Archive for August, 2010
WHAT!?
Okay so I wake up this morning. I have no idea what time it is.
Because of this:
So much for a day of programming, but the power will be back soon right?

Okay, so that’s 6 hours gone, but I can still record music on my mobile phone for a while, right?
One battery bar. Great.
This is part of my song. “The Flying Elephant” was a title for a song that I never wrote, perhaps 10 years ago – so the song was written today, the title 10 years ago. Hope that’s within the rules.
Don’t be fooled,
it’s not there to try and look pretty.

Screenshot
I made good progress today. Making something a little like captain forever. Not ready to post an exe but here’s a screenshot.

screenshot
I’m too slow!
but i post a screenshot anyways:
Grabitas: progress report 03

Implemented enemy grabbing, flinging, and damaging. Now we’re actually getting somewhere. Still debating how exactly bullets are going to work.
Quitting
I don’t have the skill I guess. Since there was a joke entry, I guess I could make a joke game. Anyone know how to fold a box out of paper?
I should make a note to not visit the ludum dare site while making the game come december. I make myself sick. ‘Oh my art sucks’, you say.Then I take a look, my jaw drops. Seriously, anything I’ve seen on here is better work then mine. Well, except for the smiley face target. Nah I take it back, it still looks better.
My, What a Fancy World You Have There!
What you see is the game’s rendering of a small 50×32 image, blown up below:
Besides creating a world tile map, it also figures out where to place towers, chests, and the castle. The black spot is the hero’s spawn point. Red squares represent chests with health in them, and yellow ones represent chests with weapon upgrades.
The tile map will also help the AI figure where and how it can move. I need to do some trickery to make sure it deals with towers and castles correctly. They’re larger than a single 16×16 tile, but the AI should act like there is an impassable wall where it looks like there is one. Also, I need to make sure the hero knows how to get to the entrance of a tower or castle.
UPDATE:
Iteration 2 of 7 started with a little over 20 hours left in the compo.
recycle robots – update 3

Aloha … sleeppppyyy zzzzzz….
update on the task list:
Ok here are my plans:
- shoot, is a little weird ... when moving backards ... probably is the angle...
- show the bullet inventory
step 3 - there comes life
- add life bar to the alien
- add npc with life bar in map 1
- shoot the npc
step 4 - recycle
- add the bullets counter
- reduce npc life to zero shooting
- show dead sprite
- recyle to energy
- recycle to bullets
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
--- done
step 1 - navigation
ok - show splash
ok - show map selection
ok - select each map
ok - press Esc to end the map and go back to map selection
step 2 - movement
ok - build map based on string of heights
ok - build the char (do i need to animate the bottom of the alien ?)
ok - move the alien around the map
ok - make the jump of the alien
ok . control the height of the alien with the colision with the ground.
ok - add the head
ok - move the head
there is a demo online
http://www.athanazio.com/ludumdare/ld18/version2010aug220221/index.html
Third version posted of “Avoidal”
Posted my third playable version of my game.
Spent the last part of the first day here getting the preloader, menus, highscores, and other assorted UI ephemera working. This way I won’t have to think about all that stuff during the last day when my brain starts shutting down trying to do game state flow. Always a recipe for last hour bugs!
The third version still needs a bunch of gameplay work but I have activated the local and global highscores.
I finally picked a game name of “Avoidal” too for this creation.
I have my plan for tomorrows code, graphics, sound, and music. Time to get to bed (about 1:30am here) and wake up in about 5 hours for the last day of the compo. What a marathon this LD beast is. Good luck everyone!
My Primitives
Saturday, August 21st, 2010 10:16 pmI hope this soon turns into something,
What kind of something, even I don’t know…

Well, I know something, I’m not embeding anything into this swf. If I cannot make it coding, then it won’t be done.
Desperate times,
Desperate measures.
Too much for today, I’m going to get some sleep and see what happens tomorrow.
First image is up!
First image from my game is up and available! Enemies will attempt to make it from the bottom left door to the top right one! Next I need to put in the code to have an enemy move from one to a
nother!
Egg-bert vs. The Vampire Robots
Saturday, August 21st, 2010 9:58 pmGot up nice and early this morning (nearly 06:00 here) and I’ve had an idea!
I spent so long working on the baddie’s spritesheet yesterday (they kinda look like vampire robots), so I needed something a bit quicker for the player character, and I decided an egg on wheels would be good. Anyway, basic premise:
- You control Egg-bert as he is faced with hordes of vampire robots
- Use you zapper to disable the robots, turning them into harmless (to you) blocks
- Whack the blocks into the other vampire robots to kill ‘em
Now let’s see if I can get this done in the remaining time
Grabitas: progress report 02

Starting to implement enemy behavior. Not a lot of progress, but it’s something.
This is actually going to be an actual game with actual gameplay, I promise.
Progress Update
Saturday, August 21st, 2010 9:45 pmSo my ADSL router decided to stop working this weekend. I spent a while trying to fix it, but in the end I gave up and bought a new one. As for my game, it’s called “Killer Knife-Robots from Knife Planet K” and I have a demo available for download (requires Windows). It’s not playable yet, but it does have spinning blades of doom. I am probably going to make it so that you can take control of the robots and use them to destroy the other robots.

Spinning blades of doom!
Barrage of Bouncing Baddies
I now have improved player controls, animation, backgrounds, and bouncing enemies. I have no idea how the gameplay is going to work, but I’m thinking of this Pied Piper type guy being able to tame different enemies with different instruments. Then they follow him around like Yoshi’s eggs in Yoshi’s Island. I’m not sure what happens next.

Bouncing Enemies
Progress…!
Okay, 26 hours and 30 mins in, mostly feature complete, though I’ll have to tweak the controls a lot to get em just right (gonna have mouse, arrows/ZX, WASD/something, etc to allow for peoples’ preferences). I also need to get the enemy generation running better and add more enemy ship types, but other than those, gameplay is all there. After that it’s just gonna be a mad dash to texture it all up pretty (almost every texture in the shot is placeholder) and add particle effects everywhere.
At the moment I have the enemies’ colors set to their health for debug purposes:








