Archive for June, 2010
its gonna be caled build :d
yup its caled build…. im not good with names so i caled it build.
screen shot

this is ganna be good
PXTone hates me.
For some reason, PXTone took all of the voices for a song I’m writing for my game, and changed them to a snare drum. As a result, it changes a groovy tune to a steaming pile of shi- erm, bad things. Best of all, is when I change the voice, it changes it right back to a snare drum! All of my other songs are thankfully unaltered, but still. This is just silly.
Either way, screenshot time.

Scaffolds!
Controlling your strangely proportioned protagonist, your mission is to rid your construction site of defective scaffolds so that new ones may be placed in, for safety reasons. As you can see, they collapse when people walk on them, which is a bit of a problem. Concrete slabs are permanent fixtures and don’t need to be replaced, nor do they collapse. Puzzling situations ensue!
My game for MiniLD #19 is like this now.

The purpose is to kill other 3 players like Bomberman.
I’m in. Time’s running!
Good morning people! It’s 11.30 here, and i just decided to give this a try.
While everyone around me is watching the football game (Argentina vs. Nigeria) I will try to focus on… Industry!
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Mmm, my father here says I should do something with an “assembly line”, because that is the base in the moder industrial world. But maybe I will do something more simple. Something i could code and draw fast.
Knock-Off Toy Factory
Inspired by Chinese knock off toys I’ve decided to make a knock-off toy factory puzzle game. Here’s some of the assets so far:

It’ll probably be a fairly basic standard gem-drop type puzzle game, but I’m racking my brains for play ideas to make it more interesting right now.
Gunner Robo Pocket – A Dot Matrix Display
I’m using a dot matrix display for Gunner Robo Pocket
My images will be text files, where each character is a pixel. A “.” is a “white” pixel, a “#” is a “black” pixel, and anything else is not part of the image. By “white” I mean the background color, and by “black” I mean the color of an activated pixel.
Things are coming along fairly nicely, and I’m happy with my progress. Now, I need some images to test my dot matrix display with…
I’ve got a good feeling about this one… (Not that that’s stopped failure in the past…)
—Mr.Dude
yesh a working game!
screen shot of it so far

