LD21 August 19–22, 2011

Level editor thing

So, here’s my level editor thing. Right now I’m trying to figure out how to set up the level entrances / exits / pathways throughout the level. Sort of some kind of cryptic code system. I’m not sure how complicated I want it to be. Depends on if I will have the level editing open to the general public or not.

That said, I think I want it to be editable by normal people. So I think I’ll probably pass on using those weird codes. But at least now I have those cool hex icons for no reason.

-Phil

The fall, work in progress

Making game is living life inside life.
After work, the game maker reveals from the pain and his human fears become the rage of pixel enchantment… sigh :p

Below the game introduction of the level 2

The fall

2012 IGF Pirate Kart Now Available!

A few days ago I posted calling for entries into the 2012 IGF Pirate Kart compilation to be entered into the Independent Games Festival Main Competition! Now the Pirate Kart is all put together and uploaded!

[stextbox id=”download” color=”000000″]Get it at http://www.piratekart.com/!!![/stextbox]

319 games by over a hundred people! Quite a few Ludum Dare games are in it!

Thanks so much to everyone who contributed games and helped compile them! The process went much more smoothly than I ever would have expected it to!

Check it out! Play some crazy games! Maybe help seed the torrent!

Clone Wolf: Protector

I’ve decided to accept the October challenge by finishing my LD20 entry – the Clone Wolf. It’s a platformer where you simultaneously control multiple instances of a hero while fighting monsters.

In addition to the LD version, there’s a new display style (single-screen defense instead of side-scrolling), more content (complex bosses), tutorials, dialogues, a storyline and music (by a renowned Czech geek, who was awesome enough to let me use it just for a credit).

The game is made in flash (yay Flixel!), I’ll try to hit as many platforms and markets as I can.

Left on my TODO list: draw 5 level backgrounds, draw intro illustrations, fix a few bugs, create a trailer, make a few screenshots.

Box art:

I’m quite cautious about showing my games to other people, therefore I got to playtesting a little too late (just last weekend). After a short playtest it was evident, that without a tutorial, the game was confusing and unplayable. I sat down, rewrote the script, added more tutorial levels, redesigned a GUI.
Conlusion: even a short playtest session can reveal serious design flaws. Playtest, silly me! Playtest more!

 

Frantic Dungeon Update 2

I’ve made some steady progress since the last post a little over a week ago, but I still feel as though I am a little behind where I should be if I want to get this out by the end of October. Pretty much all the systems are functional and I’m spending most of my time additional enemies and random features to increase replayability.

Stuff Added

  • Leveling Up
  • Bosses every 10 levels
  • Time Remaining Progress bar
  • Labyrinth Levels (Floors 10 – 20)
  • Several new enemies

Stuff to work on

  • Adding more enemies
  • Adding more bosses
  • Come up with a level type for Floors 20-30 and 30-40
  • Adding cool stuff for the player to randomly encounter
  • Audio

Here a couple screen shots:

FranticDungeon_01

FranticDungeon_02

FranticDungeon_03

The UI is a little busy right now (There are 3 progress bars), but I’m having a hard time coming up with a layout that I like. I’ll probably end up sticking with something similar to what it is now.

Tags: october challenge

Just submitted to the App Store

I just submitted Haunted Hallway to the app store. Now I need to make a version for Kongregate for when the app releases. Here are a couple of screenshots:

 

 

Comments

Chinchilla
20. Oct 2011 · 07:17 UTC
Wowsers trousers! This looks really great, I love the player character!
20. Oct 2011 · 13:20 UTC
Congrats on submitting it.

SpaceHunter – all new, but still the same!

So this week, as mentioned last time, i started adding some gameplay elements.

I started with a bit of enemy behavior. The floating spheres are now mines, that close in on your position once you get near them. I doubled their hitpoints so they need at least two hits to increase difficulty.
Also i added another enemy type: a beam turret. It aims at you and fire’s if you’re close enough. The aiming has a bit of inertia though, to make evasion possible.

Speaking of evasion: i realised the controls were rather quirky and not very fluid, so i decided to rewrite them and came up with a new control mechanic. Instead of your ship moving up and down you now pitch the nose in the desired direction.
This has two consequences:
Good: movement looks and feels smoother overall
Bad: Evasion is nigh impossible
So i added the [Shift] key to enhance the controls. Pressing it will now keep your current pitch locked (instead of automatically leveling it back to surface parallel) and you can roll up and down, or strafe, if you will.
This adds some nice depth into gameplay and allows some pretty neat dogfighting in this early stage of development already.

