Archive for April, 2010
Yarrr there be attackin!
Falling behind slightly due to having to do a bit more tweaking and more work around code than I expected for things to behave themselves. Methinks this may be the last time I’ll be using SGZEngine in it’s current form.
Anyway, progress!
I’ve fixed the camera and added it’s “smarts” in again, so it only draws what it sees, not everything it can find.
I’ve added movement and attacking for men and ships! YARRRR
There’s wind – depicted by the crap clouds. It’ll randomly change direction and strength, and will affect your ships trajectory. Quite amusing to watch them perform wide arcs to get to where you told it to go as the wind’s throwing them about a bit.
The whole map is finished.. minus the randomising of where forts and treasure start.
All the graphics are done apart from the hud, though that wont take long ( nice big block of solid colour will do, if need be )
Screenshot:

What’s next…
Looting and Pillaging!
Capturing Mines and Forts ( and placing them, of course )
Some context sensitive clicking ( at the moment, left click to select/deselect a unit, right click to move, left control and right click to attack )
Hud stuff. This is probably of prime importance, actually.. as there is a lot going on, and I don’t want another derelict disaster *cough*
Polish ( sound, music, perhaps fix some of the tiles which look a bit crap )
Cuzco the Goat in my game!
Sunday, April 25th, 2010 9:25 amI gots a vidya
Here’s what I have so far. I need to come up with some gameplay ideas.
The FINAL Countdown
Chicken Tenders + Garlic Toast + French Fries + Ranch Dipping Sauce + Cole Slaw + Boylan’s Birch Beer + Totoro Mouse Pad + LUDUM DARE 17 = A GREAT SUNDAY AFTERNOON
It’s the FINAL stretch, and I’m getting a late start today. I had to grab some grub and take my dog for a walk, where she proceeded to take her sweet time as I envisioned features and polish going down the drain along with the possibility of a good song. SO HERE WE ARE. STRAPPED UP ON THE INTERNET. TRYIN NOT TO FEEL IT TOO HARD.
LET’S GO!
Tarts, My game’s full of them!
Tarts… Tarting it up that is.. The gameplay is sound now, and i’ve had a fair bit of fun with it.. the only thing that’s lacking now is…. graphics.
I just implemented DirectSounds for some amusingly composed sounds (My voice is featured.. Head for the hills!)
Thinking of submitting before i can get more graphics done.. but i really would like a better Island image.. it just…… just…
so blegh! that’s the only way to describe it!
Anyway, grab it here, Now!
testing the MUD
Come test it out!
telnet jplur.no-ip.org 5057
Things are starting to come together. You can explore the (small) island, and find a few things to try to kill. You can also attack other players.
Early lunch
Well took a little break of my coding this morning to eat a little bit, here is some the tasty food I eated
(what I eat that isn’t on the photo was ham, rice and green beans).
First the cheese P’tit Québec

The the sweet dessert which is called Pets de soeur

First glances of trading game
Sunday, April 25th, 2010 8:55 amI’m writing a sea trading game where the player trades goods between islands and tries to bring back a requested amount of a specific trade good to his home base as well as avoid pirate attacks. I currently have the boat able to sail around the map and visit various towns and a rudimentary trade screen. 10 hours left!
I’m writing the game using Silverlight and the WriteableBitmapEx class to allow blitting.


Sound samples
I just spent an hour recording all kinds of sound samples inside (musical instruments) and outside (birds, things falling into water, etc). I hope I’ll have time to do something with them. I want to make a MOD file with music. Next time I should do this in the beginning when I’m still thinking about the theme.
I still need to make a main character.
day two
i woke up this morning with a collosal hangover. probably i shouldn’t have gone to that party. oh well.

anyway, today i wrote quite a lot of code. i have a procedurally generated world in the style previously posted about. once i get the character above into the world then it will be vaguely more interesting. unfortunately i don’t really have any game mechanics whatsoever to speak of, and probably won’t do so by the competition end, or before i go to sleep. oh well! i’ll see what happens i guess.
Update
I’ve had RL interfere with what’s going on here. I’m hooking up all the game logic now. I have to do a GUI of sorts, make the rest of the mechanics work and get the game flow going. THEN if there’s time I’ll make it pretty.

I Hate Islands v0.04 [WIP] … again
Thanks zez for the 404 warning. It was a rotten .htaccess file (mod_rewrite voodoo)
http://www.2bam.com/proto/IHateIslands_004.swf
DONE SUBMITTED STILL BROKEN
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2001
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2001
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=2001

What you're most likely to see at some point.
Enjoy if you can, I’m happy with the smoke at the very least ![]()
Goodnight all, and good luck with your endeavours. Thanks to everyone who made this Ludum Dare damn good fun
There’s a cat in the water!

Last night I decided to give up on this, but this morning I changed my mind. I still have a lot to do, and none of the gameplay mechanics are working yet, but I’m pleased with the look of it and I think there’s enough time to make something work! Wish me luck!
Levels, 4 of them so far
I started adding some of that gameplay stuff, with crates, buttons and teleporters too
you need a heavy fish if you want to weigh enough to push in a button
playable is embedded in te full post.
Giving up
Somewhere along the way, I’ve managed to introduce a ‘showstopper’, and I’m more or less stuck in an environment where I have no desk space and no quiet place to work.
I might submit something later on as ineligible, but it’ll have to be later in the week when I can work at home.









