Archive for August, 2010
Last screenshot

Doesn’t look like I’m going to be ready to submit to either the compo or the jam, but I’ll keep working on this tomorrow and try to finish it up next week. Spent most of today working on battle stuff. I really like where this is going.
Good look to everyone rushing to submit something tonight!
Finished!
I have finished my game, now titled ‘Crustacean Cannon’. Go check it out!
There are 8 levels, complete them all to unlock a hidden scene and reveal the intricate plot of this game! The game is quite hard though, so it may take a bit of time. First person to complete the game (and screenshot the credits screen) wins a prize of some kind! (probably not)
I had a lot of fun working on this and I really enjoyed seeing everyone’s games slowly develop alongside mine. I feel like I’ve learned alot this weekend and I’m sure I’ll write up what that includes, as soon as I’ve had a nice long sleep. Check out my blog tomorrow for a breakdown of what went into my game, or follow me on twitter.

Cheers guys! And good luck to those still working on their games!
Worst feeling ever
Want to know the worst feeling ever? When your battery dies and upon reboot you notice that “gameloop.cpp” has been truncated to 0 bytes…
Well, I’ve had to rewrite that file, so I lost a bit of time. The (very) good thing is that it was possible to rewrite the file within the competition time!
It’s almost a game!
I haven’t had much time to work on my game today because I was helping with a removal… But still, a lot of things happened since my last post:
- I was awarded an award! That made me happy, even if I’m not really sure what it is about. Thank you, Manuel777!
- I’ve added a mouth and eyes to my enemies, and drawn three states: normal, “tagged” and exploding.

- Enemies now move towards the hero (that would be the red ball), faster when they’ve been tagged.
- I’ve added particles so that the enemies can explode and in turn make other enemies explode. Only tagged enemies can explode.
- There is now an energy bar representing the hero’s health. The energy is lost when the hero collides with the enemies or explosions, but it is also used to make enemies explode or to tag them. So for the moment, the goal is to make all enemies explode without dying from lack of energy.

I’ve uploaded a work in progress build for Linux 32bit. Arrow keys to move, left shift to tag. (Needs the SDL libs.)
Atop Mt. Brawlalot – complete!
Sunday, August 22nd, 2010 2:15 pmSmashing chompers and staying on the tallest mountain in the area? Sounds difficult …
Are you up to the task??

Don’t get carried away.
Enough… for now
Well, not much has improved since my last post, now there’s a knight who chases you, although he’s the same speed as you and just moves until his x,y co-ords are exactly the same as the player’s. So it’s all a little bit hacky right now, and due to tiredness, hunger and a horribly not-robust engine, I’m taking a break to make chicken and rice. I’m not sure where the enemies as weapons is coming into it either, it was originally intended to be that killing an enemy or fighting enough of them allows you to summon one, so there would be a swarm of knights to fight, then you can summon a knight and there’d be swarming demons or similar and so on…
So if you want a go you can clicky and check it out. WASD to move the conjurer, E to summon a bunny. When you have a bunny, use the arrow keys to move it and F to attack. Pressing space will pause the knight so he doesn’t chase you as it’s really annoying and pressing Q will reduce the conjurer’s health by a quarter of a heart.
So it’s pretty late here now in ol’ Blighty and I’m just not seeing this getting done, the theme was cool although tough to design for, I’m just not very good at structuring my code on the fly into something usable. We’ll see anyway, for now, signing off…
OK scratch that, I’m already uploading my time-lapse so I’m definitely calling it quits on the project, so here is the time-lapse (still processing at time of posting) for anyone intrigued as to what my desktop looks like and with that, goodnight
Grabitas: progress report 04 and 05 because I forgot to publish rather than preview

Improved grabbing, added sounds, enemies turn red when they’re damaged. All in all some decent progress.
All right, 7 hours left. Finally, this is the kind of pressure that I can work under.

Player now takes damage when colliding with enemies. Added some kludgey code to avoid wonky behavior. Almost playable.
5 hours remaining. Need to implement scoring, write music, and add more enemy types.
Controversy!??
Adding a proper story to my game. Story meaning a simple reason why the enemies are shooting at you and why there’s a small green circle chasing around a smaller one. If you saw my earlier post, you may recall that the portrait shown is of the enemy leader.

Go Boomber!
enjoy this actionless screenshot of my entry. it’s a game about tackling little explosive fellows into one another. still working on a level and trying to find some music on the internets; does anyone know of any good site for that?
oh, yeah, it’s my first time here. i’ve wanted to participate in the past but i was never on time.
i was gonna post delicious food and cat pics too but that failed.
First Playable
Still a lot more work to do. Adding more weapons is next on the list. Still though it’s sort of a game now. Here’s the link to the first playable version. (You will need latest DirectX, get that here)
http://www.frankforce.com/downloads/LudumDare18.exe
Controls are WASD. Left mouse shoots and controls ship direction. Right Mouse picks up stuff. Pick up parts and attach them to your ship. Kill an enemy and take their parts.

