LD10 December 14–17, 2007

Food

I just HAD to make a food entry too, so I won’t get N/A in anything. So here goes, breakfast and lunch. :) Not much to tell, made rasberry+strawberry “soup”, (or something, my English is failing me here) that I made this morning and some bread. And lunch… argh! But it’s fast.

Breakfast!Lunch

The game is coming along slowly. Sounds are done (horrible, had to make a disable sounds option to main menu :) ). Menus are done. Now I’m doing a screen at the end that shows your scores.

Tags: foodphoto

So, I’ve been a bit lax in my food blogging!   This cannot do!   Luckily I took pics of most of what I did:

Saturday morning was coffee:

Coffee    Just like being at work, with less soul sucking.

Then, for lunch my lovely wife brought home Portillos.   With genuine Chicago-Style hot dogs.  Of course I forgot to get a picture of THIS before devouring.  :(   Oh well, maybe I’ll have more today.

Snack was popcorn and Amp:

Popcorn and Amp

Saturday Dinner was Salisbury Steak and Potatoes:

Salisbury Steak and PotatosDaughter eats hers!

And then this morning (Sunday) breakfast was Cereal with the daughter:

Crispiximg_2681.JPG

Tags: foodphoto

Would you like to play a game?

Ok well I foolishly decided to sleep last night so now I’m way behind! But here’s a screenshot of a nuclear war in progress:

screen22.jpg

Hopefully the chain reaction aspect of the game is becoming apparent now 😉

The animation gets a little jerky when there’s a lot being drawn at once – I’ll have to try and do something about that if I get time – but getting the damn gameplay in place on time is going to be hard enough at this rate.

Skolebolle!

My flatmate is at it again, making delicious foodstuffs:

dscn0213.jpg

Fresh baked skolebolle.  Mmm =)

Tags: foodphoto

Score screen is completed. I think the game is graphically pretty much done. Phew. Just have to paint some alpha masks for a few characters and that’s it. Then I’ll have to start churning levels and tuning the gameplay.

Score screen

Day 3, About Done

Looks like 7.5 hours to go, and I have what could be done.  I definitely want to add a bunch more levels, and maybe music… I’m going to try out Musagi a bit!  But other than that, we’re done.  Fully functional menu and instructions screens, all the gameplay is in and whatnot.  High scores are a go.  Here’s the menu:

ld10 screen 7

Tags: menu

Background artwork…

I’ve always wanted to spend a good solid morning working on LD background art.  Well, I took my opportunity and here’s 1 of the 5 pieces I was able to whip up…

philhassey7.png

I’m going to be busy for the next few hours working on the wrap up:  better edge detection (using the new backgrounds), menus, title screen, music, sound effects, scoring, maybe even high scores.

Looks familiar?

It’s Q*bert!

…not really though, but you can sort of modify the landscape by raising or lowering tiles, and the rest adapts to remove any greater-than-two differences between neighbors (basically a hack to avoid situations my draw sort can’t handle :P)

I’m trying really hard to think of a way to use this for gameplay, but it looks like I might be drawing a blank. There’s another mechanic in there as well though, the chain reaction one, but it’s sort of shaky too.  It would be nice if I could at least come up with some pathetic game-ish behavior for all of it before I start digging my nose into gfx and music… but maybe it is not to be. I should probably start tinkering with gfx for now and see if something comes to mind.

drpetter_09.gif

Wow, I can’t believe I did that

Whelp, I just (accidentally) rolled back a good amount of code. I’m about 4 hours back now, woo hoo. Anyway, right now I’m just looking into making a few sounds for the game. I’ve come to terms with its unappealing graphics because I think they fit the true purpose of my game. My is written to be fun and playable on my n800 tablet as well as on a full size PC.

Comments

16. Dec 2007 · 12:50 UTC
Yikes, that really bites. I feel your pain, once lost two weeks.
saluk
16. Dec 2007 · 14:27 UTC
Aw, that’s rough. It’s things like this that convinced me to always use version control.

First screenie

However I am significantly starting to doubt my ability to get anything game-like done.

No chain reactions yet though.

first screenshot

Chain reactions! Explosions!

Yay! Chain reactions work now. Also, explosions!

mjau-ld10-4.png

The explosion gfx is a bit square perhaps, but I spent way too much time on it already and time is running short, so it’ll have to stay as is for now I guess.

Next: Levels! The game is actually sort of playable now, but everything just sits there. The game needs levels that scroll, making new enemies enter and stuff.

Tags: screenshot

Throwing in the towel…

Well, I woke up this morning feeling really sick. I got better, luckily, but that meant no working on the game this morning.

