Archive for April, 2009
Need to take all that empty space out some time…
Well, this is probably all I’m getting done tonight. Added some little helicoptor dudes to attack from behind, make the game a bit more exiting. Also made it so you can only buy from a store ones and magic does twice your attack rather than the same, in order to have some incentive to using it.
Latest version: http://willhostforfood.com/access.php?fileid=63226
Music, music, music. Chiptrance, realtrance..
For a change, I started to play around with music. I was in a need of some club music for one of the levels in the game, so I thought about making some club tune. Since most of the sounds I made so far are chip, I thought about making chip-club tune.
The result wasn’t that great.
Reporting back on duty
I’m back! Casino was a smashing success (only lost 3€ overall, heh), ’twas nice to meet some people, and I feel moderately refreshed (considering that it’s almost 3 AM here). In fact, I feel good enough to code a little before I go to bed.
My game
I used Senocular’s KeyObject Class for the key presses, FYI.
Game with or without sources? (EDIT: Or in a page, with it the right size, etc?)
Rather simple game, just use the up and down arrow keys to move, and avoid the rectangles that are coming for you. You have 5 lives. You are the circle. The game gets rather hard pretty quickly too, so post your scores! You get one point for each ‘wall’ you sucessfully avoid.
time to get real
this stuff was smuggled straight out of colombia! so goooood

Contiguous wrapping terrain
I wanted randomly generated wrapping terrain. Perlin Noise! Done. But I want lakes, so I throw in a flood fill. Done! But I don’t want to deal with programming boats or whatever, so I want all of the land to be contiguous. I want people to be able to walk from any piece of land to any other piece of land, so there can be no islands. That was trickier, but, inspired by Photoshop’s “solarize” filter, I came up with an algorithm to generate contiguous wrapping terrain (99.99% of the time), with no islands and plenty of lakes:
Smooth scrolling, slower descent rate
Saturday, April 18th, 2009 3:32 pmEasier to play now, but very dull. Source here.
That’s it for today
It’s 1:24am and it’s high time to head home, if I want to work on the game tomorrow. Added bit of fixes to camera, displaying text and some other minor thingamabobs. Things are looking good.
New Screenshot! Some gameplay.
So, there’s almost enough gameplay in my game to call it a game. Almost. I hope by the end of the night I’ll get finished, but with stuff comign up in a little over an hour, this isn’t looking very likely.
Anyway, you can move people between cities. The cities have names now. Lots of background mechanics. You can’t send units over walls.
I need to clean up the line crossing function. It’s a bit broken.
it’s alive.
Finally, after going trough lots of trouble (mostly cause by myself
) I got a playable game, sortof.
still not much of a game in there. The zombies can’t hurt you (comment ftw), but they are moving and there are nothing to pick up or spells to use.
TODO:
-make zombies slower. I plan on the player having 3 moves per zombie move. There is gonna be a lot of them after a while though.
-player attacks. sort of aoe spells that move the zombies to other parts of the map. plan on having a blast in front, a blast centered on the player and a straight line ahead or something like it.
-pickups. Health to stay alive, mana potions to be able to use the spells. Maybe i’ll do scrolls to power up your spells, making them cost less and/or affect bigger area/more zombies
-random map generation. atm I’m doing them by hand, but hopefully i’ll have a random generation by release.
-tweaking. will have to see about player vs zombie speed, spawn rate of power ups and zombie spawn rate. I might go with having the zombies spawned each turn be dependent on the size of the map. Also thinking about having zombies being drawn towards the player, instead of randomly shambling around. will have to see.
SS of the game. the red @ is the player. the green numbers are zombies, with the number being how many zombies is on that square

lunch and some progress
mmm day old cold chinese! my favorite coding food
(seriously i always order a ton of chinese before a compo starts and it lasts me a few days)

also a video of my progress so far. i have a spinning wall of doom!
http://www.youtube.com/watch?v=gW5-O6wRIqc
(can’t get embedding to work…)
End of day one
Saturday, April 18th, 2009 3:02 pmSo, as i’ll be wrapping up for the day I thought i’d share a progress screenshot, enjoy:
Still not sure whether or not this will be any good. My goal is that it becomes a turn-based strategy-ish thing where you need to kill off the enemies (the wall of red pieces) before they wipe you out. The AI is pretty much just a Column++ each time it’s the enemys turn, so that’s one thing fully implemented at least!
My first LD
Hey, this is my first Ludum Dare—I hope I do okay. I’m having fun so far! I’m writing my game in Actionscript 3 and using the Flex SDK, so it’ll be a Flash game. I have to admit that I don’t really like the theme. My take on it is pretty conceptual, though, as you’ll find out. Here’s a screenshot of the little I have achieved so far, in the meanwhile:













