I’m late

I’m finally having an idea !
Above is a screenshot of a fake isometric view with ugly sprite overlapping.

I’m finally having an idea !
Above is a screenshot of a fake isometric view with ugly sprite overlapping.

Core mechanics are implemented, tomorrow work will be about level designing, UI, power-ups and if i’ve got enough time, leveling.

I’m working on the menu right now, then I’ll be back to real coding !


I just drew the power-ups, here is the batman one !

I feel like i’ve experienced the exact same scenario as my LD20 :
I started late, trying not to aim too high, but still wanting to add some fancy stuff like XP, ending up at -5 minutes without any thought on level designing.
What went right :
I think i would have finished it with one more day but that would still be an unfunny game based on XP instead of cool mechanics. I’ll try to shape it into something playable in the future.
We all read articles about not being trapped by adding too much things, about cutting features, thinking small… But I still fall in those traps and that’s why Ludum Dare is fun and rewarding.Let me share my admiration for “Step Off” by intmain, which has basically the same *concept* but is waaaay more fun, cool feeling and awesome graphics.
You can try mine here.
The timelapse:
Tags: post-mortem, timelapse

I wish i would have allowed me a bit more time for the instructions, most players are complaining about that. Even with a screen at the start of the game, it didn’t work well, grey on grey and just a few lines of text are not good enough.
After not understanding the rules you are not helped much within the game as well, there’s not enough visual feedback about where you can build a tower or when you can build them. The list of the players on the right were actually a ranked list, but i’m not sure many players understood that since there was no indication whatsoever. I should show the percentage of the map conquered and the % of the map you have to conquer to win the game. Basically more feedback for everything.
I’ve already made a *lagfree* version of the game but since it didn’t take much time to code, it would have been better added in the submitted version.
Future : I’m going to put the project on github, i’m not sure i will work on it right away since i have other projects but after adding more feedback features as explained earlier, one cool thing would be to make it totally cross-platform between C++, Flash & HTML builds. I’ve actually used the flash networking library for that project but i’d like to use haxe networking and see how it goes.
Languages used :
Tools used :
I didn’t like True Blood much but what i hated the most was that stupid Sookie character.
She’s now the name of my network library >:(
IDE : Sublime Text
Languages : Haxe (client), Python (server)
Libraries : NME / qookie (haxe), sookie / twisted (python)
Art : Bfxr, Photoshop
X : Chronolapse, Snippy, Dropbox Screen Grabber

Wootsch wootsch
Failing Making multiplayer online games most of my LD’s i’m really curious to know who’s with me in the genre, there were a few but really fun ones a few LDs ago, i remember a fighting platformer and some really frenetic and good-looking mining game (WITH LASERS).
I’m in again hoping it will be better than my last one, aiming for some simple and decent mechanic to come out of my brain, more in the spirit of The last Square.
I’ll be using :
Who will dare making a MMO ?

:'(
The game is working in multiplayer but i have an annoying issue where a player disconnection make the server crash.
I suspect a socket block error killing the app but being silenced by my try/catch that i’m using for buffering datas, not sure about that but i’ve been spending way too much time on a non-game-related bug and while i’m often glad to make the stretch until 3AM i don’t feel like i’ll be able to wrap this up on time.
I might participate in the Jam but i’m really uncertain that i’ll be able to fix this bug, seems too obscure and tight to my whole net lib to go the YOLO way. I’m a bit sad but it was a really good stress for my libraries 
I hope to finish it at some point though.
:'(
If you’re using the awesome pixel editor Pyxel Edit (free version) and you happen to be a haxe user, you can probably use my importer.

This is a really simple project but this is still time you can save for something else. You can basically retrieve a tile array of each layer and this is framework agnostic; but if you’re using openFL, i made a helper.
Here is an example on how to retrieve datas for three layers named “background”, “walls” and “objects” in Pyxel Edit and draw them on screen:

import flash.display.Sprite;
import openfl.Assets;
import pmi.PyxelMapImporter;
import pmi.OpenflHelper;
class Main extends Sprite
{
public function new()
{
super();
var pyxelMap = new PyxelMapImporter(Assets.getText("assets/map.xml"));
var background = pyxelMap.getDatasFromLayer("background");
var walls = pyxelMap.getDatasFromLayer("walls");
var objects = pyxelMap.getDatasFromLayer("objects");
var tilemapBackground = OpenflHelper.getTilesheetArray(background);
var tilemapWalls = OpenflHelper.getTilesheetArray(walls);
var tilemapObjects = OpenflHelper.getTilesheetArray(objects);
var tilesheet = OpenflHelper.getTilesheet("assets/map.png");
tilesheet.drawTiles(flash.Lib.current.graphics, tilemapBackground);
tilesheet.drawTiles(flash.Lib.current.graphics, tilemapWalls);
tilesheet.drawTiles(flash.Lib.current.graphics, tilemapObjects);
}
}As requested and since i finally have a game idea i’m listing my tools :
Programming-wise :