Archive for November, 2010
LD#19 Sydney Meetup!
‘Ello
Noticing the number o LD#18 meetups that were occurring, i thought it would be an idea to see if anyone around where I live wanted to do the same.
I’m in Sydney, Australia, so if any of you live around Sydney, and are interested in a meetup, chuck a comment up, and we’ll probably be able to sort out a nice central location.
Also, you can contact me on:
info.clockworkgames(at)gmail.com
LD #19: What am I going to use (possibly)
Wednesday, November 10th, 2010 8:26 amLibrary: pyGame
Graphics: Paint.NET
Sound Effects: sfxr
BG Music: Yet to decide.
So yeah that’s my things for LD #19, looking forward to it
Already got my starting framework for LD19
This is basically my framework from last time, with a few extra things added in from LD18. I spent some time during the competition re-inventing the wheel, and this time around I will be starting out with the following things pre-built;
- Crude animation system. This is the animation system I invented for LD18 with anything remotely game specific removed. It supports an idle loop, temporarily “hitting” an animation so that when its done, it returns to the previous one; “terminating” on a given animation; that animation will run once and then the sprite will *not* return to its idle animation; andthis animation cannot be interrupted by any hits. This is useful, for example, with a death animation, which cannot be interrupted and is the final state.
- Sprite Factory. A sprite is a set of animations; each animation has its own texture (although there’s no reason they cant share) but the sprite factory will instance a sprite for me. I may use XML for the sprites this time around, but last time, I just hard coded the prototypes for the factory (its that kind of factory) in the factory’s ctor.
- My basic “lazy loading” resource table. The purpose of this class is to allow me to lazy load a resource by name and then grab an integer ID for it; no need for fancy streaming or additional threads, each resource to be loaded is loaded directly from disk, resulting in a blocking wait. I wont have the time to be messing with streaming files.
- Crude pathfinding. Given a current square, and a destination square, this will decide what move the creature of object should move to next. There is no “creature” class as I don’t know if the game will even have creatures, so I’ll need to modify this when the competition starts.
- Crude 2D Renderer. This has features such as “draw square” and “draw text”. I wasted time deciding how this should work in LD18; I should be able to dive right into gameplay this time around.
It also has the features of my previous starting framework;
- Texture, and shader loading each into class Texture and class Shader. I never bothered with shaders last time; I may not this time, although its possible that I will have the time this time around.
- Crude wrapper around fmod for playing sounds.
- Windowing, keyboard and mouse input from SDL
- Image loading (into textures) using SOIL
Here is a download link for anybody to use it; I cant see this hackish, undocumented and incomplete code being commercially viable, but don’t use it for anything commercial please. Thanks.
Apocalypse Adventure
Sorry for this double post, but I thought some people might be interested in this (who am I lying to?) My Ludum Dare 16 entry, called Apocalypse Adventure, did quite well, probably not because of the quality but instead because of the sheer size – 12 different areas and lots of stuff to find. I kinda aimed for that – the game engine is utterly simplistic but it’s compensated by other things. Didn’t work, though, the game was way too confusing and hard, what with lacking a save feature. However, I’m now kinda working on a ‘sequel’, or a game with a similar premise, and I thought it’d be cool to record nice videos of the original to show a bit what’s there. So here they are, dunno if anyone’s interested:
Part 1
Part 2
Part 3
Ad revenue go!
So, I didn’t take part to this october challenge because I didn’t get my own paypal up in time, and also because Multimedia Fusion’s porting capabilities are really limited and I really wanted to make a flash game. Anyway, a couple days before the challenge ended, I ported an old game of mine called Bulletsss to flash and submitted it to Kongregate to see just how teensy amounts of money one gets if he doesn’t include any exclusivity requests/advertisement APIs with it.
To be honest, I assumed myself that it wouldn’t make any money at all, what with there not being any advertisements to get revenue from. However, as I submitted the game, I noticed that my earlier flash game, Doooors (which was made on my earlier LD entry!), had made some 50 $, of which I got about 12 $. Not much, but it gave me hope that I could perhaps pass the required bottom limit of the challenge, albeit ‘unofficially’.
No luck with that, though. As we speak, Bulletsss has been out there for about a week and the full revenue has been about 0,60 $. Haha, next time I’ll look at Flash games license instead!
If you’re interested (and want to increase my revenue, MWA HA HA HA) go check the game out!
HEREHEREHERRRE
Very Angry Robots Android Edition – Milestone 3
In some respects this is a major milestone, in that I’ve added the robots back in. They don’t fire yet, but perhaps it’s just as well as it’s quite difficult to hit them. I can see that I’m going to have to tune the game a lot to make it playable on a phone.
Android download available here, or by scanning the QR code (below).
Kobo II: First Tech Preview screenshot!
As far as game design and visible progress goes, things have been moving slowly the last few days, but here’s another update – and an in-game screenshot!

I’ve been working a bit on the sound engine, but mostly cleaning things up and fixing some minor cleanup exit bugs. However, I figured it was time for a screenshot, so I threw in a screenshot feature.
Stealth Target – now into open beta
So now I’m going to be spending the next week launching this game for open beta and getting feedback from users.
You can see my launch annoucement. I sent that out to my mailing list.
Anyway, here’s to hoping it all goes well! I’m also looking for artists / musicians to help with polish, so feel free to check that out.
-Phil
Made my first $1 in Ad Revenue Today!
After announcing Astriarch – Ruler of the Stars as public beta a few weeks ago, I’ve finally passed the $1 in ad revenue mark!

