Archive for August, 2010
A quick snack
Sunday, August 22nd, 2010 12:02 pmSo decided to have a little snack of some yummy mushrooms, they were great
Then had to record my weekly podcast, and now I’m back onto working on the art for my game, it’s going alright

I guess that looks a little weird though
13 endings.
Not including random crashes and exiting, which makes it a whooping 15 ways to get out of the game, 13 of which are at the end.
And I had to cut some, because if we simply add the probabilities, it’d be 64… What have I unleashed. Seven hours left to write the talking bits (already at 70 blocks / 600 lines, and I did something like 60% I guess).
Still can’t run it on windows, though :/

A night on the beach, with campfire.
Submitted.
Whoosh, I finally submitted my game. It’s actually a pretty small game, but I think there will be some people having fun with it.
Did not post here anything earlier, came pretty late to Ludum Dare. Late in the way that I did not made any real thoughts on it before saturday because I actually did not want to attend.
I did not really measure the time I have been working on the game, but I think it’s something like 10 to 12 hours.
Enjoy it!
Just about done
And Bob the Kitten is not really helping much

Content
Now that I’ve finished the gameplay and all, I’m working on making the enemy types and designing the waves for the game.
So I’ve got three characters for the game -
You:

Your computer sidekick:

The alien leader:

MafiaRevenge
Sunday, August 22nd, 2010 11:45 amYay, finally done!
It’s finished! No music this time around, my creative juices have dried up it seems. I tried the wolfram tones thing, but didn’t come up with anything I liked. So here it is, bugs and musicless and all.
http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=1823
Let me know if you have any problems! Thanks guys! Looking forward to playing yours!
recycling robots – update 4
the robots are moving !!!
see the demo : http://www.athanazio.com/ludumdare/ld18/version2010aug221537/index.html
move with the arrows, shoot with 1, move the head with up down.

next steps
- loose life and restart level
- end level and go to the menu
step 4 - recycle
ok - add the bullets counter
ok - reduce npc life to zero shooting
ok - show dead sprite
- recyle to energy
- recycle to bullets
- test yellow bullet to reduce speed
step 5 - levels please
- define levels map + npc positions
- code boss behavior for levels
- count the time used to finish each level
step 6 - polish
- add help screen
- add backgrund image to the levels
- mute music
Back to work…
Family left, so back to work… hopefully my WoW guild won’t need me tonight and I’ll have 3 more hours to finish this for the compo…
Title screen is done, and it’s sweet!
Changed the rock graphics to trees, aswell, since it looks much better, to be honest…
Still some stuff to do:
- Main Menu
- Intro/Story cutscene
- Instructions
- Final success (7 levels overcome)
- 7 levels to design
- Sound effects
- Music
If I do all these, I consider the game to be done, and will probably just tweak it and get some more features for the jam…
Back to overdrive…
Hokus changed to grappling hook..us
I failed to start anything yesterday because I didn’t like the idea too much and I think it was to complex. Now I have a simple idea and nicer, but I believe I have no time to make it. Even though I will try to do something in the time left for the competition.
Here is a screenshot of what I will trying to do:

I think you will understand easily the concept.
I will start right now.
Getting close to the finish line
Sunday, August 22nd, 2010 11:27 amMy game still lacks a lot of polish, and there’s no sound. I will also need to add more enemies.
Here’s a video of where I’m at right now: http://www.youtube.com/watch?v=BMvmL6AzDFU
AVOIDAL – Difficulty Curve!
You can play the fifth build of AVOIDAL here.
If anyone has a minute or two I’d love any comments on the difficulty ramp over the levels.
New features this build includes:
- All game parameters are tuned and tweaked every 5 mines collected to keep increasing the difficulty
- All mines, seekers, and spikes have their own warp in transitions for cool visual effect and to let the player know safely where they are going to appear and activate
- Introduced a CHAIN counter for big points. As long as you don’t take damage or let any mines expire and explode on their own you increase your chain counter for every mine you destroy with an enemy
Time to get cracking on sound effects and music at this point and then keep playing and tuning the hell out of it to make sure it is as fun as possible.
Yet another late progress blog post
In case anybody wonders, what some of the newcomers have been making, I bring my testimony:
Day 1 (night): The theme shocks me down! I couldn’t put something original on paper. So sad ‘cos I was too motivated.
Day 2 (moning): Spend the day doing some research, but nothing comes; so I went to the movies and buy groceries.
Day 2 (night): I got a cuple of ideas, so I discuss them with random people. End the day making graphics and loading in the code. Oh! before that I doubth of the legality of my graphic sources, so I redraw the sprites by my own.
Day 3 (morning)(now): Im not totaly convinced by the design, but I prefer get it done, than throw it away!
I’ll post actual advances, so stay tuned! Meanwhile, there is the mockup:

the great monk mockup
Don’t give up!
Omnicide
http://www.2bam.com/proto/Omnicide.html
For now I only have an “automatic” barebones Canabalt
Got in late, so I’ll just have to figure out how to make what I want in 8 hours. I’m recording a timelapse.
Phew!
I lost count of how much time I spent on changing the player graphics into this:

That’s me. Fully animated (4 frames), and there’s also a walk animation, a walk while carrying stuff animation, and a knock-some-teeth-out animation. 15 frames in total I believe. At least a couple of hours have been lost in this.
And I have (counting…) 10 frames left to do for the zombies. Me again, but with much sillier poses.
Almost there
Updates since the last post include boulders falling from the ceiling, fungi which shoot at you, various particle effects, and wee story/tutorial messages from your command base. A picture:
I have a few more things left to do still. With a bit of luck I’ll submit some time around 9 (GMT). Dinner pic’s below the jump.
Getting there!
Well, game mechanics + effects are nearly complete.
Need to do scoring, dying, winning and title/ending screen. Need to add sounds as well.
I am going to make it!!
Here’s a current screenshot showing off asteroids, enemy ships, tractor beam and particles!
Good luck to everyone!
Daniel
Hour 40 – COMPLETE!
Okay well its not quite complete, the waves of enemies could do with some more work but I have my mum coming up from London to visit me in 30 mins so im gonna call it quits here.
So, finally it has a name, I have called it “48 Hours Later”
Its not technically true as I have only had 40 hours to do it, but oh well!
Overall im pretty happy with my first Ludum Dare entry, im very tired right now and have a banging headache, but thats all part of the fun right?
So onto the game. First some shots:
Okay so if you have been following waaaay back my original intention was to make a game with the same sort of art style as World of Goo but with the game mechanics of Boom Stick. I think I have stayed pretty true to that original idea.
Basically you fight against waves of enemies that float across the screen. There are currently only 10 waves, I would have liked more and with more variety but oh well
The theme of the competition was “Enemies as Weapons”. I have incorporated that theme by having the enemies drop giblets when they die. You then have a certain amount of time to pick up those giblets and fire them back at the enemies. Enemies as weapons!
So as a disclaimer: im sure the game has many bugs and things, I have run out of time to do much in the way of testing and optimising. If you find any bugs however drop a comment I would love to hear about them as I plan to release this to a few flash portals, so would like to get those bugs fixed
Anyways enough jibber jabber. A few more shots then the game is below:
You have to play the game on my site, I cant get flash to work here ![]()
http://mikecann.co.uk/ludum-dare/ludum-dare-hour-40-complete/
Oh also, if you cant run flash I plan on making a Youtube video in the next day or so to go along with my timelapse of development!
Tools Used:
Adobe Photoshop CS5
Adobe Flash Builder 4
Adobe Flash CS5
SFXR
Chronolapse
















