Archive for August, 2009
I am calling it a day…
Well it is almost 2 o’clock of night here and I need to go to work tomorrow… And still not game
Here is my last result:
So idea was pretty simple after I finished with tuning up my experimental water physics… Game would be called something like A.W.C.A.F.I.T or Asteroids.With.Caverns.And.Fuel.In.Them. Idea is that spaceship traveling trough space sometimes stops at asteroids and tries to got fuel from them. Game mechanics are kind of simple. You need to use rotation of asteroid and gravity to bring fluid to place you dig a hole in it.
So as things are now I will not be able to finish it (at least at a level of quality I want) in time so probably I will stay it at that and finish it properly later this week.
For those who are interested in progress here I assembled all 4 versions of my development here. Good luck to everyone who are trying to finish now.
Time for a Snack
This is a bowl of popcorn.
LOOK AT IT!
I prefer my popcorn plain. It is much easier to grab a bite and continue working if I don’t feel the need to wipe the butter off of my hands every time.
The driver can exit the vehicle, pick up some mineral, return it, and go back out for more. He can’t pick up more than one mineral at a time.
Oh, he also can’t leave the level without the tank.
Next: adding monsters to their lairs. For lack of time, the AI will have to be very simple. It will cheat and chase the driver through walls. Hopefully they’ll look more like monsters than spheres of a different color. B-)
New game, first screenshot
Sunday, August 30th, 2009 3:33 pmNew game using pygame, 2h30 of work done. 4h30 left.
Done: some tiles, map display and map editor
Next: add a player character

Rock Warrior DONE
For some reason I have had trouble sleeping for 2-3 past nights. So I was pretty tired even when the compo started, which kept being a problem for the whole compo.
After first day I stopped working quite early and tried to get some sleep, but still just couldn’t until some hours passed by. Well, I did get up for a little while and tweaked some stuff before trying again. For the second day I were still tired and although I liked the theme and had lots of further ideas for my entry, I was too tired to work on it. Both days I just stopped working for quite a few times and tried to take a quick nap.
Still I’m glad I made and finished at least some kind of an entry, although I feel the gameplay is lacking.
Collision?
Well, I finally have decent player movement and collision. Not sure how much I’m going to get done in the next four hours and change but hopefully will have something..

I’ve changed this from a platformer into a much simpler cave-flyer. There’s not much to do in the game yet.
Grav Cavern v0.02
Well things improved quite steadily once I got the collision detection working, but before I do too much more work here is the current rundown of features.
The player can’t walk and must rely on the Graviblocks for thrust. If enabled the Graviblocks will pull or push the player in the direction they are pointing if the player is in line with the arrow. Space resets the player back to the starting point for the level. Stones can be thrown with WASD and can go through light colored tiles while the player cant. The player can however go through the light colored graviblocks as well as the stones. The other graviblocks do not let the player or stones pass but when they are hit with a stone they toggle their enabled state. Later some will rotate when hit, and maybe if time permits there will be button blocks which activate doors and whatnot. The map has gravity on by default but any level can override that, as well as the size of the grid. The borders are forced to be solid walls (for simplicity of collision detection) and the exit (when added) will be somewhere inside the grid to take you to the next map on touch.
Now, before I continue, as is the tradition here, I shal describe the food I will eat for the remainder of the competition (because I dont feel like owning a camera). I will prepare separately, both halves of a toasted everything bagel by layering on a paste of tomato based pasta sauce, followed by a ring of sliced orange cheddar cheese on top. Then it is nuked on high for 55 seconds while I crack open a celebratory Corona beer. Its probably best described as pizza bagels and of course it was invented long ago by perhaps the wise monks of bagledash.
And now eat my screenshot with your brain. (wipe your eyes when you are done)
Almost there ^_^;
I think I have everything in there I need to now (including a second trick). I just want tohave a go at redoing the character and fixing up the UI a little before I call it ‘finished’
backflip alongside lava at really fast mph... how did I even come up with this?
playable after the link:
Colorful cavern
Well, I started out really late. I was busy Friday night and all Saturday, so I only started last night. Progress has been slow, since I’m such a terrible programmer. No doubt I won’t finish this, but here’s a screenshot to prove that I am at least trying. Animated, it seems as if you were zooming through the colorful tunnel you see below. Making this for Flash using FlashDevelop and Flex SDK.