Furthermore i added item drops, just for the sake of implementing them. They currently serve no purpose, apart from a rewarding kching sound upon collection 😉

AND you have a new gun! LAZOR BEAMZOR PZZZWWWWEEEEEEEEW

Now without further ado, i present to you: Funky Ship part 5!

Petris Update

I’m currently trying to get Indievania to host my game, Petris. Over the last week I’ve implemented Marathon, Timed, and a 20 Line mode for Petris. Also the ability to save scores to a text file. Here’s the title and game screen:

PetrisTitleScreenPetrisGameScreen

 

Issues: I’ve got two things I’m worried about. 1-The blocks while playing the game don’t line up perfectly. 2-I use Java’s graphics to draw text, which makes it not look the greatest…

Goals: I plan on fixing the block issue in the near future, and try to learn bitmap text drawing. Also, maybe flesh out the bg music(wrote it myself). It’s 2 short parts that play over and over and might make other people go crazy. If people want the ability to switch polyominoe sets, I’ll try that too.

Comments

digital_sorceress
20. Oct 2011 · 09:41 UTC
The way the blocks don’t line up looks consistent across rows and columns, so is probably due to game coordinates and screen coordinates not lining up.

If the window can be resized, there will be problems with pixel graphics not being drawn in the right place.

Insert/Delete and Power-Ups

I have a new button that allows the users to insert or delete images, that are correctly updated in the animations and level-background lists then. Tiny feature but a lot of work.

 

The next great thing I added are “elements”. Each player/enemy and shot and “vulnerability” has a set of 4 elements to choose from. You can control what happens on collisions between player-enemy, player-shots, enemy-shots and so on with them. Awesome! I’m so excited.

The last step is to implement a small menu for customizing the controls and an export function that makes stand-alone Apps for WebOS, Android, iOS and PC, Mac, Linux.

Fallling Friends

I never really got to work on my October Challenge game, but today I met up with an old friend and artist. (http://pernillesihm.blogspot.com/) and we decided to do a game with imaginary friends!

It’s running great on the iPad and I’m quite happy with what we managed to do! You can find a web build here: http://timgarbos.dk/FallingFriends/ but the controls aren’t super great on pc.

Any feedback? Otherwise I think that we are pretty much going to submit it to the AppStore tomorrow 😛

A few screenshots:

CotC – Crypts needs YOU!


This time I’m not here to showoff or to report what I’ve made in past few days but to seek your help!

As you might know, Courier of the Crypts will be a puzzle game with small amount of action mechanics. I want to ask you, what would you like to see in game like this one. Traps? What kind of traps? What about scarry moments that will throw you out of your chairs? Dancing coconuts? Everything! I want to hear everything that goes trough your mind.

I want to make this game as enjoyable as possible but I need your help here!

Comments

21. Oct 2011 · 11:11 UTC
Alright.
Blodyavenger
21. Oct 2011 · 11:41 UTC
Idea #1 is realy nice and it will add a lot to the gameplay but I won’t make the player push the heavy rock all over the map from start to the end or they will either hate me or my game 😛

Math Wars Accepted[= Free to play!

Woohoo!

My app Math Wars just got accepted into the iOS App Store 😀 It’s an educational app designed to help kids practice and improve their arithmetic skills. Free to play, but users can buy extra levels if they want. Hope people find it useful, it will give me something to write about in my college application haha (I’m 17)

Get it here

Comments

21. Oct 2011 · 10:35 UTC
Very cool. Congrats.

The Not-So-Big Bad

I thought I’d make a post here, since I’m making it for this competition!

 

The Not-So-Big Bad is a game where you play as the boss of an RPG, I love upgrades so that’s a huge thing in my game!

To win, you have to beat the highest level AI at the last location (upgradable, of course!), but you can get other awards also!

check out more at darkbirdgames.freehostingcloud.com

Im A Drop-Out!

I decided to drop-out of LD October Challenge, due to the fact that I am not too far and another surprise project is coming up.

Screen capture software

Does anyone have any recommendations for creating footage of openGL games on linux? I’ve tried recordmydesktop and xvidcap but I’ve basically wasted two days trying to get sound and a decent frame rate out of them!