drpetter

LD10

An entry this is not, I think…

Considered doing something for the compo, but kept getting into other stuff (fun stuff, important stuff, interesting stuff) so time ended up running out. I decided to make a mockup screenshot instead, of something weird that could have been. Maybe. Anyway, behold:

ld105mockup.gif

Oh, I also happened to make an asteroids game during the compo… didn’t mean to do that, but technically I guess it could have been an entry. Not quite weird or unexpected perhaps, but at least it’s asteroids.  Windows-only.

asteroids.gif

http://www.cyd.liu.se/~tompe573/asteroids.zip

Now where’s the Inquisition game? Me want play!!!

Tags: asteroids, fat people, mockup, pixels

Nitro Butts!

Some more project additions on my shiny new site. New design really makes adding stuff a lot more convenient compared to what I had before. Actually one of the updates is a project entry on that very system; SPCMS (the morbid can have fun looking through some source code on that one)

Mainly though, I finally got around to releasing Nitro Butts – an old game from 2005 that me and my brother made out of oldschool boredom. It’s actually quite a bit of fun and you can even do co-op if you have a gamepad and additional human around.

Tags: butts, co-op, music, pixels, retro, robotron

Nitro Butts!

Some more project additions on my shiny new site. New design really makes adding stuff a lot more convenient compared to what I had before. Actually one of the updates is a project entry on that very system; SPCMS (the morbid can have fun looking through some source code on that one)

Mainly though, I finally got around to releasing Nitro Butts – an old game from 2005 that me and my brother made out of oldschool boredom. It’s actually quite a bit of fun and you can even do co-op if you have a gamepad and additional human around.

Tags: butts, co-op, music, pixels, retro, robotron

LD11

PSDImage class

I might want to use this for my entry, so I’m putting it up for free download to avoid cheating.

Just some loader code for PSD images, you can retrieve image data for each layer in the image through pointers to regular 32-bit ARGB  pixel buffers (with individual bounding boxes and positions in the image). Haven’t tested it extensively, and it will probably crash for some images… but if it works for you then go ahead and use it. My idea is to do level layout and similar stuff in Photoshop to remove the need for a level editor. Being able to draw scenery (and collider geometry?) in multiple layers should be enough to make something interesting, and do it conveniently.

Get: psdimage.zip

Tags: code, preparation, psd

PSDImage class

I might want to use this for my entry, so I’m putting it up for free download to avoid cheating.

Just some loader code for PSD images, you can retrieve image data for each layer in the image through pointers to regular 32-bit ARGB  pixel buffers (with individual bounding boxes and positions in the image). Haven’t tested it extensively, and it will probably crash for some images… but if it works for you then go ahead and use it. My idea is to do level layout and similar stuff in Photoshop to remove the need for a level editor. Being able to draw scenery (and collider geometry?) in multiple layers should be enough to make something interesting, and do it conveniently.

Get: psdimage.zip

Tags: code, preparation, psd

GET!

motivate_on_you.jpg

Tags: motivation

DESK!

Well, kitchen table at least. All these photos of computers-at-windows made me relocate to this unorthodox spot. It’s the most window-facing point in my apartment, and I must say the light is quite inspiring compared to being stuck between two walls and a closet. Seen in foreground is the comfy chair, complete with soft cushion and keyboard-in-lap action.

desk_drpetter.jpg

Tags: deskphoto

Distractions Deluxe

Someone (partly me) derailed the IRC into wild discussion of a math problem. I think some 5-6 people were involved at some points, and we still haven’t arrived at a conclusion as far as I can tell.

Here’s an image I cooked up to help visualize the problem:

salvation.jpg

The problem is deceptively simple: Determine what angle to fire a bullet in, if it is to hit a target that’s moving past you at a constant velocity. In other words, both objects are moving at a fixed speed, and you just have to figure out in what direction to launch the bullet so that it’ll hit the target perfectly. Iterative solutions need not apply. Good luck with interpreting the image, it’s pretty confus(ed/ing).

Tags: aiming, algorithms, bullets, math

Tremble in your boots!

Yes. See how far I’ve come. You all don’t stand a chance. Maybe, before time is up, I’ll even manage to make my sprites flip without glitching out in oldfashioned tilemapped glory… but who really wants that anyway? Tilemapped glitches are the best.

screen1.gif

Tags: bug, glitch, sprites

Tremble in your boots!

