JigxorAndy

LD19

First Ludum Dare

This is my first Ludum Dare. I am also known as Assault Andy. Woop!

LD20

miniLD – All Talk

I’m starting my miniLD entry for the All Talk theme. I’m going to be using C++ with SFML and Code::Blocks as my IDE to create a text-based conversation game. The game will give you some text from a person talking about you will be given some options to reply with. Each different option will branch to another option, so the game will be a full conversation with lots of replayability for different scenarios and endings. I only have a very vague idea for the storyline, but I think it will develop as I write each part.

I’m starting the engine right now. I don’t think it will be very tough. The main work will come from writing and linking all the conversation pieces together.

I hope to learn how to effectively distribute my C++ games with SFML for multiple platforms – but starting with Windows, since this is the first time I will be making a game in C++, let alone using SFML. I typically use MMF2.

MiniLD #27 All Talk engine updates

Just most of the code so far. It’s small and simple and it works :)

The more difficult part of the code is actually displaying it without using console! That’s where SFML comes in.

MiniLD #27 – Sunday Morning Green Tea

Just woke up, Sunday here 10AM (Australia). I worked out the storyline for my game while lying in bed this mornin, debating whether or not to get up. I’d let you know it now but it would spoil the game. I think it’s pretty cool and will allow a few different places for branching the story in different directions. The secret phrase: “I think we can work something out…” actually fits in perfectly as well and I’d totally forgotten about it. So that’s good to know.

Here’s my plan of attack:
1. Finish dialog engine to display text and allow you to choose an option. (Problem: I don’t know how to wrap text with SFML.)
2. Build the dialog/game!

Text wrapping works!

Text with text wrapping is now working! I solved my major problem in writing this engine. I had to split the string to render by whitespace, and then insert linebreaks when the length of the words was greater than the screenwidth.

Threads that helped:

  • http://stackoverflow.com/questions/236129/how-to-split-a-string-in-c (how to split a string in C++)
  • http://www.sfml-dev.org/forum/viewtopic.php?t=3225&highlight=wrap+text (pseudocode for wrapping the text)
  • http://baconipsum.com/ (delicious placeholder text!)
  • Now to generalise the splitting code so that I can also use it on the player’s response choices.

    Comments

    26. Jun 2011 · 02:38 UTC
    Your sample text sounds very… meaty! =)

    Visual Engine Novel working!

    My engine works! It’s not pretty. But it works. The code isn’t great, but I’ve learnt a fair few things about programming in C++ and using SFML – seeing as though this is my first game in C++.

    There are a lot of things that are quite hard to do that I take for granted in my other game development tools. Things such as getting a nice GUI and even organising screens/menus is quite a hassle. I’ve learnt that I’ll need to plan the classes and architecture better for my next game. I find it quite straight forward to do game logic, but actually displaying it I find a bit annoying!

    I’m going to do all the story writing now and then I’ll probably release a first version.

    At least I submitted!

    My game turned out to be not really fun, and not how I would have liked it to have played. Here are the reasons it is bad:

  • Presentation sucks – no typewriter effect of typing out text, no sounds, looks bad, not neat at all
  • Story line was weak and clichéd at points. I came up with it on Saturday morning and I think it’s actually quite a good premise, but I’ve never really written a story out in full before, only concept and high level overviews, so writing dialog was new for me. I also didn’t do nearly as many story point branches as I wanted to so that really mean that…
  • It’s basically linear and there’s not any really good endings. I put in about one ending, but I had thought of about 4-5 different ways the story could have gone.
  • The code was , but I learnt how hard it is to get some things to display that I normally take for granted such as simple boxes and getting text to wrap.

    I think in future LDs I’ll stick to Multimedia Fusion 2 because I am very experienced with it and I know I can make games very quickly.

    Overall, an interesting experience and I’m sure my C++ skills improved. I’d be impressed if anyone found my game entertaining for more than 3 minutes and 37 seconds. Even that might be stretching it!

  • LD21

    I’m in, it will be a small entry

    I’m in for this LD, but I’ve got a hectic weekend with freeplay on and projects for university. Despite this:

    I will submit something, no matter how small.

    I plan on using Multimedia Fusion 2.

    I’m going to make a game in an hour

    I’ve had a busy weekend, as expected. But I’m going to make a game right now, and I’m going to attempt to make it in an hour, but I’ll allow myself up to two hours to complete it.

    It will have squares for graphics… and you will simply have to run away from other squares – who will chase you. I think I might recreate the childhood game of tag/tiggy if I have enough time (requires some minimal AI).

    I’m chronolapsing too. Here’s to making a game as fast as possible.

    Finished My Entry!!!

    Click here for my entry!

    I did it! I thought it might take 2 hours if I ran into problems, and it of course, problems cropped up!

    But it’s done. Finished. Submitted.

    I may upload an OSX and Linux version too if I get time.

    Post-Mortem to come tomorrow.

    Main points:
    * MMF2 allowed rapid development + SWF export (Linux & Mac to come hopefully)
    * Game idea changed mid way due to a couple of things that just weren’t working > result = better game!
    * Finished what I set out to do 😀

    Timelapse of NO ONE CAN STOP THE HARDWARE HERO!

    Here’s the timelapse of me making my LD entry:

    I made it with chronolapse, taking screenshots every 20 seconds for the 2 hours of development.

    If you haven’t played my game, you can check it out here. I made it with Multimedia Fusion 2.

    LD22

    LD #22 – I’m in!

    I’m in!

    I’ll be using Multimedia Fusion 2.

    The voting is rigged! The theme is kittens!

    MAKING A KITTENS GAME ANYWAY!

    Bite me!

    Making a Cat-former

    Meoooowwwww

    Explanation time

    Okay! Time for a debriefing of what I’ve been working on the past few hours.

    I wanted to make a game with Kittens for the lulz, and since the theme turned out to be “Alone”, I’ve decided to make a game where you’re an abandoned kitten, all alone. The player will control this kitten and the storyline will have something to do with finding your owner, or simply searching to “not be alone”.

    I am quite proud of myself so far because I think the cat’s animations are quite good (especially jumping) and I don’t consider myself an artist. The lo-fi art style that I’ve chosen has allowed me to draw the general shapes of the objects which makes it a lot easier to have lots of frames of animation.

    I’m not entirely sure how the gameplay itself should run. I’m not sure if I should make it arcadey (collect objects for points), or have no pickups but more of an exploration game with an engaging storyline. I’m also not sure if I should have vertical scrolling as well as horizontal. Currently the scrolling is screen-by-screen.

    Currently I’m thinking the title should be:  “THE THEME IS NOW KITTENS”.

     

    Back to it!

    Early Demo of my Cat Platformer!

    Here’s what I’ve got so far, in playable form:

    http://jigxor.com/ld22/JigxorAndy%20LD22%20Alone%20Kitty.zip

    Arrow keys to move, space to jump. Sounds are temp, graphics are temp, WIP, etc.

    It’s a Windows .exe. In the final version I may be able to compile for Mac/Linux, but if not I can probably do a flash version as well. It’s more immersive in full screen though.

    I’m really excited about this game! I think I’ve got some good ideas and some good groundwork to follow. With the introduction of the new “Mood” category, I think I can get a few good points in that area as I was already thinking of having a strong emotional/storyline component to my game.

     

    Please let me know what you think so far!

    Now with Red Balls

    I feel that I got the movement of this red ball exactly how I wanted it to be and I think it’s going to be a lot of fun to push around and play with.

    Pretty happy with it so far! I also added in some water and other background :)

    Half-time Kitty Update

    I’ve been doing a lot of cool stuff on the game this morning but I’ve chosen to give no screenshots for this post so as not to ruin surprises later in the game.

    I’ve added more backgrounds and redone the kitty running animation.

    I’m hoping to make as much unique content as I can, such as drawing every single tree differently and every building differently as well.

    I’m not sure if I should have music or ambiance or nothing. I am capable of making music in FL Studio, but it might not suit the rest of the game. Currently I have lo-fi sound effects made with BFXR. We shall see. I’ll have to do that in the very last moments before the time finally runs out.

    Back to it!

    Intro Cutscene

    I added my intro cutscene which really gives the game context and I think it also gives a bit of emotion to the game. Pretty happy with how everything is turning out so far 😀

    FINISHED AND SUBMITTED – STRAY WHISKER

    I finally finished! It’s 6:36AM. Time for bed!

     

    Please let me know what you think :)


    PLAY MY GAME!

    http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=3289

    Comments

    TheEiE
    18. Dec 2011 · 17:54 UTC
    Amazingly beautiful and very fun to play around with.
    18. Dec 2011 · 17:55 UTC
    Thank you very much :)