psnake

LD12

My first time around

Hi everyone,

This is my first time around. I hope it will prove to be a great experience and a good opportunity to look at OpenGL+SDL (no fancy game engines, just raw triangles, 馃槢 ). MinGW and GIMP will be my tools.

Good luck everyone :)

PSnake

Comments

Ariel Yust
06. Aug 2008 路 18:59 UTC
I’m not familiar with the programs you said you going to use but any way Good luck mate! 馃榾
06. Aug 2008 路 19:50 UTC
MinGW (www.mingw.org) is the gcc (and friends) compiler for Windows, and GIMP (www.gimp.org) is the open-source Photoshop.

First design

Working for about 4 hours now and I only have this design made in inkscape and some code written to setup SDL+OpenGL and some Stone throw code. The only thing it does is set an initial speed and position and then can be thrown way.

Screenshots:

First Design Concept

I’ll post screens of the code after a while.

Castle Atack

First screen of the game (no art, only colored polygons). Let’s see what comes out of it :P.

first test run

Day one finished

Looks like I got the basics of gameplay right, although it’s not really a game yet. Tomorrow will be mainly about finishing code, add score, better graphics, and above all, level design. Unfortunately I don’t know how to make music nor have the time to add sound effects.

Castle Attack (Final)

Castle Attack:

Download! (Windows)

EDIT: Apparently it does not work on Vista. Unfortunately I don’t have the time nor access to Vista to look at those issues. About the apparent crash, it’s really gameover (when you’re out of top men). I wasn’t able to get SDL images to load into OpenGL so I couldn’t put the beggining and ending images.

(to play execute the file bin\hydrus.exe)

You have to build a tower to invade the castle. You have three groups of men. Two push the tower left/right and the other is on the top, building upper levels of the tower. When it gets to the top it restarts but in a more difficult level. Also, you have to avoid some stones that are thrown from the castle.

Whenever a stone hits the tower, one level will be removed from the top and you lose one man on the top. If it hits one of the bars of man, you’ll lose one man from the corresponding bar.

You lose when you don’t have anyone on the top of the tower or have no more tower. When you lose you get out of the game (no Game Over screen :).

Keys:

Left/Right arrow – move the tower left/right

A key – send a man from the right to the left

D key – send a man from the left to the right

Esc – quit the game

Post-Mortem:

Gameplay wise is better than I thought I could do in 48h, but the graphics (or really huge programmer art :P), the lack of sound, and some real hard levels (I never got past the 3rd level).

I didn’t had the time to balance the game more. I wanted to make some Bezier curves to make the path of the rocks. I found some code on the net but it didn’t make it because I couldn’t make it to work.

Another thing that has gone wrong, it’s the textures with SDL+OpenGL. You can see the commented code that would show the openning screen and I didn’t make it, but I thought of a Game Over screen.

In the end I really saw what I could really do in 48h. I tried not to rush things (I worked for at least 6 hours before anything graphic would be shown on the screen).

Tags: final

Comments

11. Aug 2008 路 12:50 UTC
It opens then closes immediately. Nothing is dumped to the console.

LD13

Late Start: Road Car Race

With聽1 day and 11 hours left I start working on聽my entry. I’m confident this time, I really think I can pull a good game this time around.

I’m thinking in a racing game or something like it. Anyone remembers Road Fighter?

Goodluck to everyone, and better luck for me 馃槢

Psnake

First screen

I have a moving car and a collision map that works. Small things but I still think I can do it by the end of the day.

Car and Collision Map

Psnake

Tags: LD Road Racing

LD Road Racer (Final)

Well only some minutes left so I better put my (again unfinished) game.

It’s Road Racer clone so it won’t be praised by its originality :)

You have 5 levels (which are small parts of the same track) if you finish all 5 you win, if not try until you can.

It’s fun to play for small periods of time trying to beat a better time. So I launch the challenge, put in the comments sections (besides your critics and comments, of course) your times and final status of your car to see how good you’re.

Here’s the screeenshot (already used in an early post) and the source.

Download (python source): link

Instructions:

  • You need Python and Pygame installed (the latest stable releases)
  • In Windows: double-click the file main.py
  • In Linux: issue the command: python main.py

Keys:

  • Arrows: Accelerate, Brake, Turn Left/Right
  • Q: Quit
  • R: Restart
  • Esc: Pause

PostMortem to be written tomorrow or so.

Have fun,

PSnake

Tags: final, LD Road Racing

LD14

Third time鈥檚 a charm (I hope :P)

This will be my third LD, let’s see if this time I can get to more higher place than previous entries.

This time I’ll try Python+Pyglet.

Good luck to everyone

PSnake

LD15

I鈥檓 in!

This will be my third and I hope this time I’ll make something more fun than my previous entries.

My tools will probably be:

  • Code::Blocks
  • SFML
  • Gimp

Best of luck to everyone.

(Very) Simple Map Engine

map engine, main character, and a very simple map

map engine, main character, and a very simple map

Finally something to show :P.

I got the game to read a map from a file and finished the code that make the map scroll when the player moves.

Also created some quick art in Gimp. Now I’ll concentrate on collision (should be fairly easy) and then I’ll focus on enemies.

Not what I thought at first

I was thinking in doing something rogue-like but now the game is shaping into a puzzle-game and it looks interesting (at least for me :P). I got almost all mechanics written down and all it’s left is level design.

Here’s a screen of 3 enemies and their field of vision (in red). Since I’m no artist I think these tiles will be final ones.

screen001

Game Mechanics done. Now, balancing the puzzles

I really think this time I have a good game to show.

You were put in a cell inside a cavern patroled by spiders (?! I’m awfull at drawing 馃槢 just focused on mechanics so spiders it is, I think) and your objective is to just escape from there, but you’ll you be able to do it? If you don’t feel excited with this intro it’s because you’re a normal person 馃槢

I’m about to finish all maps (ie. rooms), they will be 8 or 9 in total with some variety on the path you can take so you’re not expected to go through them all (the easier exits of a certain room lead to easier rooms), but all converge towards one final room.

After the maps are made I’ll try to make the main menu and some way to save hi-scores.

Cavern Escape: Windows Port

I apologize to everyone that wanted to try my game but weren’t able to do it because it was Linux only.

Now I installed a fresh copy of Windows 7 (thanks to university for early access to it 馃槈 and quickly ported the game to Windows. But some problems arose while porting, one being the performance of the game, but that may only be because I have an old laptop and the drivers for Win7 are not good enough (I’ll dive into more detail in the post-mortem that I’ll write after this post).

So if you have issues with performance and have the possibility to test the game in Linux, please try in both.

Again, sorry for the inconvinience, good luck to all other entrants.

link: http://psa-sandbox.googlecode.com/files/Cavern%20Escape.zip

Cavern Escape: Post-Mortem

Another LD ended (my third one) and this time I’m proud of this game. A mix of puzzle and quick-action I hope that it will deliver some good moments to the player.

From the beginning I started with a cumulative design in mind, that is, I started with “the player runs in a grid” and started coding that. Then the next idea was making the player explore a maze, so the maze concept was implemented, but then enemies were needed to give more pace to the game. The maze and enemies combined聽 well into this puzzle-like + memory + timing mechanics. So all maps were created to take advantage of this moto: “the real challenge of the game is to understand the level and then go to the next” (note that replayability was never a goal of the game). The last design element was growing difficulty, I wanted a serve-all solution so the multiple exits were implemented (an exit that it’s easy to reach means that the next room is easy (when compared to the other choice)).

But this way of designing the game brings its share of problems. First, there’s no defined “finished” game, so you can always add or at least think of other features you can add. Second, and building in the first problem, you may lose some notion of how much time left there is for polishing the game (the menu teaching on how to play the game was only made two hours before the deadline and so the code for that is one BIG hack).

The big thumbs-up for this method is flexibility, if an idea doesn’t work you can throw it way without worries. In contrast, when you design everything and only after you start coding, if some feature doesn’t work as expected you must certainly will have to change (or, in the worst case, also throw way) some features that depended (or interacted) with the lost one.
Another positive point is that you never over-design a game that needs completion in 48h, although you need to reserve a greater chunk of time to polish the game than you would need with the design-everything-first method to avoid the problems mentioned above.

Technologically, everything went smooth for the most part of the game code. SFML is a really good media library that gives you everything you need but doesn’t get in the way you want to design your code. Many people use SDL when using C/C++ but I really recommend using SFML. I picked it up one day before LD15 and still could make a game without almost no worries (great tutorials for each feature and great organization of the library also makes the API reference easy to read).

The problem arose when porting to Windows. SFML uses OpenGL but support for it (in Windows 7) is still in the early stages , so testing the game when its rendering performance dropped considerably was a pain. I just hope that other Windows users don’t have those problems and can experience the game in its fully performance.

About the graphics, although I’m no artist, I always try to make something good looking. But this time I focused much more on game design, making the maps balanced and polished. So the 30 minute art that I did in the first day stucked until the end, but still I think it isn’t that bad though I could have made simple animations if I just had put another hour to it.

In the retrospective, I think that, of the 3 LDs I’ve taken part, this is my best entry so far. The biggest problem was really porting to Windows, so lesson learned, next time code in Windows and Linux comes as a bonus port 馃槈

LD16

Late start

Just remembered now that this weekend was LD16 馃槢

This time I’ll try something simple to write as I don’t have much time in my hands.

Freebasic will be the tool of choice to be able to code something really quick.

About the theme, I still have to think about what to do.

PSnake

LD17

Let鈥檚 see what can be done

I don’t know if I’ll have the time but I intend to do something.

I’ll try to use Yabasic as my programming language (the beta version 2.9.12) and maybe it will be an ASCII only entry due to time constraints. Let’s see what I can come up with.

Good Luck everyone,

Pedro S谩

One Day Lost

I’m going to start just now (it’s midnight here), after a full day of helping other people with computer-related problems. I still don’t have an idea, but one thing is for sure: ASCII.

I think I’ll do it with Python this time. I’d really like to upload something that gives at least a bit of fun 馃槢

PSnake

Final Sprint

After only one or two hours of coding this morning, I wrote a small text adventure. My idea is that you’re in an island with ancient ruins and you want to explore the main dungeon of the isle, but it’s too dark and you don’t have anything on you, so you must find something to make light.

Yeah, I know it’s a bit of a mess, but that’s all I could come up with in so short time.

Now that I got home I’ll do a sprint in these final hours to see if I get at least some kind of game.

PSnake

Ancient Island

I’ve finished all I can before deadline. I’m still missing an area (the final area) but I’m too tired to design a new puzzle and code it.

Still I think it was good entry considering the time I had, I hope you all enjoy it. I’ll upload a py2exe soon.

Entry: http://www.ludumdare.com/compo/ludum-dare-17/?uid=209

PSnake