Yes. See how far I’ve come. You all don’t stand a chance. Maybe, before time is up, I’ll even manage to make my sprites flip without glitching out in oldfashioned tilemapped glory… but who really wants that anyway? Tilemapped glitches are the best.

screen1.gif

Tags: bug, glitch, sprites

I made… something!

Ok. Managed to scrape something up that might be considered a game. About as complex and innovative as my last few LD entries 😉

I actually had fun this time around, but mostly with irc and blogs rather than actually making a game of my own. Maybe next time.  Now sleep before getting on with all the games!

Giddit: marge.zip (windows executable, and a bunch of code that you probably don’t want to try compiling)

screen2.gif

Tags: final

Sound

I put up an article on basic sound synthesis yesterday. It had been requested by some folks. Touches on fundamental aspects of sound in general as well as more specific details relevant to classic retro waveforms and the kind of stuff sfxr does.

Tags: audio, sfxr, sound

Tales from a Cavern

Maybe this is what I should have been doing for the last LD… It took me two days to make and it’s based on the code of my LD11 entry (I didn’t even miss Felicity!)

Download over herely

Making “just a game” was kind of enlightening, since I didn’t have any real technical challenges to overcome and could just get on with content and putting in simple control logic to make it all come together. It’s pretty much an unthinkable project viewed in terms of what I’ve been doing the last few years, but since both development and result were enjoyable it’s a pretty clear hint that I should be doing it more often.

However, I ruin that immediately by having a natural impulse to make some kind of convenient editor/engine which would reduce the need to write copious amounts of replicated-but-slightly-modified code for instance when I want new enemy types etc. I have made these before, and each time I end up spending weeks or months working on it and then never really use it because I get increasingly unhappy with how it’s built. Still, I couldn’t possibly make a game of say 10x the complexity/scope of this one without using more structured code at the very least. And defining animations, scripted events, enemy patterns etc would quickly get tiresome and repetitive to do in code+Photoshop if you have more than one or two types to deal with. The grunt of this game (discounting image loading and input code) is a 1500-line C file, where almost all logic is directly in the main loop – wonderfully spontaneous way to work but of course breaks down with increased program size due to convoluted value/flow dependencies, loss of overview and the need to repeat code.

The fact that I did manage to create this in just two days though, and that I didn’t run into any major hickups along the way, probably says something about suitable code vs application complexity. If I had gone and made “a perfect design” with fancy classes and streamlined algorithms for everything, I would most likely not be done yet. More importantly, I probably wouldn’t even have started since such a small project doesn’t really justify that kind of work. Not without the prospect of a larger product coming out of it, and if there was one I would probably be too intimidated by the thought of that and keep trying to out-think myself in terms of what stuff I’d need to make that “great big thing” work eventually.

I think Derek Yu recently said something about coders being able to “doodle” games like artists sketch with pencil and paper, and that’s probably an important thing. A sketch is never meant to be used for anything substantial, it’s just playing around with the tools of your trade to make something spontaneous and fun. If it turns out nice then you could potentially do it again from scratch but “do it right” and expand on it if you wish – but you should definitely not be doing it the roundabout way to begin with since that would destroy the spontaneity and make it a laborious task instead of a free-minded sketch. When sketching you can only use whatever skills and processes that come natural to you, without considerable planning or conscious mental effort. Of course, with increased experience this set grows larger and some people could probably do advanced class hierarchies without thinking too much about it. All the more power to them.

Since I made this thing in such a short timespan, I have a pretty good overview of all the techniques I used and the bare-bones code needed to make them work. This could provide some extra value when designing larger game systems as I might be able to target my efforts more carefully, and not get overly general or implement pointless things. For trying out pure game ideas though, I still feel that it would be sensible for me to “sketch” in a more streamlined tool… a kind of game maker for sure, but definitely not Game Maker (for the simple reason that I’m incapable of using any tool that is close enough to what I could potentially build myself, which is a most unfortunate condition in terms of productivity… but creating a tool to fill some (possibly imagined) need of my own is just so very rewarding)

Tags: music, pixels, platformer, rant, retro, sprites

LD12

Quick and weak entry from me this time

Started at local midnight, two hours ago. I had grand plans of making a generic scriptable text adventure engine when the compo started, but couldn’t find the inspiration and energy needed to get on with it. Instead I stalled and waited for the very last moment to get something half-assed out the door. It ended up completely hard-coded and very simple, but at least I got to write a text adventure. Last one I did was probably in AmigaBASIC twelve years ago.

