’t suck too painfully badly at this point

Workspace and lunch…

This has been breakfast and lunch, so far.  I should probably do something about that.

Also a shot of my workspace, since I haven’t done that yet.

#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 */ seeds desk

Tags: deskphoto, foodphoto

Entropic failure of conceptual integrity…

…  is probably the most common reason for software project failure.

So don’t end up with it =).

I reached the point…

the point where my mind started thinking about finishing the game instead of giving up.

I got my mini-games finished and somehow polished. Now working on the actual game.

No Gameshots available, but hey atleast I got some foodshots for you.

Breakfast1

Lunch1

Comments

21. Aug 2010 · 15:42 UTC
haha awesome!
GreaseMonkey
24. Aug 2010 · 03:23 UTC
Sauce on bread… you MUST have been pressured!

On with the game

I’ve finally got my sprite engine into a workable state. Time to begin work on the game proper. 😀

Right now I’m thinking of making a shoot’em up with a vacuum cleaner like primary weapon that sucks weakened enemies in. Various combinations of enemies when sucked in can be transmuted into more powerful but more specialised weapons, possibly saving up multiple of these will allow them to be permanently merged with the ship to give some sense of progression. I suspect balancing the attention required to work the transmutation system with the attention required to play the game will be tricky.

Will post some lovely screenshots when I have something.

first triangle

I still haven’t any idea what to do but i’ve just painted my first triangle

:)

first triangle

Some questions

Guise, my last LD was made on GameMaker, in which, albeit controverse, I created pretty much everything that could be created myself.

But not, with this Unity kind of thing it feels so “just take it and do something about it”.

Am I allowed to use resources like the “First Person Camera” or stuff like that?

Something got into my way :(

I’m sorry folks but I had stuff to do, which means I couldn’t start yet. So it’s no sense any more.

I guess I need to wait until next Ludum Dare…

It’s a shame Enemies as Weapons was my favorite theme. Anyway good luck everybody with your entries…

MOAR PROGRESS!!!!!!!!~!

screen shot
ss3

i now have enemys for you to kill and the point and combo system works like a charm!
next ill add a tutorial and maby a few other thing s 😀
polshing up games is fun!

lol

fyi. im a bug and i will attack your game!

Tags: w

Comments

pubby8
21. Aug 2010 · 15:52 UTC
The sun needs a smiley face on it!
SonnyBone
21. Aug 2010 · 15:52 UTC
Your artwork is phenomenal.

Transcendental.

Progresss

Done my music and most of my main sprite:

Marby

Gonna have to tone down the detail for the rest of the graphics, this took ages. x_x

Comments

pants12
21. Aug 2010 · 15:51 UTC
0.o

thats AMAZING!!!!!

😀 😀 😀 D:D
SonnyBone
21. Aug 2010 · 15:52 UTC
OK yeah. RAD.

I can imagine her fighting stick baddies now.
21. Aug 2010 · 15:57 UTC
Wonderful pixel art!

Truly artistic and full of personality.

Keep up the fantastic work!
21. Aug 2010 · 15:59 UTC
I’m very jealous of your considerable talent.
21. Aug 2010 · 15:59 UTC
That is simply awesome!
TreyB
21. Aug 2010 · 16:45 UTC
Very awesome!
Maru
22. Aug 2010 · 15:48 UTC
I wish I had a real top like this ¦3 ♥

Greece dinner

Even coders have to eat:

2010-08-21_19-37-39_280_Braunschweig

Getting some gameplay

My game is now actually somewhat a game. The intro is done, and now you need to find springs. I have 2 screens done and the one you see below is almost done.

LD18_two This is the “level” that will introduce the main concept: getting enemy turrets to destroy their own circuits, or whatever you want to call them. so yeah. If I continue at this rate there should be a lot to explore

Psychic Prison Break

Here’s a very ridiculous attempt. It’s got some odd ideas that may or may not work depending on dialogue, which I’m leaving ’till tomorrow.

Here’s what I got…

Comments

zzorn
21. Aug 2010 · 16:24 UTC
Lovely graphics! Those gray tones and pixel font bring to mind old handhelds, and fit the theme perfectly :)

Fusion trails

Now with cool trails. Of course it would look more interesting if the ships did something else than going straight…

Can you feel the epic?

Can you feel the epic?

Tags: screenshot

Comments

pants12
21. Aug 2010 · 16:08 UTC
i can feel the bugs are gooing to attack you….

just kidding 😀

yup thats preety epic
jakkarth
21. Aug 2010 · 16:17 UTC
This looks really sweet! I’ve always wanted to do a space sim/flight game but 3d is hard. Yay for 2d!
21. Aug 2010 · 16:21 UTC
I’m feeling the epic!
21. Aug 2010 · 16:42 UTC
Epic feel GET! 😀
21. Aug 2010 · 16:57 UTC
Yep… Pretty EPIC! :)

Well, that didn’t take long.

Circles and Squares are no longer cutting it for what I’m trying to do, so I’ve begun work on a “part” editor.

2010-08-21-032010-08-21-04

Breaking for lunch.

Snack break

Eating some oreos while I write a quick update. I’m now 750 lines of code into my game. Pathfinding for the invading aliens works beautifully; There’s never going to be more than a hundred or so on screen at once and the board is pretty small, so I’m just running DFS for each alien on each game update. If that becomes a performance issue later, I’ll rewrite it as Kruskal’s from the endpoint and reverse all the paths as needed, but hopefully this will be good enough for LD18. The “Spud Cannon” is also up and running, grabbing an adjacent alien as it marches by and firing him as a projectile at another alien, causing damage to both. Progress since last screenshot isn’t really visible, so I won’t bother for now.