I probably have about 6 hours good work left and I’m done – all the logic is in. Even the ai just needs some tweaking.

But, alas, I have a busier day ahead than I had thought. So not a lot of time to work from here on in. And the time I do have I would rather spend recuperating for this week than tiring myself out.

At least I know I would have finished, that is all that matters, right? :)

Good luck everyone else, I’ll upload my unfinished entry later – maybe people will award me for effort, innovation and technical – because technically it is done 😉

Here is the svn grab of the latest version, It is under the GPLv2 or 3, but I haven’t added the license info yet…

http://ludumdare-x-rb0.googlecode.com/svn/trunk/LDX-10–0.5.zip

First playable

Well it certainly took its time but I now got the first playable version of the game ready. Currently the controlling happens with the mouse and keyboard (holding keys changes the edit mode and mouse triggers actions). Here is screenshot:

In this image a few bullets have already been shot in a chain reaction and some wall pieces have crumbled. The last bullets are heading towards the last remaining cannon (the point is to start a reaction and use all bullets on all cannons). I’m also planning on adding a simulation time counter and a level specific highscore, so you can optimize each levels time for replay value. Also while testing this proto gameplay, it became apparent the game would be better if some cannons had more than one bullet to fire (so you’d need to make circular reactions).

The Chain Fight RC1

Here’s my The Chain Fight game.   TheChainFight.zip   There’s some instructions in the readme.txt.  You will need python and pygame to run it.  If you want to see it in action, set both AIs to Random and set the Money to $5000.  Chaos will ensue.

I’m planning on improving the AI, and adding a tutorial.

Heli editor!

Yay! I have a working editor! Im using director and layout out sprites and rect at positions and various sizes.

Heli editor in director

And here is an ingame view of the map, after a little playing

Heli ingame almost gameplay

I had some framerate issues, was only stuff intersecting at load (Phew)

Tags: 2D, director, editor, heli, physics

LD10 Final Entry: Short Fuse

ld10 screen 8

This is it! Pretty darn complete. Download here: shortfuse.zip (1.1mb)

I tried making music, and that was a bad idea, so I didn’t put it in. Love those SFXr sounds, though!

Note: If it runs way too slow, or just if you prefer, you can use the command line argument “opengl” to run it in openGL instead of directX.

Tags: explosions, final, mining, pixels, prospector, sfxr, tiles

Time is running out

If I had known that ludumdare would actually end, I’d have started earlier!!!
Here’s another picture of my game. I have updated the graphics a lot (and I think that these would do for my final submission unless I need more), what I still have to do is gameplay, sound and levels.
Nice Graphics

Tags: chain reaction, galectric, LD #10 - Chain Reaction - 2007, space

Late Start

breakfast

Well, I wasn’t able to work on ludumdare yesterday, so this will be a “mini-compo” for me. I’m just getting started now, with about 10 hours remaining. And here is my breakfast, english muffins with jam and coffee.

Tags: coffee, food

Ramuh-Shmoo Final

Ok, so here is my first ever ludum dare game, finished with time to spare!

I realise that the connection to the theme doesent hit all the way, I definately have chaining in there but not quite as many reactions, but hopefully you will find it fun.

Game Stats:
Genre: Puzzle/Platform Adventure
Runs On: Windows (let me know if you want it on mac, I might be able to do it ^_^ )
Tools Used: Flash CS3 Pro, Photoshop CS3 extd, Fireworks CS3, DrPretter’s sfxr and musagi
Trivia: my first ever ‘music’ so I made sure to include the option to turn it off.
More Trivia: The Evil Fairy Ninja is real, be afraid ne-er do wells!

umm, I think thats about it, enjoy playing :)

edit: oh ya, better post a link to the game huh =p http://www.sophiehoulden.com/randomstuff/ludum/RamuhShmoo.zip
edit 2: aaand, the source

Tags: final

First really playable version

Finished with my very simple system for advancing levels, spawning waves and stuff.. So you can actually play it now, although it still looks crappy and there aren’t many levels and you can’t be killed yet, just lose by failing to kill enough of the horrible block enemies.

From the looks of the other entries I’m definetly in the lower end as far as fancy graphics go, but I hope I can make some fun enemies and levels to counter it. Over all the game needs som tuning at the moment, especially the bombs…

First playable version

Also, for those brave enough to try there’s a test-version here: http://www.kekbur.se/pewpew.zip

It’s written in pygame with pyopengl for drawing. It will try to import and enable psycho to speed things up, hopefully it won’t crash if psycho is missing :)

You play with the arrow-keys, spacebar and left control. Move with arrows, shoot bombs with space, detonate them with left control.