YourLocalFax

LD28

LD28 is Almost Here…

Hello, World!

This will be my first time participating in LD and I was only ever able to watch part of a previous one, so I’m gonna be a little confused puppy more than likely.

I plan to use Java with Eclipse and a small WIP game engine that I’ll upload at it’s current state at that time so I can spend all my time on concept and design rather than hours of structural work. Audio will more than likely bee SFXR and Audacity, but if I get time I’ll switch computers and pull up Ableton and write music for it as well, depending on what comes from the topic.

Can’t wait to get started and see all the crazy ideas that everyone comes up with, hopefully I’ll be one right along with you!

Starting in a Matter of Hours

We start in a matter of hours, people! I’ve taken the liberty to add a second moniter to my desktop and upload the “game engine”/library I plan to use. You can find that below.

I’ll probably be streaming some/most of my work, so don’t bother looking for that. Final working environment will be Eclipse (Java), Paint.NET, GIMP, Pickle, Ableton Live 9, Audacity, and maybe SFXR if I really need to.

Petrichor: http://www.mediafire.com/download/8s2onn3j7k7w7u4/Petrichor.jar

Good luck, all!

One Change…

I added Java Applet to the old (remaking it way different) version of this “engine”. It should be at the same location, but just in case it’s not, here’s the link again. Don’t wanna have trouble being allowed to use stuff.

Petrichor: http://www.mediafire.com/download/8s2onn3j7k7w7u4/Petrichor.jar

Should be my final post before things start unless I happen to have more things to add to Petrichor before hand, but as soon as LD is over I’m trashing it and working on the new version that might actually be easier to use.

Again, good luck all!

Quick Question About Libraries and Such

So I plan to use my own libraries, but I’d like the ability to edit them while I’m working (if I need another draw method or a better display created, let’s say) and I only wanted to post the .jar file for them, would I still be allowed to use my files and edit them or is that a big bad no?

Thanks!

Alright, JUST IN CASE (And stuff)

I’m going to upload the files I want to use now as actualy Java files (so I can edit them all I want, as can you all if you choose) since I’m behind on this thing.

NEW LINK: https://www.mediafire.com/?uyz05ddza33pg2u

And with one hour, why not take a break and play League, right!?

Final Countdown!

Less than ten minutes and I feel like doing a final post to finalize everything (to pass time and just kuz I’m like that, kay?)

 

Language: Java

IDE: Eclipse

Graphics: Paint.NET / Pickle / GIMP

Music/Sounds: Ableton Live 9 / Audacity / SFXR (if I need to)

I’ll be using these Java files: http://www.mediafire.com/download/uyz05ddza33pg2u/src.rar

I’ll be streaming at http://www.twitch.tv/alocalfaxmachine

 

Good luck, everyone!

Off to a Start

It’s a slow one because I had a bit of a slow brainstorm, but I’ve got level tile loading done and basic collision detection. I’m going to add world interaction and then NPCs before I work on the rest of the gameplay.

Shot1

 

After basic gameplay will come texturing, then maybe some sounds. After than I can only hope the story come together and is playable ^.^

Yay for Problems!

I would like to thank Java for not working as an Applet right now! c:

I got to a point that I wanted and decided to make sure it would still run as an Applet. Well, turns out it isn’t able to load the images in the .jar file. I don’t want this to be a problem, but in 15 minutes I haven’t figured it out. Not much time to waste on it, any info on why this would happen is greately appreciated.

Got some core mechanics done (very poorly, but whatever) and started doing basic textures. Your “friend” can move around, open doors, and you can talk to him, but other than that they aren’t much help yet.

Next on my list are adding an inventory that you and your friend share and gonna pretty up the PopUp thing at the bottom. After that there’s the other characters (I hope to have 5 playable storylines that all connect with eachother), music/sfx, and the story between the characters themselves.

Shot2

I Hate My Code So Much…

But it works, kinda. Interactions have gone deeper with a ONE slot inventory and a dialog system of which you can only choose ONE interaction. Each different section of the game will be a small part of the entire store seen through each person’s perspective at the time, so these small things help in the long run.

Shot3

 

Got Menus and More of the Second Story

My friend is testing it and having bugs that I’m not, but other than that development isn’t really all that bad anymore.