Next up on my list of things to do is to have actual player input, rather than just hard coding everything like I’m doing now for testing. After that, deal with levels, timer, budget/cost/score. Then weapon upgrades. Then game overs. Then build the other 4 weapon and 4 alien types. Then music and sound. So much to do! Time to get back to work.

Most Exciting Brunch Ever

cereals

Excitting!

Comments

Redbone
21. Aug 2010 · 16:56 UTC
Why do you need scissors to eat?

Lunch

Finally got around to a real lunch.  Beef pot roast, corn on the cob, green beans, and cucumber.

lunch

Tags: foodphoto

Ludumzilla update

The game is fully mouse controlled now! To celebrate, some CB2 Bistro chips. Seriously, these are amazing chips 😉

CB2 Bistro chips - yum yum!!

Planning to add buildings in to get smashed, and get those monsters fighting. Will probably do this on the train back from Cambridge.

Tags: foodphoto

I wasn’t quite ready

Ok, for my first attempt at LD, it’s not going too well.  So far, I have a single image that can moved around the screen with the arrow keys, and my first spritesheet.  I spent far too long working on that spritesheet as I just don’t have the art skills … but it was fun :)

My first spritesheet for LD18

My first spritesheet for LD18

Anyway, I’m going to get some coding done now and not going to worry that I probably won’t have much at the end of the 48 hours.  It’s been a good experience so far, and I’ll be back for the next one

Comments

stqn
21. Aug 2010 · 18:08 UTC
Hey, your robot is looking good. You know, I also have only got a sprite moving in a window, but that’s far better than what I had in my past attempts 😉 (several MiniLDs where I didn’t even have anything to post about).

Getting priorities straight

Who needs collision detection, AI or gameplay when you can have graphics!

Been feeling like I have a cold all day, so I’ve given myself a relaxing time fiddling with graphics instead of doing the real work.

Plan is for the player to fly an unarmed ship that is being chased by (very much armed) enemies.  Duck behind asteroids to avoid fire and trick the enemies into shooting themselves.

Hour 17

Okay its been about 6 hours since my last update, and I have been working pretty much solid apart from an hour lunchbreak when I went for a wander into town.

Ive made quite abit of progress with the core bits of the engine including the physics particle systems and the destructible terrain.

Dont believe me? Take a look for yourself:

(Gotta play it on my blog, no flash linking here for some reason)
http://mikecann.co.uk/ludum-dare/ludum-dare-hour-17/

Theres still no game really, just a pretty tech demo. Im hoping the gameplay will come next :)

Im going to have abit of a break now, get some food wind down a little then its going to be a loooooong night ahead for me!

Tags: bloom, demo, destructable, explode, flash, particles, progress

Comments

SonnyBone
21. Aug 2010 · 17:07 UTC
This looks reeeaallllly nice.

Keeping my eye on it.
22. Aug 2010 · 04:36 UTC
Wow! This is eerily similar to an unseen, unreleased Game Maker game I worked on for the first YoYo Games contest.

Status update #3

this is going too smoothly

When’s it going to go wrong? it must be soon!

Nearly done all the game code.. tomorrow will be dedicated to sound and graphics!

little looksee:

Money money money

Money money money

Delicious colors.

Frame of my game is pretty much done. Basically you have a “gun” or whatever, which shoots colors.  red, green and blue. There are enemies of the same colors, and you have to match the color to kill them. but wait, that’s the easy part. There are also  magenta, cyan and yellow enemies, and you for instance have to shoot your light blue light through a green (or green through blue) to finish the cyan ones. In addition there are also orange, crimson, violet, cobalt, turquoise, lime and white enemies, and you’ll have to combine your beam with more enemies to get rid of them!

blah

Red ray + Cyan enemy = White ray.

the next part of the game is making a simple AI chaser, and a level “director”  along with something to protect in the middle of the map. I’m pretty happy with the color system, though, when you combine the “3rd” set (orange, violet etc) of colors you always get gray, which is the only loose end.

If things goes well I might even make an entertaining game, who knows :) I’m hoping to add slower but tougher (maybe they have two colors or something) enemies. but can’t say if there will be time for that.

I’m off to watch the outsides now though. been working 12 hours straight. weird part: I’m in a great mood! go ludum dare!

Edit:

Some air did me great. my plan for the rest of the day (putting it here so that i wont be able to lie to myself or procrastinate!):

  • eat + coffee
  • concept “art” (using the term loosely) and modeling. hopefully i will get a nice butt ugly city :)
  • code the chaser AI and the level/AI director.
  • Sleep (This is important!)

Tags: progress, screenshot, unity

Comments

zazery
21. Aug 2010 · 17:07 UTC
I really like the concept, can’t wait to play it.

Coming along slowly

So I had my late lunch a couple of hours ago which was a yummy Tesco cheese baton, covered in marmite, cheese spread or plum jam, so very yummy :).

 bread :)

 The game’s coming along ok I suppose, the screenshot is very basic, as everything needs a lot of work still.

 earlygameshot

 

Hoping to get a lot finished by the end of the day so there’s only art stuff to do tomorrow, currently waiting for dinner to cook, which of course shall have a picture posted shortly :)

Dinnertime Update

The fungi collision detection is in, and I’ve added spores and the weapon toadstools:

SporesAndWeaponsNext to add bullets for the toadstools to fire, and get them colliding with the fungi.  Also, I think I’m going to add drop shadows to the foreground objects to distinguish them from the background.

Dinner was a big bowl of cheesy tomato-y rice:

SaturdayDinner

Tags: foodphoto

Comments

21. Aug 2010 · 18:12 UTC
Those are beautiful watercolour-style graphics! Well done!

Lunch time

After waking up things have been progressing slowly but I definitely think it was a good decision to create all the sprites before starting on the code. So now I’m eating lunch and get back to implementing my core gameplay mechanics. Hope to have something to show soon.

IMG_3541

Tags: ketchup, lunch

Tonight’s meal

I haven’t done much on my game besides a couple of sprites (programmer art!), but the important thing is that I ate. Which is good.

food_20100821_a

Oh by the way, it’s 9pm here, not midday…

Tags: foodphoto

Yay particles! (UPDATE)

Spacenoid4

By the way, it’s permitted to use .dlls?

UPDATE: Ok, I’m using a dll for the online highscores. The problem is that I need to use some special scripts that come with it to make it work. Can it stay on the game, or it isn’t allowed?

Comments

Sos
21. Aug 2010 · 17:13 UTC
haha, yes, silly

Metagun, starting to become almost playable!

screen1

You play a guy in a fodora hat who recently found a cannon that fires tiny angry brown guys. Use platforming skills and puzzle solving to beat the levels and reach the end of the game. Although almost nothing of that is in place yet. 😀

You can play what I’ve got so far here:

Play Metagun!

Comments

i300
21. Aug 2010 · 17:14 UTC
Nice notch! Its great watching you make the game on livestream! You’re awesome, can’t wait to see the final product 😀
SonnyBone
21. Aug 2010 · 17:19 UTC
AAAAAND THE BEST GAME OF LUDUM DARE 18 IS……….
xsnake
21. Aug 2010 · 17:23 UTC
I feel great that you used my hat idea. I’m loving the game so far. Great job, Notch!
pubby8
21. Aug 2010 · 17:26 UTC
The guys should make a run for the exit using incredibly stupid AI.
keiya
21. Aug 2010 · 17:28 UTC
I feel sorta bad for following Notch’s progress so much more closely than everyone else’s just because I fangirl over another of his games. I’ll have to make it up to everyone when it comes out and give them all a good try!
Hatsen
21. Aug 2010 · 17:39 UTC
Nice work, I will surely follow the process of this game, just the thought of all the possible puzzles makes me drooling.
21. Aug 2010 · 17:41 UTC
NicssssSSSssse!
moltanem2000
21. Aug 2010 · 17:49 UTC
I was wondering why that TnT looked so familiar, and then “Oh, it’s notch”
Robbert
21. Aug 2010 · 18:52 UTC
Looks great, but I have one tiny request. Don’t use X and Z, it’s almost unplayable on the widely used QWERTZ keyboards.
stqn
21. Aug 2010 · 22:35 UTC
Using E, R and T is probably safer… Satisfies AZERTY, QWERTY and QWERTZ.

Still no good for Dvorak, Bépo, and probably some others.

taking a shower

im taking a shower 😀
get the brain going (i found a bug)

Tags: q

Comments

Redbone
21. Aug 2010 · 17:15 UTC
“i found a bug”

You found yourself?

Isometric Failure

Well, it looks like I’m probably out… Tried something new, underestimated the challenge, and it didn’t really work out… my attempt at something isometric (2D, no z-buffer) has failed, after spending the whole afternoon trying to sort my depth sorting…

Whilst depth-sorting a grid of isometric tiles is trivial – adding in objects that can move smoothly around the map, well, it’s not exactly simple!…

Will keep hacking away at it for another hour or so, see if I can figure out a ‘good enough’ alternative – but I’ve wasted a big chunk of the day on it now, can’t see much hope of recovering from this and finishing something

Comments

Notch
21. Aug 2010 · 17:17 UTC
There’s still like 30 hours to go. 😀 At it again, I say!
21. Aug 2010 · 17:20 UTC
dont give up! your game is looking really good.
zzorn
21. Aug 2010 · 19:28 UTC
I feel your pain, isometric engines are a headache to get right.

MORE Progress

I can now walk around my generated maps! This is coming together really quickly :)

Comments

Notch
21. Aug 2010 · 17:16 UTC
Ooh, this is looking mighty cool, Terry! 😀 Will the minimap be part of the game like that? I like!
21. Aug 2010 · 17:16 UTC
Yep! I’m going to make it a bit nicer, though :)
The Jahn
21. Aug 2010 · 17:45 UTC
Oh dayum. This is looking great.
moltanem2000
21. Aug 2010 · 17:47 UTC
wow, very nice
snowyowl
21. Aug 2010 · 21:26 UTC
Bug report: You can go one square off the bottom of the map, or one square off the left-hand side (using the minimap as a guide here). You partly go through a wall, and there’s a bit of graphical weirdness.

Yay, first day summary

The day started with me hating the theme, now I like it.
Had a first version of old game, abandoned because of really messy code.
Created a second game.