its all alfa sprites so far but the blue thing it the building the guy is the worker and money if well….. money also the circle makes the player
Trading game with trucks
I’ve settled for an idea, it’s a trading game à la Port Royale, but where you have a trucker company. You can own one or more trucks (of different power) and you buy and sell goods at factories and stores etc. Trick will of course be buy low sell high.
I intend to set the game over a square of 300 km, though I don’t know if it will be to scale much and there’s the intention of having a large amount of different resource. Regarding how it will look, there will just be a map view really, so nothing very fancy. Not sure if it will be random or hand made yet.
one hour in….
its one hour in and its accually looking good!
i spent a little time trying to get the building to rise and what not ![]()
ya i might not have that much time to code TODAY but tomarow might be another story
Industry!?!
well thats a good one…. maby i should make a game where you build a house with a small amount a money ![]()
im gonna do this though (hopefuly)
im alsp starting at 7:30 am on saterday
good luck to all
Ideas
I intend to participate in this mini, and even though I’m hosting it it seems pretty fair, because I don’t actually know what I’m going to do yet. But I have several ideas…
- A transportation game, sort of like Transport Tycoon. Little innovation value, but probably fun to program and play.
- Sort of a reverse version of the above, where you instead of handling transportation and trying to make a profit from that, you are the customer of transportation. Either as a government kind of thing, or just a company with stores and factories. A little more innovative perhaps, but I’m not sure how it should play yet.
- A factory/conveyor puzzle game, where you build or process some kind of product. Inspired by Manufactoria, among other things. Also not very innovative, but a good thing with puzzle games is you can make lots of levels for them, if the elements are good enough, and they tend to be fun.
- Some sort of industrialization sim, where at a start there’s just a bunch of low tech farms, and then innovations makes things more effective, there becomes a surplus population, cities are formed, new industries are formed, and so on. Think it would be really interesting, but probably too large for an LD.
So just have to figure out which to do… so far I’ve just got my base code up and running.
I’m in … I need to bughunt anyways
I was going to skip this mini-LD, I really was. But I ran into an impossible bug on my current project sooo…
I’m going to build some type of multiplayer industrial simulation. From scratch except:
- I’ll use the playerio multiplayer API
Basically I’m hoping that by being forced to quickly do a message handler from scratch, I’ll either not cause my bug (in which case I can compare the MLD game code to my main project code and fix it) or I’ll manifest the bug with more understandable symptoms because the message handler will be simpler (and then be able to compare to the project code and fix it).
(If the consensus is that this in unallowable middleware, I won’t enter the game for voting. It meets the criteria of LD16 for inclusion though (free, no NDA, I’m allowed to release my source, etc))
Regardless, watch this space for news on the development of Power Plant Operator vs Ninja! (Actually, I probably won’t do very many blog updates this time, since there’s quite a bit of work to do…)
My start time is 7:00PM Fri, AKDT (UTC -8). Current time is 9PM… Current status… the design document is done ‘enough’.
Whoops
So scratch all of that, my video card is acting up (the one I just bought a week ago…) so I’m writing up a quick sprite engine and am now making some kind of “factory defense” game. I think I’m going to go with some kind of shooter where the goal is to leave as much infrastructure as possible intact, and the more you leave behind the better your upgrades get (as your side of the battle has more resources than if you had just blown it all up).
IndustrySim
Friday, June 11th, 2010 4:25 pmIndustry sim.
You have a small house, we can call it a factory. You need to eat. Somewhere to sleep.
Clothes.
You find an order of 1000 nailes. You have taken a loan of $500 from the bank with 8%
interest. You need to buy: Material (Iron), Tools (Hammer, Anvil, Tongs), Fireplace &
Energy (coal). You hire a worker (An old chap). Tell the worker to make nailes. It goes
slow, but steady forward.
I can simplify it a bit: You need, energy, material & labour.
Oh boy, Mini LD!
I didn’t know there was a Ludum Dare this weekend! Hopefully I’ll get something done. I plan to:
- Work in Flixel
- Make a game about some industrial manufacturing plant- perhaps a factory or oil-refining plant
- Graphics in Paint.net
- Have an interesting graphic style, perhaps black and white with color highlights.
- Have simple game mechanics
- Actually finish and submit within the time limit
- Not have the game be completely hated by the masses
I think I’ll warm up with some graphics. I’m a little rusty.
Wish me luck!
-Ashkin
Gunner Robo Pocket – The Fight Begins
I will be beginning at 23:00 GMT.
My concept is that of a shoot-em-up with short, procedural levels. The concept obeys the theme by making the levels in a factory, albeit one in the code.
The player will take the form of one of a handful of robots that each move in different ways, and the baddies will also take a handful of different forms.
The game will use Gameboy-style pixel art.
There is no story. I can’t think of one.
Here’s hoping…
Mini LD #19 Theme: Industry!
The theme for Mini LD #19 is Industry.
You can pick your 48h slot starting anytime from now to 12h from now (or something like that — 48h anytime this weekend is the idea).
After the weekend is over, there will be one week of voting, where there will just be two categories, Gameplay (meaning innovation, fun etc of the game idea/mechanic) and Presentation (meaning quality graphics, sounds, UI polish etc).
When you are done, and if you want to be in the voting (and you feel it would be fair), submit your entry using this form. If you still have done something but are not up for the voting, please post a regular post with what you’ve done.
The rules are available in an earlier post, but in short it’s very much like a regular LD 48h.
Good luck and have fun!
Update, June 14: Submissions will probably be closed and voting begin sometime during Monday evening, European time.
Update 2, June 14: Voting is now open.
Mini-LD #19 – I Will Do These No Matter What
I plan to:
- Use a robot as a protagonist in a way that is meaningful (IE: Not just a humanoid robot, but something like a tank or a spider-thang)
- Make a shooter with funky weapons of some sort
- Use Lua and Love2D
- Use an unusual setting via unusual level design
The rest depends on the theme.
LD 17 entry “Aah Little Atlantis” out now on Xbox 360
My entry into LD17 got tarted up, fixed a bit, had sounds added, was lengthened a tad, is more girthy, and has just come out on the Xbox 360. It’s in the Indie Games section now so thought I’d pass on the information. There’s an 8 minute free demo, so all those who couldn’t play my entry because it was XNA can now not play my entry because it’s on Xbox!
Instructions on how to find the demo on a 360 here.
It costs less than a dollar to buy.
TinyArmada PostCompo
Ok, so ludumdare 17 was forever ago, whatever.
Ages ago I started a postcompo version of my game but then became busy and put it off and forgot about it. I’ve just picked it up again and done some work on it such that I am happy enough with it.
As well as a bunch of bugfixes and minor tweaks, changes include:
Healing over time when near a friendly building. Visual improvements and shore rendering. Improved mapmaker ensures that players are a minimum distance apart, and that no cities are stuck inland. Victory / Defeat messages. Fire varying in size according to how much damage the unit has taken and the size of the unit.
So no, nothing super different, but enough to make it better.

It looks like this
Download it: (Windows, 1.8MB)


