Archive for April, 2010
Finished!!!
YES!!! XD

Fun fun. It’s a bit simple, but hey.
Hopefully there are no bugs… or only very small ones!
(No music. If I can’t have my ukulele, you can’t have music!)
Thank-you! It has been fun! XD
Paradise Fort – Finished
Yess! Made it in time, kind of. Here it is, the Paradise Fort!

View further information and download in this page!
Floating Islands – update 3
There is a lot of work to do yet, here is my current (changes a lot) TODO list (raw version, I copied the txt from my desktop), and some nice screenshots of the game. Also, I have a video of the game, as usual.
TODO:
- change image of jumper to face jump direction
- nicer image/animation of jumper
- add finish game when no more scenes
- collide on the base of the sprite
- use physics engine for collisions and movement? maybe jbox2d
- you have to walk on all islands to finish screen
- horizontal scroll?
- , and possibly jumps limit?
- try game mechanichs like worms2
- add playtime
- bug with deltadiff and jumping ![]()
- bug with the clouds images when changing position…
- bug with the island collision
- animation for jetpack fire
- change arrow to be something like a trapezoid from alpha color to plain color, from thin to no thin
DONE:
- fix the jumper position to be really over the island
- keep player state (lives) between scenes
- move islands like they are really floating
- add scenes in xml format
- arrow visible
- dont collide if going up
- add finish island
- add jetpack fire when jumping
- add images for the lives
- add lives, and if you lose three times, screen telling Game over
- restart from the last island
- add wind sound
- add jetpack sound
- add jumps count
- remove jump when jumping
- restart if fall outside the screen.
- draw jumpdirection
- jump
Here are the pics:
Island Conflict done
Well, as done as it’s gonna get. The AI probably still has the odd bug, but seems to behave now. The game is not too much fun, but it’s cute creating yet another random island and watch the AI do its thing.
Anyhow, have fun, the file is here

Day 3: Pirate Cave(s?) and castles
Finished the first of the three pirate caves (each island will have a different one of course) screenshot:

And here’s another screenshot of me performing some extremely important bug-testing that just so happens to involve castles:

About the pirate caves: there’s a new pirate here, the Captain, he’s so manly, he has two eyepatches, and he summons lesser pirates. Basically the boss in the dungeon. has 25 health (goes down when in contact with sword, not per hit). It’ll be the same boss for each cave, but the dungeon layout will be different!
This also brings me to storyline of sorts, Our character was dispatched by a government official over at Metropolisland to rid these islands of pirate scum! after clearing all 3 caves one will have the option to go back home and win the game! hopefully unlocking free mode (unlimited tiles) if i have the time. And of course i need to finish the menu and add Sfx and Music!
NOOO!
i lost my game…its becuase it somehow got moved into the “shared” folder on my mac. and now all the assets are missing!
grr! i trying 2 fix it!
They Came From The Ocean – Finished!

It’s done… well, as done as it’s going to ever be… my little 48hr FPS
Fairly happy with it considering that I wasn’t able to spend Sat evening working on it – and almost gave up at that point. But it’s a bit boring, only one weapon and one type of enemy – with more and more waves of them being thrown at you on the same (randomly generated) terrain.
Sanity Check – Before Sleep, and Now
Didn’t do a sanity check before going to bed last night, so heres the photo I taken (I tried taking about 3 but failed):

Tired, stimmed, & only partially concious.
And now, in the last hours of the contest!

Only beer understands the pain we go through for LD
It’s a MENU!

The triangle is the cursor. Hard mode, insanity mode, instructions, and achievements don’t exist yet. Those are next.
Throwing in the Towel
Sunday, April 25th, 2010 12:19 pmWell, I’m going to have to give up, I’m afraid. Here’s a screenshot of the latest version:
I’m not going to submit it because there’s nothing even resembling a game in there.
Islands of the Stone God: Dinner #2
Sunday, April 25th, 2010 12:17 pmIt’s playable, but there’s not a lot to do. You can drink, eat, and fish at this point. I’m working on sounds and some form of hunting for food. I also want to add some trees and some way to make shelter, but not sure if I’ll get that far. I also want to add some kind of radio that you can try to fix and a signal fire. There’s no way to win at this point either you just wander around until you die… not very cheery.

Dying of thirst
Dare Islands is complete!
Phew, finally made it. I know there’s still plenty of time left but felt better not to crunch too much this time. I’m relatively happy with how the game turned out. There was some initial friction with choosing the tools and idea but I think F# and fluid simulation both worked well together. The game requires only .NET 3.5 Framework and nothing else (the used F# libraries are linked into the exe).
See the entry here. See the my site for the project here.
Here’s a final screenshot:
And done!
Now i kneel to the mercy of you all.
Please handle with care, this is my first time
You know what it’s like when it’s your first time