Download and poke around a bit. You might have a minute or two of frustration fun: drpetter_ld12.zip

Tags: adventure, final, text

LD13

Soltcras

Yay, I’m entering! Spent about three hours on this, although I went most of this day thinking about the idea (which was initially a lot more ambitious). It turned out kind of cute though, and I’m happy with it. You might be able to have a few minutes of fun if you’ve got an opponent available, or even just putting down a few solo laps.

Win32 package: drpetter_ld13_soltcras.zip

(might be portable, for those who feel like compiling… get portaudio and glfw)

(edited 28 minutes after deadline adding a simple framerate limiter to make it playable if vsync doesn’t work)

original, packaged before deadline: drpetter_ld13_soltcras_old.zip

Tags: final

LD14

Crypticism

Well, this looks weird.

LD17

Game idea 2

Imagine a similar top-down island+water view as in my previous sketch. I’m too lazy to make another.

This game is more of a resource management affair, with few action elements. All the islands are fairly small and circular in shape. You start out on one of them with a small land vehicle which you can move around. From this vehicle, you can send a probing ray aimed at the mouse cursor, used to measure range. The intended purpose is for you to drive near the edge of the island and measure how far away the next coastline is, and if it would be viable to build a bridge over there. You have a supply of resources for this purpose, like fuel, metal, and wood. There could be different kinds of bridges to suit different situations of resource supply, like wood/metal/concrete bridges.

Anyhoo, if the range checks out, you would start bridge building, which would be automatic and animated in some fashion. When the bridge is complete, you can cross it to visit the other island and harvest its native resources. One alternative system for resource handling would be that you had a swarm of builder agents that would scurry between the bridge being built, and back to connected islands with resource supplies. They would gather material and bring it back to the build site. This way there would be no global material reserve, but it seems like it could turn out kind of complex and tedious to have build time and efficiency depend on the network of bridges, possibly having the drones move all across the map to get things done.

For deciding where you want to build the next bridge, you could detach a helicopter module from the main vehicle and fly over to other islands to survey their contents. Small icons and proportional numbers (like “5 Oil” and “3 Rock”) would pop up when you get near them, or when you land. The helicopter would consume fuel, and have a limited tank capacity. That could mean you end up stranded on an island, and you would have to build bridges to reach and salvage it before it can be used again.

I’m not really sure what the overall goal would be, and if the game should either be win/lose or just sandboxy. Sandbox would probably be the best option, with some tweaking to make it apparent that you’re doing well or not, depending on how you play. One idea that could shake things up (pun!) is to have islands randomly rumble and crash into the sea, taking connected bridges with them. This would mean that you’d have to build new and longer bridges to reach some areas in case a key island was lost.

It might be possible to layer a different and primary mechanic on top of all this, where you perhaps shuttle creatures or other artifacts between islands in some way, so there’s something to aim for and always something to do (they want to go from one island to another, then back again or move on somewhere else). In that case, bridge building would become secondary but still the main important task you perform while playing.

That’s all there is, and you can’t play it. I would probably have started prorotyping one or both of these if I hadn’t made the questionable decision to spend my weekend doing really boring Sculptris code. I didn’t feel like I could relax and start on something else before that was done though, and in hindsight I’m glad that I have the boring stuff taken care of so I won’t have to do it tomorrow.

As always, good luck to those of you making games, and I look forward to browsing the entry masses later. One perk of not participating is that there’s no pressure to vote, for once :)

LD20

I made a flight simulator!

Finally settling down to start coding the actual game. Did a bit of preparation work earlier today, but mostly distractions. I’ve had the whole design fleshed out in my head since I got out of bed though, and it has given me a sort of fake feeling of comfort all day. Like I don’t actually have to write the code… Well, good news is that it should be possible to create and test the basic mechanics/rules with very little code or content, then if it does end up working properly I can dress it up fancy tomorrow.

So right now I have a crude flight simulator where you guide this here airliner in 3D with the arrow keys. Works surprisingly well, and I’m enjoying it. Might get complicated and confusing once I introduce the restricted airspace I had in mind though, but we’ll see. That’s next.

kohina.com for soundtrack

Getting a bit more complicated…

I keep confusing myself regarding the flight direction and world orientation… adding landmarks for reference, but it might be hard to get this playable without dropping into chase cam. Maybe there’s a chance for some novel control switch-ups though. I’m thinking point-the-mouse steering rather than keys for roll and tilt of the vehicle. That would add a global sense of overview for the player, without keeping track of exactly how the plane is turned. Not sure it would be flexible enough for what I want though. I’ll try something else first. It’s not actually supposed to be an airplane, so screen-space directional input might work out as more intuitive, if the camera follows along to some degree.