someone

LD26

Android

Released a post compo version of my game Kriok
It is also my attempt to finally complete the october challenge.

Get it on Google Play

It has some minor changes and a few more levels than the compo version.

Tags: android

LD27

Timelapse and Gamplay

So, Another game done. Sort of.
Was uninspired by the theme again and ended up only starting the game about 13 hours before the deadline. Not really enough time.
Happy with the what I did manage to get done though.

I didn’t get round to drawing the enemy graphics or a nice shiny title screen, or making the music. but that’s all its missing from the original plan.
I didn’t completely figure out what I was going to do for the enemies which didn’t help as I ended up starting that bit way too late. An idea was to make them crawling bombs that exploded ten seconds after they go into attack mode, so you have to shoot them before they explode. Anyway we have nice cubes instead.
The spawn every ten seconds thing was my last minute attempt to connect the game to the theme as I failed to implement the planned link.

Here is my timelapse video, with some gameplay at the end.

Play my game here.

Tags: timelapse

Graph time

Think its about time to post this graph for #LD27

coolness graph
It shows the distributions of the coolness and votes for all entries, value being the number of votes and frequency is the number of entries with that number of votes …

Add your user name to the image url to show where your game is on the graph.
The graph updates itself so is always current.

Tags: graph

LD28

Jam perhaps

ld28_nowhere
Not really got anywhere. Decided to try learning Haxe and spent far too long porting my Tiled level parser into a language I’m unfamiliar with. That was probably something I should have done before the competition started, or at least started it earlier than three quarters of the way through. Got there in the end though but now it is a bit late to enter the compo.
I’ll see where it goes tomorrow and enter it into the jam instead.

LD30

Something

Well I submitted something. Didn’t give myself enough time though the idea was a bit ambitious for twelve hours.
Its not really a game in this state but you can play it here.

I just realised I read the the wrong. I thought it was ‘Multiple worlds’ not ‘Connected worlds’. Oh well. That’s what I get for briefly looking at the theme at 2am, not checking the site since then and not starting for another 36 hours.

Actually my entry to LD23 would have been a much better game for this theme, I even decided I wanted to revisit it and take it further, but a new compo needs a new idea…

More Stats

Seeing as there is another graph a few posts down, I thought I may as well post mine for LD#30
It shows the current vote distribution across all entries, ‘frequency’ being the number of entries with ‘value’ votes.
Vote distribution
You can add your user name to the image url to show where your game is on the graph.
The graph updates itself so is always current.

And wow that is a horrible graph, at the time of posting there is apparently someone who has rated 1030 games, and 744 people haven’t rated any. Perhaps I should modify the it to disregard outliers.

Edit: Added an ignore parameter scale the graph a bit. set to zero to see the full graph. Alternatively you can use maxvalue= and maxfrequency= to manually scale the graph. Perhaps I should make I fully interactive…

LD 44

Post Compo Version

I have been doing a bit more to my entry Skeleton Arena 1.jpg There is now a title screen and settings menu. The game also defaults to full screen.
Some players had a problem with not being able to see the health bar due to the windows size. this should address that issue. 2.jpg More weapons and armours have been added. Also everything is now textured for a much better look.
Still no idea why the wall was blue in the compo version. I just exported the dds file and it fixed it. 3.jpg We also have shadows. Yay.
The gameplay is pretty much the same. I have tweaked a few things with the combat and added a knock back effect when hit.

Also sound. I added sound. I usually get sound working during the competition, but my sound engine was broken.
All fixed now ready for the next Ludum Dare.

Not really sure where to take this game next other than adding some more graphical effects and some player statistics.
I thought I would upload this now before the rating time ends and everyone runs off.

Ludum Dare 48

Must mine all the gold

I think I have been playing my game a little too much Screenshotem20210510/em205702.png I doubt anyone else got anywhere close to this since it is more of a relaxed game to take your time with. Not ideal for rating in a jam as you tend to want to quickly blast through as many games as possible.

I had a super successful jam this time round. I like to pick some overly complicated mechanic to try and implement which usually ends up taking way too long to get working right. This time it was a fairly complex pathing and traversal system which surprisingly worked perfectly first time. diggy2.gif I have since found some minor issues with it that I have now fixed but the system held up fine with 25 characters and most of the map explored. I will probably have to optimise it a bit more if I want to make the level even larger as it did chug a bit when there were thousands of objects to pick up and bring back to the chest.

I can give an in depth breakdown of how the traversal works if anyone is interested.
In brief, it uses a multi-goal A* algorithm for path finding, and maintains a set of all accessible areas so the game can know instantly if a destination can be reached without having to run the pathfinder.
The movement is all animation driven, so I had to throw together a fair few animations for it to work.

I have had some good feedback, though most complaints were about the lack of ladders to get back up after falling into an abyss. diggy5.gifWho needs ladders.

The post-jam version is making progress. Who knows how far I will end up taking it.
I would like it to be more like Terraria with different biomes, crafting, and monsters to make your life difficult. Definitely too much for a jam hence the small scope of just collecting gold to upgrade your minions.

Ludum Dare 59

Signal Automation Now Working

Unfortunately my jam entry was missing this central feature from its design since I spent too long struggling with the track editor and getting the trains to actually follow them properly.

I have now added it and a bunch more improvements to a post jam version available here automation.png It also has a fancy town generation system to import and export goods rather than the nasty last minute hack in the original, and a bunch more GUI elements to show supply, demand and inventories.

I realise the signal colours I used are actually for the reverse side. Real semaphore train signals are directional. I quite like it like it is though as it makes the game more of a puzzle.

There is still much more to do to turn it into a decent game, but this is what I had hoped to submit to the jam.
Have fun making ridiculously complicated railway networks!