Archive for December, 2010
Working…working…
I wasted some time to watch a movie from tv, but I still coded some more feats during commercial breaks (for real!). I now have added THE thingies to discover (diamonds?). Finding them gives you a fortune, or something, which you can invest partly into new gear. Fear not, you will also get some money up front to spend, I think. Yes, I also added a shop to buy a drill. I’m still missing the “scanner” which is supposed to be an important feature, since it should add the game the possibility to actually use your resources wisely rather than just blindly dig around. If I get around that, then I should also add a shop thing to buy scanner batteries.
Resting for now
I have been working the whole afternoon/evening today optimizing the speed of my platformer. The button animation was damn slow because I was basically blitting the whole canvas several times during each frame. It’s been quite a lot of work that unfortunately doesn’t show visually, but now the animation is quick enough for my taste. I even tested the game in my eeepc and it works just fine. With the new code I am precalculating some data and caching it, in order to reduce the amount of drawing/updating during animation. This precomputation is quite heavy, but I am hiding it by using a function that works on the background while the user is playing. Almost no slowdown noticed.
I also took a couple hours break in the middle of it or my head would explode.
Anyway, even though this is less than a sketch of a game, I’m happy with what I’ve done so far. I have a basic engine for a platformer that runs on Html5/canvas, and I think I’ve learned a lot about this technology in the process. Moreover, I have some codebase I might want to reuse in the future. I don’t have much time tomorrow to dedicate to this project, which means that my participation in LD19 ends here. There’s still stuff to do with this game. I didn’t even start considering sound, which should not be a big problem (or am I too optimistic?). I plan to keep on working on this project in the coming days, during the Christmas holidays. One missing feature I’d like to implement now is multiple levels. Right now there is one single level, there is no “welcome screen” and not even a victory condition that marks the end of the game. But more important than that, I’d like to expand the code so more levels can be added. Finally, the big elephant in the room is the total lack of content. I’ve been so concentrated writing code that I didn’t bother to design a proper level 1. But that’s (supposedly) the easy part, if I did everything right I should be able to just start designing the level and buttons and doors with just Gimp.
Oh, and I need to decide a title for the game and maybe change the name of the project (if github lets me do so, which is something I still have to look up).
The current prototype lives at http://chrisjan00.github.com/ld19platformer/
Take care,
Chrisjan
P.S. Don’t forget to try GunFu Deadlands, if you haven’t already. Works on Mac, Windows and Linux (but you need a mouse with a right button).
Fate of Mankind
This is my first LD, so I wasn’t really optimist. All the games I’ve done before this took me ages to be completed. But, somehow, I finished it on time, and I’m very happy with the result!
Click here to go to the entry page!
![]()
Spacemeat Discovery is done!
This is my first Ludum Dare and my first Flash game, but I’m overall really happy with how it came out! It’s got a really simple interface, just mouse click, and the goal is to discover as many planets as you can before you run out of ships. Try it out!
http://www.ludumdare.com/compo/ludum-dare-19/?action=preview&uid=3503
Scrolling + entity loading + player moving now works.
Unfortunately there’s a scrolling bug due to the 28-tile scroll height. I need to adjust it properly when it wraps around.

Also entities aren’t being deleted when they fall down the bottom yet.
Volatile: Just AI
I can confidently say I think all that I have left to do is the AI now, and then everything should fall into place..! I have 4 hours to do it, should be enough.
On the path to completion now.
-Tv
Anti Colonization #3
So we’ve got interactivity!
Play the current build here. There’s lot to do but being a jam game I guess we can keep at it until tomorrow.
Congrats to everyone that finished something today!
Feature complete! Four hours left!
Everything I wanted to get in feature-wise is in! Now to get some audio in there.
I’m really happy with how this came out! You can play the current version (and eventually the final version) at http://excitemike.com/1958_BNL. Yes, the name of the game is odd. Perhaps you can discover its significance.
Oh boy I feeling the lack of sleep/breaks right now.
When you’re crunched, codin’s as easy as breathing.
Missed my last update, coming along alright, just got to finish up the gameplay flow. Then work on level layout and props.
Some playable snapshot builds:
Hour 42: http://dl.dropbox.com/u/7899005/LD19/HR42/WebPlayer/WebPlayer.html
Hour 44: http://dl.dropbox.com/u/7899005/LD19/HR44/WebPlayer/WebPlayer.html
Code on!
I think I can!
Sunday, December 19th, 2010 2:54 pmFinally starting to feel like I can get in the entire game that I planned to get in on friday night. Also, I am starting to feel like the levels can be passed, and that the game is not beyond confusing any longer. So many feelings!
A new build for the osx heads.
I decided to do the soundman theme because I have been listening to dancehall pretty much since the compo began. If anyone is digging through the posts later on and wants some reading material, here is a article on the complex relationship dancehall has with sexuality.

a wild tutorial appears!
It is done!
I’ve finished my action rougelike thing!
It’s a Flash game so it should be cross-platform already (barring issues with other browsers which I haven’t tested at all)
Oxygen!
Done implementing oxygen, I’ll take a few moments to catch my breath, and it’s off to implementing score!

Surfing on lava ![]()
Just a few seconds before I died a horrible, unexpected death.
My entry “Universal Conquest” is finished. The game is playable, but probably not everybody’s type. Amass credits to enhance your equipment. Discover new planets, their inhabitants and you better be prepared. Can you find the well hidden alien base and establish first contact?
Download the Windows game from here.
Have fun!
(Yet Another) Change of Plans
I’ve become aware of the fact that Probe is just… Not fun. It’s not.
That being said, I’m currently working on a jam game. I’m not going to post much about it until it’s finished, but it does follow the theme, though not explicitly.
The idea’s pretty simple to implement, so it should be done before the jam ends.
No screenies, no game description. I want it to be a surprise.
I hope you guys will like it…
— Mr. Dude
Just out of curiousity
Did anyone else make their game in XNA?
I see alot of Unity and Java games but not XNA.
So I’ll be submitting
Sunday, December 19th, 2010 2:11 pmAs soon as this post here is finished. And actually, as soon as I get the guts to submit it. It really is in a possible finished state. You see an intro screen. I don’t get to see major bugs, just them little flaws that nobody should bother with anyways.
You can get points and die. Yay, what more does a game need?
The fun idea was to make random generated enemies. Because I have 4 major enemy parts (that is the body, a shield, the throttle mechanism and the weapons), having 5 custom possibilities of each, that ends up in 625 different enemies.
And the idea was that you could reach up to 2500 points due to the fact that each type of enemy leaves up to 4 different particles that need to be collected.
Did not get to that part though. Let’s see if i can manage to fix that and make it more like the fist idea in the next weeks.
Timelapse video is also on its way.
Yay, I am proud to have finished my first Ludum Dare in time, with a finished product and a timelapse video I just can’t stop watching.
Doneish – …You Are A Duck!
…You Are A Duck!
Available on the following formats:
Discover the world as a duck on roller blades… Collect coins. Dodge baddies. Escape with your pants on if you dare!
Created with:
- Unity
- Photoshop
- Blender
Spent half of today just doing work which I then threw away =P
Wife says it’s time to stop so it looks like the game is as done as it’s going to get.
Enjoy =)
I don’t have a Mac. So, if you want to test it for me please do. I would appreciate it =)










