Archive for August, 2009
Glauco and the cave – checkpoint
hurray !

- main menu = done
- level reading = done
- level changing = done
- collecting artifacts = done
- map scroll = done
- npcs generation = missing
- lifes = missing
- attack = missing
Angry Caverns – v0.4 Sound Added!
I’ve finished plugging in a bunch of sound effects for Angry Caverns and you can hear and play the result here (Flash)
Now I’m off to use Reason to compose a quick main menu loop and at least one level loop…
Then it will be time to generate some more levels than 1 !
EDIT: If anyone plays and the sounds are too loud / soft / annoying.. feel free to let me know! Thanks
Shiny gold
Yay, added shiny gold! Well, actually I have mostly worked with sound fx since last update.

ITS DONE!
Finished, and with 7 hours and 38 minutes left too! I added a few crappy sounds. Get it at http://www.ludumdare.com/compo/ludum-dare-15/?action=preview&uid=1059
Woke up, overslept, unmotivated, and likely not finishing.
So the title sums it all up. I just can’t motivate myself today. I’m hoping I’ll get back into it in time to py2exe it (as HybridMind suggested) so Windows users won’t have any problems running it. Though at this point there’s really not much to play. I suppose my error in this contest began at the beginning: I wasn’t prepared at all, and really didn’t know what I was getting myself into. I am, however, quite proud that I at least got something running, something playable, for my very first LD.
Whoops, forgot to eat
Sunday, August 30th, 2009 12:13 pmHah, I almost passed out in the shower this morning. I then realized I hadn’t eaten anything for a long while. Oops.
Hooray for Ludum Dare!
(New screenshots coming soon from me)
Bah! Delays!
Bad news! Yesterday I had to help my aunt move, which took up most of the day. But I’m still slaving away, desperately trying to make this thing fun to play. I started off with just a random assortment of ideas and no real direction, so the final game will likely reflect that. Oh well, some of those random ideas are actually pretty cool! I’m excited to see what people think of them.
Anyways: new screenshot + music to show off!

Monsters, Monsters! (0d7h54m to go)
Got some good sleep last night, woke up and started working again. I figured out why the monsters were having issues walking more than one space (missing else before an if), but they keep walking through walls and sometimes the player. I’ll have to insert some more debug code to figure it out. I also had a Concurrency exception last night that I seemed to have fixed by placing a syncronized block around the code that loops through a LinkedList. So far it hasn’t come back. I also added the status area to the right.
Here’s a screen shot with the monsters:

Monsters! Green are slowest, pink are faster, and blue are fastest. Damage also escalates.
For breakfast, I just had a bowl of granola cereal:

Sunday breakfast, Granola cereal.
After I can figure out this monster collision stuff, I’ll work on whips.
Kavern Keeper – FINAL
Sunday, August 30th, 2009 12:03 pmThat’s right, LD15 is over for me
It’s been the most exciting event for me in a really long time.
Check my submission here – http://www.ludumdare.com/compo/ludum-dare-15/?action=preview&uid=1163
Features downloadable flash (.exe), on-line playable version and full sources (graphics included).
Tools:
- FlashDevelop (+Flex3), coded in ActionScript 3
- sfxr
- musagi
- Inkscape
- Gimp
- OpenCanvas + Wacom tablet
Libraries:
- Flixel v1.25
- TweenLite v6.21
Thanks to LD (and TIGS), I’ve discovered some really amazing tools.
Sfxr is a final SFX solution for me (at least as long as I stick with platformers) – lets you create wide variety of chiptune sound effects with a few simple tweaks (or a single “Randomize” click).
Musagi proved to be quite a handy tool. Although I have some musical background, I’ve never composed anything and was always a bit hestant about make music tracks on my own. Thanks to Musagi, I can set up a simple tune in a few minutes – nothing original, but just enough to break the silence barrier during the gameplay.
Flixel is also my new friend. It’s an AS3 library for Flash platformers and even though its quite specifically focused, you can tweak it your way, if you are a bit serious with Actionscript.
GIMP is an old acquaintance for me, so I used it to create pixel graphics for the game. For static things it’s quite OK, because sticking with it quite some time. But I feel it’s not the best solution for animations and tiles.
Well…
I’ve uploaded an entry. I’m not linking here yet, because I’m planning on making it better, but it’s uploaded. Right now, I’m totally stuck – I’ve got code to switch to a new level, but it doesn’t work. I can’t figure out why it won’t, either. I’ve been asking on IRC, but haven’t gotten a response, so unless I find out what’s wrong, I don’t get a better entry.
Overslept — time to scramble to make my game a game.
Gah. Massively overslept. Need to add progression, levels, and a score system. Those are most important.
A dummy main character
I added a dummy main character to get the movements working and it can now walk and jump, now I still need to draw the actual character.

Here is a pic I forgot in my last post:

And I just cooked (and ate) supper:

Final version
Sunday, August 30th, 2009 11:46 amAvailable here.
Pretty happy with it, even though it is a bit shit.
At least I got it finished.
Buggy scrolling
Sunday, August 30th, 2009 11:42 amWell, this is getting odd:
I’m currently sorting-out level scrolling. But due to something odd and inexplicable, when you go beyond the level you get odd floating blocks. And invisible ones like the one I’m standing on. No idea why at all, but hopefully it should soon be sorted – I’m going to try changing the level format to a vector of arrays rather than a 2D array, and add new columns to the end of the level as needed.
Ah, just looked it up and apparently vectors of arrays shouldn’t work, so there goes that. Actually, I could use a struct… Yeah, sorted I think.
I’ve added dinosaurs, finally! Well, a dinosaur.
The dinosaur sits there until a rock drops on its head, then it dies – flipping and sliding down the screen. Stylish. Unfortunately, that’s all it does.
While I’m mentioning flipping images, I might as well also mention the terrible memory leak I had. I was flipping the images dynamically, which created countless identical images that were never deleted. Ew. Sorted now though, phew!
I really, really should have set-up a framework before the weekend, it would have made all this much easier…
Currently have 16 hours, 20 minutes left of my 48 hours. Though a lot of that will be sleeping. Better get up early tomorrow then!
Moar color
Well, it’s more colorful anyways… Fixed a bug which caused the stress grid to recalculate itself up to 800 times per frame o.O Score and cash displays in progress and coming up next…

-TF
The end is nigh!

The clock is ticking. I added some dump trucks, and monsters that eat the pellets. The monsters get hurt by the wrong colored pelets, if 3 monsters die, your game is over. They also get bonus points for consecutive pellets eaten.
There are a lot of items/features that I wanted to add in today, but with the deadline looming I’m going to settle for adding high scores and spend the rest of the time adding levels.


Cavern Defense Update
I totally overslept today. Nearly all gameplay features are implemented, but the game is still not fully finished and I still have some severe bugs to fix.
So, here is the latest screenshot:

Click on more to see what I had for lunch/dinner.
(more…)
First screenshot of GoblinHome
Sunday, August 30th, 2009 11:13 amGoblinHome is about a tribe of goblins that are trying to make a new home in a cavern, but they need to make the cavern safe to live in by killing all the cave denizens(currently just blue trolls) and also ward off attacks from adventurers.

It looks like I won’t get the adventurers or the home building in on time but I should be able to get the goblins and trolls to battle which can result in either winning or losing and will therefore constitute a game.