Finally, something resembling a game!
Sunday, August 30th, 2009 3:09 pmFirstly, annoyingly this is the third time i@ve typed this because Chrome went crazy. Oh, well.
Got about 5:20 left, and finally I have something that can be played, lost, and you get a score!
Also, I fixed it so that the level is now infinite and randomly generated.
I’ve finally fixed the dodgy collision-checking too: Moving things can now collide, rather than only moving and unmoving.
Thanks to DrPetter’s excellent SFXR, I also have some sounds! Yays! Not entirely sure they go with the graphics, but oh well – better than nothing.
So… I’m going to upload a taster! This may well be the final thing if I don’t add anything else.
Controls:
A/D or left/right to move, W or up to jump.
Click to fire.
The story / instructions (possibly more entertaining than the real thing)
You, archaeologist Ted Stuart (because archaeologists are always action heroes, for some reason) have wandered aimlessly into a cave that has laid undisturbed for millennia. Well, or so you think. It’s actually been disturbed rather frequently by all the dinosaurs living down there.
Living dinosaurs would make your job a waste of time, and so to preserve the livelihood of archaeologists everywhere, you seek to destroy them all! However, your puny gun is no match for their unusually tough skin! Your only hope is that you can shoot down loose rocks from the ceiling to bonk the dinosaurs on the head with. Only then can you remain safely employed in these harsh economic times.
Download current version (may be final, depends if I think of anything to add) Please download and test!
Throwing my ring into the towel.
I don’t think I could go on for another 4.5 hours, nor would it matter much. Consider my feeble attempt at a Roguelike buried under tons of rock. That isn’t to say it won’t be completed eventually, just not today.
Next time, though…
Candle is finished

