HybridMind

LD11

Howdy LD !

Hey all-  I’m also going to be attempting my first LD and thought I’d make a quick post to test out this here blog system and say ‘Howdy’ to everyone here while I was at it.  I’ve been looking forward to this for quite a few weeks since I found out about it a month or two ago.  I plan on using Ruby/Gosu and perhaps Chipmunk if the theme warrants some hardcore physics fun.  :)

Woohoo.. Desk Photos! Me too…

Just my workspace photo to get into the spirit of things here..

HybridMind’s Workspace photo for LD11

Just a close-up of my ‘chariot’ for the competition… code in style. 😉

HybridMind’s Chair for LD11

Don’t have any food photos to contribute as I was out to dinner in town and sorta forgot about that aspect. Well, I’ve gotta go get xchat installed now so I can be distracted by IRC too. :)

Tags: chair, deskphoto, workspace

late night cereal..

a minimal cereal..?

a minimal cereal

Well, while I try and step back from the IRC channel for a bit to collect my thoughts on the theme announced ‘Minimalist’ I feel nothing would hit the spot better then some minimalist toasted -o’s.  No fluff here, just the bare essentials.

Tags: cereal, foodphoto, friday, minimalist

Min Mo

That’s my working title currently…

Well, it’s about 3am here EST and I think I’ve gotta shuffle off to bed. I’ve spent the past 4 or so hours working in art programs on concept art and haven’t written a lick of code. I’ve basically been listening to Deep Mix / Moscow Radio which I’ve found very inspirational for this theme whilst I’ve drawn animated bitmaps to the beat.

I started out in Corel Draw and then ended up in Tile Studio. I got inspired while I was in Corel Draw and then took some of the concepts over to Tile Studio to flesh out further in tile / bitmap format. I came up with my main character animation sprite sets and got a nice test animation that I actually don’t know how to dump out to an animated gif to share. Too tired to figure that out right now, so nothing visual to share yet. Now I just need to keep fleshing out the scope of the game / gameplay and see if I can code something usable in time! Phew..!

I’ve enjoyed seeing everyone’s posts and chats in the IRC channel. I hope you are all having a good time! 😉 What an adventure.

Tags: checkin, early, journal, morning, saturday

sat morning breakfast..

mmmm.. breakfast sandwich and OJ.  Good morning ludum dare 11.HybridMind’s Saturday Morning Breakfast

My girlfriend said she’d make me a breakfast sandwich as long as I post it to the LD blog, so how could I refuse?  It was gooooood too.  😉

In other news, I got about 6 hours of sleep and am working on getting my basic character functional in a code test so I can post something game related soon.  :)

Tags: breakfast, foodphoto, oj, saturday

MinMo screen shot and win32 test file

Finally got a screen shot here along with a link if anyone on win32 wants to try my character test and let me know if my exe doesn’t work. Basically got my character tiles from last night all coded in and initially timed between states.

The current player character MinMo has two states. A ‘Min’ state where he is a little thin snake and a gelatinous block ‘Mo’ state where he can’t move but will probably be invincible. You are frozen as ‘Mo’ currently until the time is up where you then transform back to ‘Min’.

You use arrows to move left and right, space to transform, and ESC quits. Now for more game elements!

win32 exe available here

MinMo Screenshot Char Test

Tags: gosu, minmo, ruby, screenshot, test, win32

Comments

19. Apr 2008 · 14:11 UTC
Works with no problems… looking good!
thedaian
19. Apr 2008 · 14:11 UTC
Worked for me, too. Nifty.
HybridMind
19. Apr 2008 · 14:15 UTC
Thanks for the feedback. Still working out kinks with rubyscript2exe so that is good to hear it is packaging up everything so far.

MinMo screenie #2 and journal update

Here is another screenshot of MinMo. I have got a basic ‘block’ class defined and working for the land now. Basically, keeping to the concepts of the theme with min and max (or mo?) the blocks will be moving up and down possibly signaling their moves with color changes ahead of time. Another minimalist thing I’m trying to incorporate is that your little MinMo player guy can’t jump. You will have to use the moving of the ground blocks to get around the world. You WILL be able to fall though and I’m still thinking up what kinda of implications this may have. I am still brainstorming other aspects of the game (enemies, goodies etc) but nothing too concrete yet.