That’s my lot
Sunday, August 22nd, 2010 1:59 pmWell, that’s me out for this LD. I tried to hold on to the very end, but it’s obvious I’m not going to get something anywhere near playable by the deadline. Don’t get me wrong, there is still enough time for me to get something partially playable, but my brain has just completely shut down, and my code window is waving at me … not good!
It’s been a fun and interesting experience, and I’ll be taking the idea I started and continuing on it at some point, as well as coming back for LD19. For the next LD, I’ll be a bit better prepared, since I have 4 months notice rather than someone pointing it out to me a few days before it started, lol.
Good luck to the rest of you, and I’ll see you next time! *waves*
Making compromises
Screw you guys!
You’re getting 3 sub-par levels. Then I’m going to bed!
Here’s a list of what I would create if I had one more day (don’t have time for the jam
):
- Particle system (fancy graphics!)
- A “Story”
- Different types of henchmen
- Actual in-game graphics
- In-game sound
- In-game music
- Some good levels
Give me 1 hour and I’ll have a game for you! (maybe)
Colour game
So my colour game is pretty much done.
Sadly i wont have time for making a tutorial level, so here goes:
- Walk with WASD
- Look with Mouse
- shift to fire colour beam
- space to lob “droplet” enemy into the air
- Choose fire color with Q, 2 and E to get Blue, Green and Red respectively.
kill enemies by firing a beam of matching color into them. shoot both eyes of the “walkers” to destroy them. shoot your beam through an enemy of a any color to mix the two colors and thus being able to take out other colors than your standard Red/Green/Blue. When in doubt of color mixing, look at the paddle you for guidance.
The goal is to defend the big flowerish thing in the middle. the “droplets” wont hurt it very much, so don’t worry TOO much about them. They’ll hurt you though. go close to the flower to heal. take note that you’re draining its health by doing so. The big “walkers” will take a huge bite out of the flowers health if they get a chance.
Play here:
- Win: www.zigs.dk/resources/files/unity/colour_win.rar
- Mac: www.zigs.dk/resources/files/unity/colour_mac.zip
- Web: www.zigs.dk/resources/files/unity/colour_web.html
Can somebody confirm that the mac version works? Any comments, rants, horror stories welcome.
todo:
- sound
- graphic cues
- optimize
- bug hunt
- music
probably not gonna have time to do music, to be realistic.
Edit: I’m also in need of a name…
End of Day 2 – Boy Am I Glad I’m in the Jam!
Last night I decided that I was completely bored with Starrior. I got upset, pissed a bit, and went to bed. This morning, I started anew.
The new game is titled Starrior (Too lazy to come up with another title), and it is an abstract top-down shmup.
I currently have a little player ship that can scoot aroun, shoot, and charge its gun. I also have all of the artwork for baddies and their guns. Code for projectiles from baddies’ guns is also ready to go. Code for baddies’ weapons and the baddies themselves, though, has not happened yet.
The theme will be in here. When enemies die, they will fire out powerful shrapnel that can damage other enemies. Shrapnel from a big baddie will be able to take out lots of little baddies, and the weakest baddies will kill each other with their shrapnel (IE: One hit from their shrapnel kills another one), which can make big chain reactions.
Yay third day for the jam! I may have something to submit! Yeah!
Done!
Woohoo that was fun,
although I am tired now
This was an early prototype
LD18 – Dead End inc. Early Proto from Phil Cooper-King on Vimeo.
And this was closer to the end
LD18 – Dead End inc. Work in Progress from Phil Cooper-King on Vimeo.
Right bed time.
Zzzzzzz.
Almost finished game
Here you can find the unfinished game.
http://www.planetnana.co.il/vladp/
Please report bugs and thing that need changes.
Sonic Boom complete-ish
Entry page – Download (windows only, but should hopefully work in wine)

I’m not sure I’m going to get much more done with this in compo time, but I’m delighted with how this has gone – the code’s a lot neater than my usual LD attempts are, the game feels quite complete (though not polished), it’s the first time I’ve used sound and music (if you call this music!) and while the finished product isn’t anything amazing I think it’s somewhat enjoyable and I hope someone else agrees.
While I wasn’t too keen on the theme – enemies as weapons struck me as something that’s been overdone already -and I’d have preferred to make something other than a shooter since that’s what my last mini-LD entry was, I’m delighted with the ideas that eventually came to me and I can see myself expanding this one in the future.