Prototype

+Jumping
+Can hang onto edges with cap
+Punching
-Nothing get dropped yet
-No title
-1 Minute Menu
-Zombies don’t do anything but run

Controls:
Left + Right = Walking
Up = Jumping
Space = Punching

Download: http://www.mediafire.com/?k6q1de2jmhpi6w2

aDeathFromAbove Update and NE LD Meetup

Multiple enemies loaded from xml files, levels loaded from xml files created by a timeline based level editor I made.

adeathfromabovescreenshot3

Had a great time this monring / afternoon with the other people who met up here in New England, JonnyD and HybridMind.

Flinging birds

My game is “Birds of Prey“.

Birds are flying south for the winter; stop them! There are several types of birds [not yet] and all you have is your bare “hands” (I plan to port this to Android where it’ll make more sense). Grab a bird and fling it into the others; don’t let them fly south!

Each of the birds will fling in a slightly different way. The first one (and only one at the moment), which I secretly name Spearbird, gets flung in a straight line. The flinging mechanic is there; the collision and random generation of birds is not. So I have a while to go, but I’m making good progress!

Please take a look; play it in your browser! All you need is Java 1.6.0_10 or newer, it’s a Java applet. Browse on over to http://insertnamehere.org/birdsofprey/ and give it a try!

Here’s a screenshot for those of you that can’t get it to work. I’m off to bake cookies. :)

Birds of Prey (ss1) - LD18

Comments

pubby8
21. Aug 2010 · 17:42 UTC
If you have a point be tracked that moves towards a few pixels below mouse, at a speed that is faster the farther it is away from that point, and then base the bird’s angle off the vector from the mouse’s coordinates and the point’s coordinates, you end up with a much more realistic bird fling.
Tyler
21. Aug 2010 · 17:52 UTC
Uh, someones gotta say it, so I might as well be the one… your birds look like phallic symbols.

Enemies

There are enemies. Their utility as weapons is yet to be determined.

Back from lunch

2010-08-21-05

Game on!

food

food

And why is there only one entry at this time? By now there’s usually ten!

Enemies as PANTS

Yes, good idea. Wait. Eww.

Because I feel that sleep, food, and hanging out with family is A Good Idea ™, it looks like I’ll be lucky if I get 16 hours in. But fear not! I’ve got an awesome game idea. Also some ground tiles!

IMG_2158

Behold my workspace. I was going to photograph my sketches, but my camera battery died. You’ll just have to wait in suspense for the final product.

Comments

pants12
21. Aug 2010 · 18:00 UTC
great now im an enemy and a bug….

Progress report #2!

Things are going well, I’ve got all the hard stuff programmed and a fair few sprites sorted. The game is playable and has 1 level at the moment. Still need to sort out some more levels, more art, sounds.

Here’s a screenshot:

wabbit3

Oh look, it’s a crab, the natural enemy of the rabbit! We can deal with this problem by loading one into the cannon and firing at the other.

wabbit2

Comments

SonnyBone
21. Aug 2010 · 18:00 UTC
My idea. You has stole it.

Rad.
21. Aug 2010 · 18:16 UTC
That’s pretty awesome! It reminds me of a game I played at an arcade in Italy when I was 11. Unfortunately, I don’t remember the name, but you had vacuum cleaners to suck up enemies and then shoot them at each other.
Frimkron
21. Aug 2010 · 20:28 UTC
I’m lovin’ the character design – good stuff :)

GUI and core gameplay logic done…

Finished lots of stuff… The GUI was pretty easy, and it doesn’t look half bad (I’ve done worse in the past, eheheh):

screen04.jpg

Still need to add some information on what’s the blue bar and the other bar that will be shown later (showing the progress of the super spell that’s being cast). Also left space for other spells, if I have time to make them work (game logic system already supports it, just a matter of implementing each spell).

Also done the possession logic:

screen05.jpg

The possessed soldier (the blueish one) has just killed another soldier (hence the grave), by dealing 25 points of damage… Different unit types deal different damage to the others… this way I can have archer units dealing more damage to dragon units than soldier units.

Currently, the fight system is done through a “I hit you, you hit me” thing, although I might want to add some randomness to it (just because it’s cooler), and even critical hits (because they’re even cooler!).

The game also implements an agro table so that the enemies attack whoever is dealing them more damage (which will make them prioritize, hopefully).

Not sure on what to do next… probably I should finish the game, with just some more units types (trivial to add) and game over/next level/success conditions, so I can try to balance it. That would leave me with whatever time I can gather on Sunday for polish and the Monday for all the spells and abilities I’d like to add to this game (although it could only be used in the jam then)…

Anyway, haven’t had this much fun doing a game for a 48-hour compo for some time now… :)

10hours of coding past

So guys,
for us the first day is over. 10 hours of coding and planing. You can try our result by playing our game here: download here

For those of you who can’t play, here is a screenshot:
Bildschirmfoto 2010-08-21 um 21.53.29

so long and have a good and productive night.

First screenshot with incredible art

Here’s a first screenshot:

shot_01

You control the red ball, which is supposed to somehow make the enemy squares explode, preferably in chain reactions. The ball can move (but there’s a bug, it will move towards the top left if left alone), but that’s all for now.

Tags: screenshot

Finally got my entry ready and got it submitted. Even made some simple sounds with sfxr. The idea indeed was a bit simpler than initially I thought, but at least I got it done with all my extra time constraints.. :) Good luck to those of you still making your games!

See the entry here.