MinMo Screenshot 2

So, now I’m off to a birthday party I’m throwing for my girlfriend so I won’t be back for about 6 hours or so. Then it is a late night sprint on the game, some minimal sleep and the final crunch on Sunday to pull this thing off. Good luck all!

Tags: gosu, journal, minmo, ruby, screenshot

Saturday’s grill-a-thon

Well, I’m back a couple hours later than I thought I might be (go figure..) 😉  But, I did snag one great picture of copious amounts of dead thing grilling over a backyard fire at a friend’s house.

Saturday Night Grill-A-Thon

Anyway, I’m back and checking out all the posts and happenings I missed while most of you were still coding away today!  Gotta get back on the coding horse if I’m gonna pull this thing off tomorrow, still a lot to do!

Tags: foodphoto, grill, journal, meat, saturday

minimal MinMo minutes..

Well, I’m back up and starting to wake up.. (mmm coffee)  I was too tired last night to tag the evening with a journal update as to progress of MinMo so I think I’ll do that now as I recollect my thoughts and tasks for the day.

I managed to get about 3-4 hrs of code in last night during which I got the block classes correctly picking new heights, updating to the new heights etc.  It looks really neat in motion and there is something about it’s minimalism that I do like.

I got the player char position to be updated as the blocks rise and fall and started working on more advanced collision detection.  I need the char to correctly get stuck in the block valleys and be able to move left and right only when their block is above neighboring blocks.  Sounds simple enough right?  😉

I managed to piece something together that was crudely working after fighting through some annoying bugs but basically hit a wall of tiredness where I was causing more harm than good.  :)  So, I went to bed hoping to refactor a bit better / clearer algorithm in the morning and then hopefully add a few more elements to make this thing a ‘game’ and maybe even slightly ‘fun’.  I still have hope even though there is less than 10 hrs left in the compo.

Tags: gosu, journal, minmo, ruby

eggy breakfast

Well, at least breakfast doesn’t need working collision code to be yummy. I’m thankful for the small things ya know? 😉

HybridMind’s Sunday Breakfast for LD11

I ate this while detailing out new collision code algorithms for MinMo on a notepad. Then, I went for a brief bike ride around the neighborhood while thinking about them. Time to implement!

Tags: breakfast, collision, eggs, foodphoto, journal, sunday

Comments

Jason
20. Apr 2008 · 17:03 UTC
Hmm, I should have come over fro breakfast!
HybridMind
20. Apr 2008 · 17:52 UTC
Heh! Hey Jason…!

MinMo screenshot #3 and win32 test

So, after some sleep last night I have finally finished a good working pass on all the character vs moving blocks collision tests.  Had a few bugs / kinks to work out that I introduced due to tiredness last night.  Now everything seems stable and falling seems to work good enough for now.  Plus, the characters position correctly updates as the blocks move up and down and the character can now fall down and meet a moving block without problems.  Plus, thanks to the new algorithms I should be able to implement similar ones for any other objects / obstacles / enemies I manage to implement in next 8 hrs or so!  😉

win32 available here for anyone curious as to its workings / progress.

Screenshot #3 for minmo

Tags: gosu, minmo, progress, ruby, screenshot, win32

Comments

Jason
20. Apr 2008 · 22:14 UTC
The final stretch! How’s it going? (if you’re crunching, feel free to ignore)
HybridMind
20. Apr 2008 · 23:21 UTC
Oh hey- yeah, I was definitely crunching.. OMG.. my brain hurts.

MinMo LD11 Final

MinMo is my entry into the LD11 – Minimalist Theme compo:

final minmo screenshot

Update:

Two win32 versions are now available, a fullscreen and a windowed.  No other changes were made to gameplay or bugs.  The resolution is 1024×768.  I recommend the fullscreen version for a more immersive experience.  😉

Fullscreen win32 available here (2.3MB)

Windowed 1024×768 win32 available here (2.3MB)

full zip with win32 exe and source here (3.5MB)

I’m hoping to post a linux version / instructions soon too.

The goal is to get from the left of the screen to the right of the screen. Each time you do the world will advance one level. Each level brings more flowers and enemies to overcome.

You play as a character with two forms. “Min” – who is thin, vulnerable and snakelike. “Mo” – who is an invulnerable and immovable gelatinous mass.

You can only move around when you are Min but if you are falling off of a block you can transform into Mo to crush enemies below you. If you happen to be cornered by an ememy as Min, you can transform into Mo to let them pass by safely. You can only get hit by the enemies once or the game ends. You can continue though so never fear!

The game world consists of rising and falling blocks that also play the music of the game in time to their movements. There are little flowers that grow from time to time that you can collect for points.

This was created with ruby and the incredible gosu game library.

I used the awesome sfxr for all game sounds too!

Bitmaps created in Tile Studio after some initial concept art inspiration in Corel Draw.

I finished this with 3 minutes left in the deadline. That means that I didn’t have a chance to play it that much to tune for fun. It is functional and seems stable. The player crushing enemies collision detection could be a little better for sure and the levels could advance in a more interesting way. All in all I am very happy with having completed this project in such a short time. I didn’t think I was going to be able to make it under the deadline the past 4 hours or so leading up to the end so I am glad that I actually managed to pull something off. I’ll post a post mortem later perhaps. I can’t wait to check out all the other entries! Good luck and congrats to everyone who participated!

Tags: exe, final, gosu, minmo, ruby, source, win32

Comments

Jason
20. Apr 2008 · 23:05 UTC
Cool game! Doug’s playing it now. He said, “Tell Dave he did a great job.”
HybridMind
20. Apr 2008 · 23:11 UTC
Hey, thanks for the compliment. I ‘finished’ with 3 minutes to spare!
Jason
20. Apr 2008 · 23:16 UTC
That’s cutting it close!
Jason
21. Apr 2008 · 01:47 UTC
Congrats on an awesome job!
Devon
26. Apr 2008 · 01:58 UTC
how does ruby and gosu compare to python and pygame? if you’ve used pygame of course.. They seem similar from what I’ve read.
Devon
26. Apr 2008 · 02:08 UTC
err I guess I had gosu confused with Rubygame.
HybridMind
30. Apr 2008 · 14:13 UTC
Devon,

LD13

Hello again LD

This will be my second time participating in the insanity that is Ludum Dare.  I was here for LD11 – Minimalist before.  Since people are posting a few thoughts about lessons learned or at least things to be cognizant of during the competition I felt I’d add my own as well:

My personal quest this time will be to leave a LOT more time to actually make the game ‘fun’.  I didn’t do very well on pacing last time around and while I was really happy with the art, style and environmental aspects of my ‘game’ it really fell short on play testing time and game play.

As a practical example of what I mean, most of the negative feedback my ‘final’ deadline entry received over the week of voting / rating I had already resolved on my own within hours of the submission deadline.  This of course couldn’t be uploaded as the final entry being past the close of competition.  Point being, given time to play it (which I honestly hadn’t really had a chance to do very much of) a lot of issues become quite obvious. If I had paced even a few more hours of actual playing time into the competition schedule I believe that my entry would have been a lot more fun to play for others.

That is what I will be keeping in my mind for LD13.  Make sure to play your own game or have thought out the game play as early as possible.  I don’t want to get bogged down in all the polish of art, style, look and feel and forget that a game should have a game in it and actually be fun to play.

Good luck everyone, I can’t wait to see all the entries!

Comments

Devon
05. Dec 2008 · 14:09 UTC
Good to see you back for another LD! Play testing is also something I never got to last time. I also want to focus more on making the game fun this time and less on nitpicking art and learning an API. We’ll see :)!

My LD13 techs of choice

I will be using Ruby and the Gosu Gamedev Library developed by Julian Raschke (who participates here at LD sometimes) for my language and codelibs just like on my LD11 – Minimalist entry.  I’ll probably use sfxr for the sound.  I may try bazaar for source control (i’m more used to subversion but the syntax is similar enough.)  I’ve got Tile Studio for my sprites. I’ve got audacity for any sound work I may need.  I think that is about it.

Here is my workspace too.  Crummy photo I know.  Also, I’ve moved recently and this is the best area I could really cobble together in time for the compo.

CoMuTor

Progress?  Well, it has been SLOW.  Last night after the theme was announced I must admit I was quite stumped.  I couldn’t even remember if I had voted for roads or not.  I knew that this time around I wanted to pick a game scope that I could pull off in the allotted time.  All the immediate ideas I had were way to ambitious though and I felt like I was merely wading through game ideas that were either too complex or just not interesting to me to put the energy into in order to accomplish them in the timeframe.  Also, I admit I was blindsided by not being able to get past thinking about cars instead of roads.  So, I basically took last night to let the ideas seep and the subconscious work on it.  I played a bunch of Left 4 Dead with two friends and another Ludum Dare steam group member who was also (procrastinating?) like me.  :)

That was a lot of fun, but anyway I digress!  I went to bed late and uncertain.  I loaded my subconsious up prior to bed by browsing hundreds of google images for “roads” looking for inspiration.  I then slept about 6 hours but had no dreams about roads.  Before sleep I had a few ideas running around in my head but nothing felt “right”.  I was thinking about a mailbox baseball game but couldn’t decide on perspective.  I was thinking about a garbage collecting game but decided it would be too ambitious.  So, this morning after a bunch of coffee I was suddenly hit by a vision and sketched the following:

And thus, CoMuTor was born.  Basically Rampage + Gridlock = CoMuTor.  I feel that I just *might* be able to pull off this idea in the time remaining.  Still a lot of details to work out but basically I’m thinking that the idea will be as follows:

You are CoMuTor a monster that for some unknown reason have appeared downtown during rush hour and must battle your way out through gridlocked traffic to the suburbs and then the country.  Of course you will get to smash and battle many things along the way as any “Rampage” type game should allow.  Why are you a monster in the city?  Umm.. why not?  😉

As you can see, many details remain.

Tags: comutor

Comments

06. Dec 2008 · 15:20 UTC
This looks fun.

CoMuTor is coming…

I’ve been working like mad since my last post at trying to mock up some CoMuTor animation tiles to have something to work with the soon to be written game logic.  I always forget how long animation takes and am hoping that these placeholders won’t become permanent as far the deadline goes….  we shall see!

Here is a detail of my Tile Studio CoMuTor project:

Here is the larger image of even more tiles:

I have to draw some final frames of a CoMuTor attack where you reach down and fling cars up into the air and/or a smash attack as well.

Tags: comutor, tiles

Comments

06. Dec 2008 · 16:54 UTC
Nice to see someone else using Tile Studio!
HybridMind
06. Dec 2008 · 17:02 UTC
Heya, I just realized you are the creator of Tile Studio, nice!

CoMuTor… Slowly advances – “Tech” Demo

Well, as the clock ticks down and I find myself with less than 22 hours left in the competition I am trying to keep my spirits AND energy up.  While I am pleased enough with the work I’ve done, I have worked much more slowly than I wanted.  Not sure what this will mean for the adventures of CoMuTor but only time will tell.

Here is a “tech” demo if anyone wants to check out my progress so far.  You can basically move CoMuTor all around and jump and perform his flip car attack though sadly there are no cars yet.

The win32 zip is here

And here is the screenshot for the sake of completeness:

Tags: comutor, demo, exe, screenshot

Comments

HybridMind
07. Dec 2008 · 03:58 UTC
oh yeah, gamepad is only supporting ‘stick’ at the moment, not the directional pads.. gotta figure that out in Gosu
brandonman
07. Dec 2008 · 04:00 UTC
Worked fine with Vista 64 bit Ultimate, as well as with my Extreme 3D Pro Joystick.

Let there be vehicles!

CoMuTor finally has three types of vehicles.  Given time constraints I am really simplifying the art style so that I will have some small hope of making this a game by the deadline.  I am also looking for gameplay that will fit within the deadline at this point too.

My new simple plan is that vehicles move right to left and that you can attack them and jump on them.  I’m not sure yet how I will work the aspect of them running into you.  Will that hurt you if you aren’t flip attacking them?  Questions questions….

Here is the current build for the curious (win32)

Tags: comutor, roads, vehicles

CoMuTor – Final!

Here is a link to the updated post compo version that will stay current. ** NEW **

Here is link to win32 binaries only final compo version

Here is link to Mac build of compo version (thanks to jlnr!) ** NEW **

Here is link to full source and media archive of compo version

Gameplay:

You are a monster who has decided you will take out your aggression on the morning commuters.  You can  crush cars and SUVs with abandon as long as you land squarely on them with your jump move.  You must be mindful of the dangerous GAS trucks!   Keep away from those at all costs and let them safely leave the screen.  Every car or SUV that escapes your wrath and flees the left of the screen costs you the same amount of negative points as if you had crushed them with a fatal jump move.  After each vehicle is destroyed it’s inhabitants flee in panic.  You can chase them down and eat them.  Don’t let vehicles run into you though as this will also cost you score as well.  The game speed will continue to increase with every 10 vehicles destroyed.  Since you are an invincible monster you are merely playing for a positive score until you retire from your activities.

Managed to cram some form of “game” into it but it definitely didn’t turn out how I meant it given all the triage and feature cuts I had to make both in programming and art.  I had an awesome time though just the same.  Can’t wait to play everyone’s entries!

Tags: comutor, final, gosu, mac, ruby, update, win32

Comments

Jason
08. Dec 2008 · 22:37 UTC
Very 2600! I love it. It really pushed my graphics card to the limit. 😉
10. Dec 2008 · 11:30 UTC
AWESOME….
10. Dec 2008 · 15:30 UTC
FYI, after playing for a couple minutes my monster temporary become unresponsive to movement (though escape worked). Also and this could have been a result of button mashing… my display rotated 90 degrees… Everything, not just the game :)
10. Dec 2008 · 16:04 UTC
Despite the triage you said you performed, this is still strangely fun. And Otter: stop stealing my hop/eat combo. Even though you had it first.
HybridMind
11. Dec 2008 · 02:34 UTC
Thanks for the feedback everyone (here and the feedback in the ratings section). I definitely agree with everything I’ve been hearing. My local copy already has a few simple game balance tweaks to the car stream and gas truck frequency that has helped things out a bit. I think I’m going to be putting in a bunch of time this weekend on polishing this game up so all feedback will definitely have a chance to get realized. I’ll post the ‘deluxe’ version here when I see how far I get this weekend. Once again, thanks for playing everyone!

CoMuTor – Post Compo

First of all, thanks so much to everyone who left feedback to me in the ratings area.  I have taken a bunch of the suggestions that people made and have worked more on improving CoMuTor in the past 2 weeks.  Here is the latest work in progress of a post compo version of CoMuTor.  The readme file contains all the changes that I made so far based on my own and others feedback.  I welcome further feedback in the comments on this post for anyone that liked CoMuTor enough to try and play it again.  I’m just having fun working on aspects of polishing and modifying this silly little game.  I look forward to more Ludum Dares!!

CoMuTor v1.1 – Post Compo win32

Changes from compo version:

– added visual score feedback and level indicators
– added 3 minute time limit
– made it harder to eat people
– points scale with faster/smaller vehicles
– rebalanced point system
– rebalanced timing / car release system
– vehicles have different speeds now
– added people to vehicle sprites
– broke out car and suv sprite body for better coloring system
– crushing gas trucks no longer counts towards crush count
– vehicles running into you no longer spawn people
– adjusted menu instructions to reflect new changes

Tags: comutor, gosu, postcompo, ruby, update, win32

Comments

Gilvado
24. Dec 2008 · 17:40 UTC
Really like the changes you’ve made. The visual score feedback makes an enormous difference. Time limit means that you don’t always end up with a massive negative score, either :D. Made the game a lot more fun!