Archive for August, 2009
Character get!
Whoosh!
the character is really a rough for now, especially what animations are there. also I improved collisions a little.
anyhoo, playable after the link:
Lets make life harder because we can!


Difficulty levels. They even have descriptions. The second shot is hard mode. Doesn’t make much of a difference, just you can’t see very far. Of course none of you will play on Easy Mode, right?
You can also see I resized the window. No need for 640×480 if you can barely see anything around you.
I might be in…
I have an overambitious project I want to try… So far it’s taken most of the day to get this:


Starting to take shape…
Last hours were productive (albeit slow for my usual form, I’m getting old…).
I added the Helper robot, which is the one controled by the player:
and got his controls working (was easier than expected, since it’s controled by the arrow keys, but it is relative to the camera)…
Anyway, added the first real “gameplay” element: the gems… This is what the Driller robot has to get…
On the image, he’s currently picking up one of the crystals… he can only mine what’s right in front of him.
He’ll also be able to destroy stalagmites, which act as obstacles for the Helper robot, so that might add to an interesting gameplay bit…
Now, time for dinner and a movie (so my wife doesn’t feel neglected!
)..: Going to see the new Tarantino one…
Have fun everyone, and good luck!
Something with a Knight
Well, I have an idea. Cave dragons will be shaking at the sight of this knight:

Okay, he’s not too knighty yet… And I don’t have a title. There’s collision detection and lighting though!
Stay tuned for some sweet knight action to come!
PoV Food – 16:00 in
Yes, the rumors are true. PoV eats normal human food.
For breakfast, he’s going to enjoy some Pizza acquired the night before (prior to the compo start time).
Mmm.
Pizza Pizza brand Pizza with their incredibly super great garlic dip (NOT some lame “garlic dressing” dip, but something beyond description in it’s deliciousness… and fatteningness).
And a Red Rave to drink. Red Rave being the cheap Costco Red Bull knock off. I picked up like 8 cases of 24 earlier in the year, as they’d reduced it to the ridiculously low price of $7 (they were clearing stock so they could bring in cases of 32). So yeah, I got lots of this stuff.
The chicken I ate last night… was soooo goood.
first playable!
“Life is Guano and Then You Die” is … “playable”
Finally have all of the core features implemented. It is actually fun!
I spent way too much time on guano colour, fruit and rock physics, and pixel art.
Now to take a bit of a break and add all that good stuff like missing art, point system, a HUD, a menu, more sound fx, help, omg so much to do.
I thought it would be interesting to post the progress in individual milestone shots, as I did not record a timelapse.

Blackness is boring, we need to delineate outside and inside. Added world extents and floor/roof. The Baobab appears!
Those are the 6 big milestones so far. I’ll edit this post later to add the rest.
It’s Time for Lunch
After getting an SDL window to open and close when I tell it to, I decided to take a break for lunch:
There it is. My popular famous and award-winning peanut butter and pickle sandwich. I put cinnamon on it, as well. My lovely girlfriend sent me cookies for this competition, so I had one of those. And I washed the whole thing down with apple juice.
Now to get some progress on the game development before I leave for a Chicago Fire game tonight. There are 32 hours left in the competition.
I guess I’m a little late but…
I was hopeless when I posted an entry message yesterday and I had work to do until a few hours ago (mostly work I should have finished Friday). However just now I have the greatest idea (something like graner’s wagon race) ! Also I’m free whole Sunday.
I wanted to learn how collision with world and physics like speed and bouncing worked in platform games. I think I’m about to make it my own way. A late start but I’ll get definitely what I want to do. I hope I can finish and give you people a little something to look at too.
I think the Numerical Analysis lessons I took will be enough for me but I didn’t write anything like this before so I appreciate any resources on f=m*a type of physics or world collision in 2D.
Guten Morgen Ludum
Ahoy!
PoV’s awake… he had a nice long lovely sleep in session. Sleep’s been tricky for him the past couple days because of [MYSTERIOUS] and putting Smiles on sale for $1. Alas, weekends are a time to relax, and he did exactly that.
Will grab some brekky now, which is probably going to be leftover Pizza from last night (I snuck out a couple hours before the compo start to pick one up). Then I try to figure out what the heck one should do with a crazy theme such as Caverns.
Yowza!
Viridian’s Update 2 – Here come the Star Kittens!
I’ve decided to (mostly) ignore the theme to work on a game I’ve wanted to work on for a long time.
Basically, it’s Dungeon Keeper. In space. With kittens.
I’m not kidding. Here’s a picture of a security kitten! Considering that I have no artistic talent, doesn’t he look fetching in his lovely red uniform? (The actual icon is 32×32 of course.)

Heartsmile, Master of Jellybeans + youtube video
My pony is Master of Jellybeans. What’s yours?
The cover is working, but not tuned, in that video. Black is walls, orange is cover. If a swarm member is within 100 pixels of the point where his beam intersects the cover, then he automatically fires through it. Otherwise his bullet has a 75 percent chance of stopping. Now I need to make A.I. that will actually cause my swarm members to run behind cover.
Dinner
I made myself a mozzarella pizza for dinner. It looks the part, but I think I need to work on my sauce-making skills – there was definitely something missing…
Game-wise, I’ve got the scrolling mostly working except for a weird offset between the player character and the rest of the level that’s suddenly appeared. I’m going to try and fix that now, then hopefully I can get the light beams up and running before bed.
Working
The first graphics are in and there would be some challenge already if I put player damage in.
Next up: First boss (might be the only one if there is not enough time)
Kavern Keeper titlescreen
Saturday, August 29th, 2009 11:31 amYay, my game has a title screen now (and a name, as it seems). An hour of doodling with a drawing tablet and here you go

And now I shoulf create more units and tweak the settings a bit.
Going slowly…
I spent a long time experimenting with Physaxe, and now I can set up the bounds of a level from Tile Studio. It’s going very slowly, I might still decide to go without Physaxe and just do it the old fashion way.

Got a map drawing
Title says it all, really. I can draw a map now.

First Screenshot
Construct issues
Why has Construct decided to turn its back on me after everything I’ve done for it, supporting it spiritedly in my posts?!
See my thread on Scirra if you want to help me sort out what is probably the equivalent of an amateur programming problem. What I don’t understand is why it did work and now it doesn’t, and that’s why I blame Construct.