So color me not-giving-up

A couple of comments on my post last night, and a few guys in the actual #ludumdare irc channel convinced me that maybe I should try again.  Only I have to go through some tutorials to learn some stuff.  Not that I was giving up on flash or as3, but just the compo.  But now I’m going to go through some tutorials and see if I can’t submit a modest entry.  I’ve decided to start with Flashpunk instead of Flixel for a couple of reasons.  1) The tutorials are linked right from Flashpunk’s front page, I don’t see that with flixel, so I have to dig a bit, 2) I’ve talked to ChevyRay and he seems like a nice enough dude, whereas I’ve not talked to the Flixel creator, but he’s probably a nice guy too.  I’ll probably eventually make games in both to see what I like best, but for purposes of this competition i’m going with Flashpunk, and we’ll see if I can do anything, I have pretty limited time.

Comments

21. Aug 2010 · 18:15 UTC
Go, go, Uhfgood! You can do it!

Sat Evening Foodum Dare

As others seem to enjoy doing this I thought I would post my nom noms for this evening:

IMG_0953

Tags: food

First Ludum Dare

Hi~ ♥

This is my first try at this… A mockup of my graphics so far..

My idea is…a stampede game~
You taunt the monster and try to make it charge into another enemy .. But I don’t think I can finish in time because of commitment to event tomorrow *sigh* .. >__<;;

We'll see, I guess..! º_º;;;;;;;;

Comments

21. Aug 2010 · 18:18 UTC
Oh my word, those are some tasty pixels. I really sincerely hope you can finish this. Just go for the simplest possible thing that might work with what you’ve already got.
21. Aug 2010 · 19:13 UTC
Awesome artwork! I like the mixture of cute with the concept of killing enemies.

Constatine Sucks: Update 3

Constatine Sucks has a new Souladex, featuring old fashioned lines and wires!
Also, 6 levels total.
constatine3
Blue soul + Green soul = Tricky jumps!

I should have 10 levels for the game, and some more souls to collect. 😀

Playable Build

Really happy with how this is coming along. I want to focus on story stuff tomorrow, so I’m going to try and get the basic game working completely today – which means moving onto the RPG stuff right away.

Here’s a playable build!

You can walk around and that’s pretty much it so far. Refresh to generate a new level if you start stuck in a wall.

Comments

pants12
21. Aug 2010 · 18:18 UTC
i like the music nice creepy feel 😀
lurreluck
21. Aug 2010 · 18:55 UTC
Very nice, I like it a lot. My favourite so far! :-)
21. Aug 2010 · 19:04 UTC
Pretty cool. I chime in on the music being suitable. Could maybe be a bit less harsh, but it fits an empty dungeon like that. One thing I’d like to see is the automap filling in more in front of you, so if you see a dead end in the distance it will be marked on the map, and you won’t be lured into checking out the same area again (and again) later.
moltanem2000
21. Aug 2010 · 19:09 UTC
I’m slightly bothered by the wall slamming into my face every time, but other than that it’s pretty sweet
keiya
21. Aug 2010 · 22:11 UTC
Oopsie on the music. Also you can walk into the outer walls, and they don’t show on the map. But heh, it’s coming along well I guess. Better than I could do >_>

first playable version!

http://www.yoyogames.com/games/141231/download

is the link 😀
please give me advice on what to improve please!

Tags: w

Reversi

After deliberating over the theme for several hours, considering Gauntlet-style games, Galaga-esque SHMUPs, RTS frenzies, and even a Risk-style religious game, I got back to the basics. While not particularly innovative on my part, Reversi is an “abstract strategy” game where you use the opponent against themselves by converting them to your own. Main considerations are simple graphics and simple graphics “engine”. The following screenshot rendered via Raphael.js, source code is written in CoffeeScript here.

Reversi

I suspect most people will be playing solo, so once I have some animation and click handlers, my main challenge will be trying to figure out an AI.

Comments

stqn
21. Aug 2010 · 18:27 UTC
Eh, nice interpretation of the theme!
21. Aug 2010 · 19:19 UTC
I’m a big fan of CoffeeScript. Great to see someone using it for a game!
nathany
21. Aug 2010 · 19:35 UTC
I plan to stick with CoffeeScript and Raphael and do something turn-based, but I’m still debating whether to stick with Reversi or try something more original. I’m going for a walk to think.

More Progress

snap1

Testing out ground tile graphics, most of the functionality of the game works but it still needs more maps and animation functionality for the player.

Starrior – Another Demo, Now With a Gun!

I’ve got another demo ready! This time, the ship has a gun that you can fire! (Also, it’s red instead of blue)

Check it out here! (Plays in browser, opens in new tab/window)

Here’s a screenie:

Now you can shoot!

Now you can shoot!

Tags: demo, flash, shmup

Second playable build

Second playable version

This is my second playable Flash prototype.

Try to draw the enemy spikes and red seeker boxes into the yellow mines for points. If you hit anything on screen you will take damage. Your energy recharges over time. If you lose all your energy it is game over.

