Archive for August, 2010
dance dance dance – progress
Yo! I didn’t get as much done today as I’d hoped (3:30am here.. 8 hours left.. don’t think I’m going to manage to stay up that long).. still going though.
play current version here: http://nyarlulabs.tumblr.com/wip/
it’s got a couple bugs i’ve spent far too long trying, and failing, to figure out.
todo: sound! scores! maybe another type of dancing person. dunno what else.
How the game looks now. aka Useless Addition #1
Why hello there!

The brain moves in the jar! also bubbles! (yay)
This is how the game looks right now. You *can* play it, but it’s not very fun right now.
The basic gameplay options are programmed, but the game is in no way challenging and/or fun.
The premise of the game is that you have to kill the VIP (that guy with a ‘V’ on him). The only way you can do that is to use your psychic powers to kill him!
You can, however, only use your psychic powers on people you can touch. So in this example, you need to use a henchman (‘E’!) to open the door and then you can kill the VIP.
Give me a lot of hours and I’ll have some levels that are actually fun to play!
(also the placeholder art stays! I’m a programmer damnit, not a fancy-pants art guy!)
Finally im done :)
I finished my game (i think), you can check it out Here, i finally decided for the name “Rotate!” ..and then realized someone else took it XD anyway, i dont feel link changing it, and the game is totally different, so no worries about that ![]()
I will be uploading the timelapse later, when everyone else starts to do so (im editing it right now)
Enjoy the rest of this wonderful compo people!
Sound effects done!
Thank you sfxr!! DrPetter, you are my hero.
THE LÖVE-PARTY… Is… Still around?
After spending the first 24 hours trying to understand certain team members’ obscure frameworks (and subsequently trashing said frameworks), as well as assembling what I think is technically known as “a sweet-ass intro screen”, we have now finally started working on an actual game!
The premise of the game is rather simple. You play the role of the manliest cowboy to have ever walked in hot pink boots. With your vagina-resembling hat, your mission is to lasso a roaming bull, swing it around and use it as a flail to destroy all the other bulls running around. Why? Well… Ehrm… To make ground beef, I suppose? The only bullshit is the one we’re catching.
Our graphics aren’t all that snazzy (our bulls are rather turd-like, and they have no legs) and there’s not really a game yet. But what you can do is lasso a bull and dance with it!
Next up is probably making stuff collide. Can’t make a hamburger if you can’t smash bulls into each other! With roughly 33 hours to go, it seems like the LÖVE-PARTY might actually be able to create something as awe-inspiring as LÖVE itself.
Who are we, you ask? Today, still wanted by the government, we survive as coders of fortune, if you have a problem, and no one else can help you, and if you can find us – you can hire THE LÖVE-PARTY!
LD18 Breakfast No. 2
Sunday, August 22nd, 2010 10:09 amEvery coder should enter LD.
The time contraint has really forced me into being more efficient with my code. I usually end up spiralling off and adding particle systems and other jazzy things, then end up getting bored of a project.
However i have realised that if you add sparkly things and then don’t have some solid gameplay, what’s the point?
On another note, the game is nearly there. Final push time, THEN SPARKLIES.
Enemies as weapons!
Sunday, August 22nd, 2010 9:56 amTime for an update. Not much has changed since last time, visually. But underneith I’ve got a system for scripting enemy patterns and stuff, which is pretty nifty. Python’s generators are great for this kind of thing.
Here’s a screenshot:
The things glowing yellow are dead enemies that you can collect and become ammo as shown in the right sidebar. So the star-shaped enemies become shurikens that you can fire back with. This means I now actually comply with the theme! Hurrah!
Next I’m going to try and throw in some more enemies, then think about sound, I suppose.
ants
still working on the animations…
this is no good sign

Good Morning, Ludum Dare!
I went to bed after 5:30AM after getting some rudimentary AI in. I don’t know why the ground-based characters have no second-thoughts about going through the trees and mountains. If anything, they should want to avoid them. I’m sure there’s a bug in the implementation.
I woke up feeling fairly crappy, but I know what will fix that!
Yeah, OJ! Oh, and, yeah, sure, I suppose Banana can come along, too.
Feature-complete!
All of the gameplay code is done! The art is still pretty programmery but that’s probably not going to change. In my remaining time I’m going to work on music and sound effects for this thing.
Such a satisfying feeling! Come on guys, come feel it with me!
So far so good…
9.5 hours left!
Still got a long-ish list of stuff to do, but I think I’ll finish with something reasonably game-like.
Got textures and some simple particle explosions going:

Breakfast

Diet Pepsi (that’s less than half the cans I’ve drank this LD…):

9 hour sprint + screenshot
Most GFX and game logic done, quite some glue and polish left. The last 20% really takes 80% of the effort. Which makes sense as no mather how well you organize your good you’ll still end up with growing complexity to look after.

Finally finished! Presenting: Grabman!

I am up way too late! Time for bed, here is my entry: http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=2554
Good fun! Thanks to our organisers!
Reinforcements have arrived

I love that 100 yen stores are open 24 hours. After running into too many walls, and realizing that javascript canvas just seemed to slow without doing lots of tricky things (which I don’t know) I decided to look at flashpunk. And it it is pretty much exactly the structure I’ve been looking for and partially made over the last week (albeit in flash rather than javascript, but that just means at least some hardware acceleration(including my lappy with the last flash update)).
I visited the 100 yen store around the corner again and grabbed some supplies to last me through the night, while I go through the tutorials on the flashpunk site and try to get something out in the next 9 hours and 39 minutes. It’s for these reasons that I normally go easy on the caffeine, so that when I want to use it, it actually has an effect.
So this is what I have so far, it nearly resembles a game!
yes, he summons the bunny
So I can’t say that I really know where this is going in terms of game-play yet; so far all you have to do is stay alive, and to do that all you have to do is not hit ‘Q’ too many times :p
10 hours to go, plenty of time to figure that out
Mechanics pretty much in place now
Just need to work on the actual levels, graphics, sound and music (or at least try).
so, changes in enemy behavious since last time:
- enemies can like you/each other (they will follow)
- enemies can dislike you/each other (they will follow, and punch to death)
- dislike trumps like, and how much an enemy likes or dislikes stuff is determined by how many insults/compiments you use
other stuff added since before:
- spikes!
- buttons
- doors (effected by buttons)
- explosives (detonated by buttons)
- dummy ‘characters’
playable version embedded if you view this post in full
Some more progress
Sunday, August 22nd, 2010 8:49 amThe game is beginning to come along nicely, the gameplay is much more fun now. Just one level so far though, and no menu or instructions.