Screenshots of Main Menus

Shot6 Shot7 Shot8

I’m about ready to…

… finish the third level and call it done. At the start I rushed the game mechanics more than I should’ve and it’s becoming tiring to work with. There’s 5 hours left, yes, but with what I’ve got that’s not a whole lot to make it much better than it already is minus extra gamplay (which admitedly would make the game make more sense, but it’s summed up in the “How To Play” menu that you’re supposed to figure it out on your own anyway). I also wanted to make the keys mappable, but I went ahead and threw that as another “You Only Get On” item: only one key config.

The game needs a name, maybe better graphics, then I’ll call my first Ludum Dare done and start getting prepared to do better on the next ond c:

Meh, I’m Done

I’m just tired of working with the worst code I’ve written in a long time, but at least the game is “playable.”

You can find it here.

What went RIGHT

  • Code works
  • Small libraries I made and use worked well
  • “Finished”

What went WRONG

  • Worse code structure than I planned
  • Poor time management
  • Poor preplanning
  • Lots of other stuff

Pretty much not super proud of the game, but I never planned to have an amazing LD entry. I entered this because it was my first actual chance and I only wanted to challenge myself and see what I could do, so I’m proud of the bit of effort I put forth.

I’ll be back for the next one, hopefully with a wider arsenel of strengths and the ability to pre-plan much better. Good luck in the final hours, the rest of you!

LD29

Joining the Ranks!

I’m in as well! During my last LD, I managed to screw myself over due to improper planning, so if I’m to feel proud of my work I need to put more than 2 minutes of thought into what I’m doing.

  • Language – Java
  • IDE – Eclipse
  • Graphics – Paint.NET
  • Sounds / Music – SFXR / Ableton Live 9

I’ll be posting some base code about a day beforehand so I have the option to use it if I so need to, and will just be practicing until the weekend.

Good luck, all!

First Day Sounds Done

Spent the first two hours thinking of ideas and throwing out some basic code to get what I want done. I had planned to make an open world where every pixel can be manipulated, but I can’t draw all of them fast enough individually. It runs fine at a scale of 8, but it’s far too slow to draw each pixel as an actual pixel… Anyway, I’ll still be doing everything the same way and maybe I can get it to draw faster some other way! Good luck all, and goodnight ^_^

Pixel Perfect Physics…

So for the past few hours I’ve been tweaking my physics system. Each pixel of the world is interactable, so each pixel needs to collide with the player. I can handle that, but resolving collisions is becoming increasingly difficult to control. In a completely flat collision, everything is fine. When two start happening at once, the player is moved from one even deeper into the other, that other one then causes another and just shoots the player through the ground until there are absolutely no more collisions to handle. There’s no easy way around that… Does anyone here have any experience in detailed ‘physics’ like this that they can share? Would be much appreciated ^_^

 

Screenshot of what the world looks like:

Shot1

Mostly Done

Just needs music, really. If I get around to it the sun will also move in the sky according to your time left to finish the game.

Shot2

“Behind the Surface” – Post-Mortem

Since everyone does these, why not me too?

This Ludum Dare I spent way too much time playing League and not working on my game like I should’ve been. It still came out with the concept I wanted, but the gameplay was short and very limited. You dug up stuff, you bought more stuff, and you kept digging. With only a few things to destroy and 3 shop items, the game got old fast. A few people have commented and told me that they thouroughly enjoyed it and managed to play it for half an hour to an hour (Meaning they played it multiple times, it has a 10 minute time limit) because of its simplicity and addictiveness. While I personally find these people crazy, it’s nice to know my game was more entertaining than I thought it was at first.

That being said, I’m already in the process of remaking the game in Java rather than Lua so I can more easily optimize the game. In the Lua version, all chunk handling and terrain generation was handled along side player input and rendering. In the current Java version, all chunk management and terrain generation is run in a complete separate thread and not syncronized to the player input and rendering. When both were handled at the same time, there was obviously a lot of lag when loading new chunks. Having them separate, currently the only lag experienced by the user is due to rendering of particles.

The new game, now named Tellurion, will contain dozens more pixels (hopefully) and have a wide array of tools and items to craft and create from them. If all goes well, you’ll be able to control a civilization that can aid you in gameplay (or you aid them through gameplay, however you want to look at it). I hope to have the basics of all of this done in the next few days.

In short, this Ludum Dare was fun, but I needed to work harder. I’m making up for it now.