Tags: browser, enemies, flash, prototype, weapons

Comments

SonnyBone
21. Aug 2010 · 18:24 UTC
coooool
zzorn
21. Aug 2010 · 19:05 UTC
Fun! :) But put some border around the playing field so that the mouse is detected also if it is just outside the field boundaries.
21. Aug 2010 · 19:36 UTC
Very, very cool. Reminds me strongly of Contentric, but in the best, non-derivative way possible…

EnemyWars: progress

So far so good on my first LD! The concept for my game is below:

ENEMYWARS – OUTLINE

  1. Enemies charge towards player base from right to left
  2. enemies attack with ranged weapons and smash once close enough
  3. The player must use a set of defenses to use enemies as weapons or turn them against each other
    1. defenses are statically placed on the ground (which to use depends on mana requirements and enemy placement)
    2. defenses included:
      1. catapult = launches enemies in the air and uses them as bombs
      2. ZOMBIEfier = turns enemies into zombies… you get the rest :)
      3. bomb trap = attaches bombs to enemies, these run back to base and explode their comrades
      4. MAY ALSO: allow for mouse to pick up enemies and drop from a distance
  4. player triggers defenses by pressing keys OR combination of keys
    1. defenses only work when enough mana is available
    2. mana is gained by killing enemies OR by turning enemies against each other OR based on how many enemies your turned enemies kill :)
    3. each defense has a different mana requirement
  5. players never win. Sooner or later they will be overtaken. Goal is to last as long as possible!

Anyways – I’m happy with my temporary environment and moving nicely into enemy logic. See below:

screen_2010-08-21_14-18-48

Ludum Dare – Breaking Ground

For those of you unfamiliar with Ludum Dare, it’s a 48-hour game development competition. This is
the 18th event, and it began last night at 10PM. Check them out.

Sadly, this week isn’t optimal for me, since I’m haggard from a poor
sleep cycle and overwork. The new iPad gig has been much more
responsibility than I anticipated.

My devotion to duty won out. Ludum Dare only comes three times a year.
I’ve missed the last two. I couldn’t allow that to happen again. I’ve
never written a game before and I love the insanity of putting
together something on such a tight time frame.

After the starting gun, I spent last night mainly brainstorming and
doodling, after the announcement of the theme “Enemies as Weapons.”
I’m putting together something akin to Bomberman meets Super Mario 2.
But it’s a little more complicated than that. More on that later.

I’m targeting HTML5 and the canvas element. The prospect of having a
game run on virtually every modern platform (including iOS, Android,
WebOS), universally available through the Internet really spoke to me.
Native code tends to be very tricky to distribute and support. I’m not
a big fan of Adobe Flash, otherwise that would be a natural option.
It’s refreshing to have a new option in the form of HTML5 and canvas.

Javascript is the language of the web browser, and as such, I have no
choice but to use it. Javascript is an interesting language with a
colorful history. Some hate it, others love it. It’s been referred to
as “The World’s most misunderstood programming language.” Short
version: it was put together on a short time frame at Netscape. It was
not meant to get so big so quickly. It did. (There are some awesome,
redeeming features in the language, but most people don’t like to talk
about them.)

Recap of the difficulties: I’ve never written anything of note in
Javascript. I’ve never really worked with HTML5. I’ve never written a
game before. I’m still exhausted, even after a full night’s sleep. It
will be a fun weekend. Luckily, I’m a bit of a masochist.

To make my life easier, I sought some help.

To guide my hand as I use Javascript in a major project for the first
time, I have a copy of Javascript guru Douglas Crockford’s JavaScript: The Good Parts. The book is actually quite small (which
tells you something about the language :), and it came highly
recommend. I’m about halfway through. I’ll let you know how it is once
I’m done.

I also stumbled across the Akihabara library, which seems to be a very well-put-together
piece of software. Check out some of the samples on the website to get
a feel for how nifty it is. I thought that Solitude was
particularly awesome. Hopefully this will save me some grief in
putting together my game.

Did I mention I have to make artwork and sound, too?

Wish me luck.

Comments

pubby8
21. Aug 2010 · 18:48 UTC
I am unfamiliar with ludum dare.

Don’t Give Up!

I’ve been seeing posts of people thinking about giving up or dropping out.

DONT DO IT!!

We’re not even half-way through the time yet. Don’t like your game premise? Look at other people posting about their games to get ideas. Original idea too complicated to implement? Too many bugs? Throw away the broken stuff you’ve built so far, simplify your idea so it fits in the remaining time, and get to work! A false start is no reason to give up! Stick it out! You’ll be glad you did.

Comments

pants12
21. Aug 2010 · 18:51 UTC
very true
21. Aug 2010 · 18:54 UTC
Very true. I’m on my second programming language and my second library within that and I haven’t given up!
madpew
21. Aug 2010 · 19:11 UTC
true, true.

I gave up too many times. I almost gave up this time.

But the sooner or later you’ll reach the point where your mind wants to finish the game more than giving up. OP is right. DONT GIVE UP
Kalakian
21. Aug 2010 · 19:12 UTC
I’ve made terrible progress so far, and no matter how unlikely it becomes that I’ll actually get something decent finished, I’m seeing this through to the end!!
21. Aug 2010 · 19:13 UTC
Thanks man.

Nixed game ideas

I devoted all of yesterday to coming up with an idea, then sleeping on what I thought was the best idea.  This post is not about what that “best idea” is, as I’ll be able to show it off in later posts.  Instead, this post is to describe some of the ideas I had; some are very similar to others I’ve seen on here, others are not.

I started off thinking of ways to make a non-computer game into a computer game.  I thought, “how would you use chess pieces as weapons,” or “how would you use playing cards as weapons?”  Although I don’t really have good answers to the above questions, they did get me thinking that the closest thing to a non-computer game is likely a board game.  Something where you only do one thing throughout the entirety of the game.  This is a common theme throughout many casual games: take Tetris, for instance, where nothing changes but the difficulty (speed).

So, what kind of casual game can be made with enemies as weapons?  I first thought of the most successful casual genre, the “match 3,” and how I might do a play off that in an interesting way.  I thought to have enemies of different types (in this case, elemental, i.e. fire, earth, air, water), and when one enemy is selected, other enemies of that type nearby are sucked in.  So, basically you turn an enemy into a vortex against his own kind.

I liked this concept a lot, but decided that there are too many issues with it.  Namely, if the enemies are walking from the top of the screen to the player at the bottom, they would either have to a) walk at differing speeds or b) take a meandering path, so as not to overwhelm the player before enough same-typed enemies got nearby.  One possibility to solve this is to have the player move, but that increases the learning curve and makes it significantly harder to play.

So, that idea got nixed.

Another idea was similar to the game Chu Chu Rocket, where your goal is, instead of getting players from point A to B, to destroy all enemies.  Basically you set up different blocks which make enemies go certain routes, then press play to see them enact out the scene.

I dropped this idea for several reasons: a) robots (which just seemed most likely to be in that situation) seem to be a widely adopted choice by other LDers this time around, b) I sincerely doubt I could create fun puzzles, and c) I would rather have something real-time.

A different play on this was to have it in real-time, but have robots which follow precomputed steps (e.g. continue until you hit a wall, turn left).  The idea was that you can pick up the robots and drop them down where ever you want, and they would then continue happily on their path.  However, it seemed like timing the robots would be hell, and puzzles would be even more difficult to create.

Other ideas I’ve toyed with but haven’t really given much thought:

  • Making enemies somehow eat other enemies
  • Standard beat-em-up with enemy tossing
  • A God game where clicking on an enemy makes him go berserk

So, now off to work on my real game!  Good luck, everyone else!

SpaceFreak Snack – Day 1 (formally “go left to not die”)

Download Current Build

16 hours of work and i have pretty much finished; only need to add polish and test it on other computers.

Features

  • Alien on Alien action
  • quality handmade tunes / sound effects
  • Fully working yet crooked animations
  • win / lose condition

Probably one of the more fun designs i have come up with for a game. You can’t go wrong with running and jumping! 😀

So far i have really enjoyed this competition, and learned plenty.

Screenie!

Mo’ Progress!

It’s all coming along pretty well, I’ll have some screenshots to show in a little while, but all the physics are finally cooperating… using a full 3d physics engine for a shmup might have been a bit much, but I think it’ll allow for some cool effects when I get to the polishing stage.

Muffins!
P8200171

And since everyone seems to be posting pics of their cats:
P8200174

Tags: cat, food

Comments

stqn
21. Aug 2010 · 19:44 UTC
You’ve got a great muffins rendering engine here, but you could use a higher resolution skybox!
Frimkron
21. Aug 2010 · 20:24 UTC
Good gracious those muffins look delicious!

More updates

Well, I’ve only just started to get into the groove of stuff after my first day, but there are more updates to my game.

Red enemies will attack blue, and vice versa.  (Currently, the unarmed guards won’t punch other guards, but will in the future.)

See if you can get all the red guards to kill blue, or vice versa. :)

(Press R to restart the level, in case you die.)

Click image to play!

Whoops!  I noticed I forgot to enclose the whole thing in a frame.  It looks pretty silly.  I just fixed that.

Comments

lurreluck
21. Aug 2010 · 20:54 UTC
That is really good gameplay, and really hard!

Things Going Well, Plans for Tomorrow

I spent all of last night up, fooling with both Irrlicht (Which proved unworkable on my machine) and later Flex. I tried as hard as I could to get it working, but upon getting it to work in Geany found that it didn’t link the libraries I needed it to. Got really pissy, then mjau suggested a compile variable I hadn’t thought of and the thing worked fine. I got Flex working, and proceeded to try to use Flixel, make a tangled mess of code, and toss all of it. After that, I decided to try FlashPunk again (Tossed it at first because Eclipse didn’t like it; Found out that Eclipse doesn’t like anything) and initially had very nice result. When it came time to implement weapons I botch the code that was supposed to load the projectiles’ image (Typcasted instead of constructed because I forgot the “new”). I didn’t realize that until after making references to my game world in my main class, my ship class, and my weapon class when I decided to actually use the debug player, as that’s what it’s for. I then struggled with getting the gun to actually fire from where the gun is on the ship’s sprite. After lots of mucking around, I learned that method arguments in AS3 cannot have the same name as a member variable in that class or Bad Things Happen.

*deep breath*

I’m ready to call it a day.

Tomorrow, I hope to get baddies in place, and possibly terrain. Who knows? my level might even scroll by the end of tomorrow!

I’m really excited about this. This is the first time in a long time that I’ve had any real success with something other than SDL-based libs. I just picked up Flex this morning, and I’ve already got something that could turn into a game.

I’m really optimistic. I think I’ll finish this one.

bah, I’m out :(

I knew I could only manage 10-15 hours this weekend and planned accordingly but I’ve managed about 3 hours on day 1 and it’s 10pm.

Teething 10 month olds, demanding 12 year olds and the rest of family life have conspired against me.

I’m so far behind it’s not really worth continuing because the same happened with this LD as with all the others.  The final theme left me cold when a few of the others inspired me.  Happens everytime it’s just this was the first one I entered offically.

Still my idea for a shoot-em-up based around my teenage years going to gigs, drinking too much and chasing girls fighting off the evils of the real world with a copy of the NME and too many puns was fun to play with but ultimately not worth finishing.

I can’t enter the jam as I’m fully booked up on Monday :(

I had a crunch finish about a week before the December LD (and think I will this Dec as well) and missed the last one totally due to having a pile of builders rubble and dust instead of a house so I think I’m doomed to never finish an LD game.

Low Rent MGS!

ld18_03,jpg

Progress is so slow on this, but I finally have some gameplay going on. I might end up with this just being a low rent MGS with some very mild ‘enemies for weapons’ gameplay, but I’m going to get as much as I can working before I reduce the design scope somewhat and do some real art.

Midnight update (half an hour early)

Hello from France !

I finally used Perl and Curses, so that grumpy BSD guy will be able to run my game. But for the Windows crowd… sorry :/ Since it’s my first LD, I tried to focus on finishing something, instead of blogging and futile things like graphics.

My game will therefore be… A mix of adventure game, and interactive fiction !

And damn, that’s long to write. The UI took five hours, and I’m five hours deep into the talking and scenario bits. Well… At least, noone did that. I won’t bother to take screenshots yet, though, since it would be… text. 400 lines of Perl yet, and the dialogue file is 200-ish lines. First draft here ! (again, you need Perl and the Curses package installed).

I need sleep badly :(

~150 enemy types, all graphically equal

I wish I was an artist.

I have around 150 different enemy types, but at this point, I am representing them all by circle primitives. The circle size represents their level, the circle color represents their health. It should turn out nicely, but I need to think of a way to show enemy types without throwing text everywhere.

Comments

Henry Blank
21. Aug 2010 · 19:47 UTC
Try to go the World of Warcraft way, make five or six ennemies, and redden them as they go stronger ?

More progress!

Got my collision detection to work – collision handling will be a bit harder than I thought, working on it…

Physics is still not perfect, but the code is not bad, I hope to get everything polished by tomorrow.

Here’s a screenshot, look at the shiny tractor beam!

screenshot3

I can’t seem to upload my music to here, so you will have to wait for the game. :-)

Thanks!

Daniel

Comments

Martoon
21. Aug 2010 · 20:00 UTC
Purtty!

Signing off for today

Okay, an update before I stop for today.  You can now scan the fungi (and win the game if you scan all the fungus types), and toadstools attached to your ship fire bullets and destroy fungi:

ScanningAndBulletsThings to do tomorrow:

  • Music.
  • SFX.
  • Falling boulders.
  • Shooter fungus?
  • More fungi.
  • Foreground drop shadows.
  • Scanning progress bar.
  • New ship.
  • Title screen.

Comments

21. Aug 2010 · 21:42 UTC
pretty graphics

Previously, on Ludum Dare

I know you guys are following closely, so I won’t insult you with a recap. I’ll just put this baby up and let her explain everything:

Atop Mt. Brawlalot - &quot;placeholder&quot; splash screen!

Atop Mt. Brawlalot - "placeholder" splash screen!

We all know what “placeholder” means in Ludum Dare, don’t we now?

Tags: no way I'm changing it, progress, screenshot, splash screen

Comments

21. Aug 2010 · 21:41 UTC
who would’ve thunk that “placeholder” was a secret anagram for “final art” ? I like your menu anyway and I would enjoy climbing a mountain called Brawlalot.

Update

Animations and Sound Working. Next its time to set up some player sprites (lol circles) and get down to making game logic! Also need to add text drawing in game, but low priority atm.

More Progress

screenshot1

Just added a scrolling background and changed the theme.

Hey look, a screenshot

Progress is slow. Graphics are awful. But pretty soon you’ll be able to ride that sweet evil rhino-rabbit through swarming hordes of spikelings.

screen1

Tags: screenshot

Shame!

I feel ashamed of my lack of screenshot and blogging, but I have nothing but code right now! For shame!!! I have written half the text for my game though. 😀 Plan to start the art tomorrow, and try get as much text done as possible. This is going to be rough, but oh well! (Looks like I’m aiming for the jam anyway, if only for the extra time. Whoops! XD )

recycling robots – update 1

My ISP is killing me got an outage in the service since yesterday around 01:00AM !!!

during this time finished the concept and made the sprites for the game ! here are some drats that I used, and some final sprites … errr my daughters like then, this is a good signal, now is time to go deep in the code, I hope that  FlashPunk help me :)

inkscape_pasted_image_20100821_105229 inkscape_pasted_image_20100821_102958 alien reference level page1

splash

best regards from the little green man LOL

head-1

Tags: green, recycle, robots

Pocky!

pocky

Tags: foodphoto

Comments

Geti
22. Aug 2010 · 06:18 UTC
LOVE POCKY

lunch

ludum dare 18 athanazio lunch

late pic of my lunch as my internet is back 😛

Tags: food, foodphoto, lunch, pasta

First Screenshot

Not a lot to show for the first day, but I only got started on this idea 5-6 hours ago. Most of the first day was lost due to a lack of energy. So the goal of the game will be to destroy the robots by dodging their attacks and arranging a situation where they’ll shoot each others.

it's a robot not a dalek ;p

it's a robot not a dalek ;p

Tags: screenshot