Thanks for holding the October Challenge Ludum Dare, helped give me motivation to finish this off in a hurry!
The October Challenge Ends
So wow, what a month! Thanks to everyone that stepped up to my crazy challenge. The list of 24 finished games can be seen here, many of which have already made their first sale!! Awesome! You rock, all of you!
Now (like me), if you poorly scheduled your time and scope, or just had too many things come up, I hope you still made the most of it. Despite not finishing, I have a working (though crude) level editor, and a well thought out plan for what comes next. I’m sure many of you are even further along than that. Perhaps you decided to hold the game back due to quality concerns?
For all of you, I’ve opened up a participants list.
Everyone that didn’t finish their game, please go and add an entry to the Incomplete Games list. Talk about the game, add pictures, and links to any postmortem or further development places (your blog, a website, etc). I’m sure many of us are thinking about personally extending this in to a “November” or “December” challenge. Here’s a great chance to say “I was here, and now I’m there”.
Plus, I’m sure we all want to know how many people actually attempted it.
And when you do finish, let us know! As always, the blog is open to everyone to keep us informed of the latest news on the games you made. Don’t be shy! If you win the IGF or get a slot at PAX, SOWN, or any other gaming exhibit, we’d love to hear about it! Heck, we want to brag about it too.
Will this become an annual event?
Lets put it this way: We know a good idea when we see one.
What’s next?
Coming up this month is MiniLD #22. Stay tuned for details on that.
Then coming up December 17-20th weekend is Ludum Dare 19! This will be another Compo+Jam event, so see the rules. You can suggest themes on the wiki. I’ll get the clock going soon.
Finally, if you’re planning to attend the Game Developers Conference in San Fransisco next year (Feb-March), or simply are a resident, stay tuned! We’ll be posting the details on our 2011 Ludum Dare meetup soon! Phil and I will be there, and many other awesome people.
Again, thanks everyone for making this special October event such a success.
BlackBird’s Deadline: Come, and Gone
Okay, so I did not quite get where I wanted to this October, but it would have been a challenge even if my freetime would have been higher. Work related stuff ended up taking a lot of my time, for almost 10 days in a row I was unable to make much progress at all, then work started slowing down, but I had an opportunity for a programming test; which ultimately failed as I found out last night.
These are not excuses, as much as the truth of why I didn’t get where I wanted. I am actually quite far behind schedule now, although I am still holding high hopes that I can sell a copy by December 31st. I see more and more people are starting to become interested, as I released a video of the game in replay mode last week, and have had a few instant messages with congratulations and stuff.
Overall I still feel positive about the project, and even after a few weeks of “here and there” development I think things are coming together nicely. I still need to edit the physics of the car/world, and need work on the user interface of the game. One small piece of the gameplay portion exists before I start adding all the dressing and polish that will turn it from a ‘game’ into something playable.
Tonight I added a config file, so the player can change settings and they will remain stored for the next time they play. As soon as I finish writing this I will start working on resources for the car, so that tires can be depleted, fuel runs out over time and brakes heat up, performing worse under heavy use, although quickly cooling back off. Once I get that working I will need to add some more things to the track editor, and start making some tracks and content… We will see.
In other news I added music, for now it is just temporary although I am going to be getting in contact with a musician sometime (I hope).
Have a good time, and congratulations to all those in the community that finished their games in October!!!
Stop That Hero! Didn’t Get Finished
I’m disappointed that I didn’t get my game anywhere near done by the end of last month. I wrote an October Challenge post-mortem in which I tried to assess where I went wrong, in case you’re interested.
I would like to say “Thank you!” to PoV for giving me a good way to hunker down and try to focus on the attempt. Before October, I was spending some time wondering how long I should work on the commercial version of Stop That Hero!, not wanting to take too long for fear of running out of savings, and not wanting to take too little time for fear of putting out an unsellable game. With PoV’s deadline, I had a good compromise.
PoV, thank you! I have a good start to my project, a better idea of how to manage it, and a greater awareness of my strengths and weaknesses as a game developer. I’ll be continuing, and I plan on finishing and selling this game before the end of the year.
OMFG A REAL ACTUAL DEVELOPMENT?!?
Tonight I got a little bit done. I wont be using my previous idea, but I can incorporate it and get a feel for my current dev tool (Game Maker).
Pictures whenever I can make graphics.
Space Waves, Didn’t finish in time.
I sadly couldn’t finish the game in time, I couldn’t fix the sound.
I’m still going to work on space waves, It could be quite a fun game if its properly done. I wish I’d known a bit more about OF with the iPhone before I started.
Anyway congrats everybody for making some really good games, they all look great fun! I need to try them all out!
I had a lot of fun doing this, it was something I’d want to do again.
P.S can’t wait for the mini LD this month!
-bear
A Lasting Impression submitted!
I submitted my game to Apple. Have a look at the submission post here:
http://www.ludumdare.com/compo/october-challenge-2010/?action=preview&uid=531
I essentially completed the challenge –
Basically I added some sounds (and some description to each level), and called it done, I then proceeded to create a games page and add it to IndieFlux my game review website.
So hopefully that will drive traffic to IndieFlux and then maybe earn some views which will in turn get me some adds from project wonderful. I don’t know if I’ll make any money with this game, it’s probably kind of lame, but still it was fun to essentially complete my 4th game (that was actually of my own design and coding).
I’m going to continue to work on the game though, and when I have polished it enough, I might take it down and put it on FlashGamesLicense — I sort of doubt I will get a sponsor though.
To play the full size version go here -
Ballsy! Challenge Version