Okay, game is done. Is not bad game, but you know, 48 hours, is not much time. Is fine. I am okay.
So, for those who did not look at updates (is okay, I am not mad, you are busy people), here is game; is game about boy who find fallen piece of sun in the snow. It get inside him and make him burn, and he melt right through the snow and fall into cave. In cave, he must find sunstones to keep himself lit. He is more powerful, the ice around him melts faster, which is useful but also dangerous.
Game is simple right now. Level is randomly generated, jump around until find sunstone or die, repeat. Arrows or A/D for movement, up or W or space to jump. If you don’t like level or level is impossible, press r or Enter to make new level. If you don’t like sound or music (I SPIT ON YOU) then press m for mute.
I hope you will enjoy this game I have made. I spend many hours on it. Oh, yes, if you play the web version, I am telling you that it is 2 megs and takes time to load. Some people like preloaders. Some people like to have sex with animals, and that is all I will say about that, yes?
Web Version (Is big, I told you this)
Download w/ assets and source
Progress abound! Completion? Who knows!
Anyways, I’ve been diligently working on my game since for a total of around 8 hours now, which sadly, isn’t as much time as I had planned to have at this point!
Anyways, I’ve got player movement, key collection, a large procedurally generated cavern dungeon, and…. that’s about it! Anyways, read on to see some screenshots of the progress I’ve been making.
Working on the last bit
I’ve spent the last couple of hours trying to tweak the games difficulty. I’m having problems getting it to ramp up like I want. I just need to keep playing and tweaking things. I didn’t have a whole lot of time today to work on it, family stuff, laundry that kind of thing.
Other than tweaking the game play I am done, unless I find any critical bugs or issues, but so far everything seems to be fine. Had a couple of people try it out on different computers and no one had any problems so awesome.
My goal is to have the game submitted by 8pm EST.
And this is the end…
Finished my entry for the LD#15. It’s a pity I didn’t have enough time to include all the features (enemies, power-up’s, lots of blood, stalactites…) I thought at the design stage, but at least it is playable. I think I might continue the development, though.
I’ve had lots of fun! This was my first LD and I’m really satisfied. See you in the next one!
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
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
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.
Down to the Wire — World Generator
I’ve finally moved on to the elephant in the room. (Well, in my room)
The world generator.
It will work as thus:
The world is a square grid that is 600 tiles on each side. The outer 50-cell border is always filled with wall tiles.
The grid is stored as a two-dimensional array of ints. These represent the various objects (Or lack thereof) that may be located on that space.
The generator started by carving out 10 rooms, which are rectangles that are 20-80 tiles on each side.
Each room is limited to its own area in the map, and those areas only have a little bit of overlap. This keeps rooms from clumping together into an uninteresting level.
Then, twenty large tunnels are carved between the rooms. The generator will take care to make sure every room is connected in this way. These tunnels are either vertical or horizontal, for simplicity.
After that, twenty-five small tunnels are carved. Fifteen of these go between rooms, and ten go between large tunnels. These are also either vertical or horizontal. These tunnels are too small for enemies to get into, but the player can easily fit into them.
Then, the rooms and tunnels are carved into the grid.
The generator then puts 1 or 2 enemies in each room, except for one. That one will not overlap other rooms, and will always be 20-40 tiles on each side.
Then, it decides where the player starts. The player will always start in the room without enemies, but the generator decides where in that room the player starts.
Finally, the generator will pick between 50 and 200 tiles to place a passable floor tile on, to add a bit of detail to the cave.
Once the grid is laid out, the generator parses it into a world. It runs through the grid left-to-right and top-to-bottom.
When it encounters a wall tile, it creates a terrain tile object, then checks the area around the point it found the tile at.
If the tile is bordered on every side and corner, it is placed into a vector of passable terrain tiles. These will not be checked for collisions in-game.
Otherwise, the tile is placed into a vector of massive terrain tiles. These are the ones that will be checked for collisions.
The outer edge are always placed into the passable vector. After this, everything is handled by the parsing code.
When it encounters an enemy spawn point, it makes a baddie at that point, and then sticks it into a vector of baddies. These are, of course, your enemies.
When the parser encounters a floor tile, it makes one, and places it into the vector of passable terrain. This simply makes sense.
When it encounters the player start point, it records the point. This is passed to the main loop with the objects, as the main loop builds the player itself. The main loop also records the spawn point for each enemy.
Then, the game begins.
If you die, the terrain is saved, and enemies are placed in their original points. The terrain is preserved.
If you defeat all of the baddies in the cave, there is a short delay and a victory sound plays, then the game generates a new world, and the cycle starts anew.
In addition, if I have time, I will put in a health bar for the player. This should be useful.
Here’s to pulling through in the face of the deadline!
I hope…
—Akake
Super Bean Kid & Last Night’s Dinner

Phood photos.




Excavatorrr!
So, I decided to change my entry, after being unsatisfied with my first one. I like thise many times more.
Excavatorrr is about a mono-colour adventurer who seeks for riches in underground caves. The game may be a bit hard to understand at first, but after a while you’ll (hopefully) get used to it.
–Controls–
Arrows – move
Up arrow – aim
Down arrow + D – drop item
D – throw/use item (UP arrow to aim throwing)
S – jump/confirm
Important! Those 4 brown boxes in the beginning are ladder kits, which you use to get away from the depths of the caves. Try to carry one with you at all times. throwing the ladder will cause it to appear downwards in front of you, and throwing it upwards will make it appear upwards right where you are. I hope you read this, because, well, it’s easy to get stuck without.
Note that the ladder kit creates itself downwards if you don’t aim it with the UP key. warning!! the falling blocks are slippery and buggy! To get a bit better idea of what’s going on, I suggest you check the “help” -text, found by waiting in the title screen.
I’m really happy with this one, especially when it took 11 hours.
Download the game from this link!











