Archive for December, 2010
Unlucky Hour
13 Hours left, will I be unlucky? Who knows. What I do know is that I have been working for 2 hours since I woke up and I just took a break to watch Heston’s Perfect Christmas. Now I’m back to mapping out the space station for my entry, I’ve drawn out a bunch of stuff and I’m currently masking the tourist complex. I have maybe 4 or 5 item’s left on my list. It doesn’t look like my space station is going to be as huge as I would like, but it will take a good few minutes to explore and look around which is all I could hope for anyway (I don’t expect to win, I just wanted to make something).
For now, good luck!
It’s a playable something!
Let’s see how many platforms you can dodge until you are bored enough
W/Up: Jump
S/Down: Slide
A/Left: Play random beeps
Am I the only one who’s having audio lag? Try hitting A and tell me if it plays at the same time.
To Do:
- fix glitch: run off a platform and jump again in midair
- fix platform generation
- Score
- Discoveries (new abilities – in the final version you won’t be able to slide from the start)
- an ending
- if enough time is left, boss
Night of the Muglies 1.1
Updated my entry in-place with version 1.1. Changes:
- Tuned gameplay a bit
- Three modes: quick, normal and zen
- Quick is pretty much the same as the 1.0 version was
- Music bits don’t trigger quite as often anymore
This one’s final. I think.
Pixels, Animations and Pizza!
Sunday, December 19th, 2010 5:32 amI focus on polish this LD, gameplay is second

Hakken – Tiny Demo
Time for a small (gameplay-less) demo before bed:
http://dl.dropbox.com/u/1911947/hakken0.1.zip
Make sure to read the README! Enjoy!
(P.S. Windows only for now, sorry.)
A progress, i guess…
I have added even more stuff and friendly interface but the game it still pointless, the level generator is on the way. I better hurry up.
Here’s a screenshot:

Try it Here.
I have some bouncing furballs now ;)
Sunday, December 19th, 2010 5:07 amWarning! Warning!
So day two is firmly underway, and, whilst I wouldn’t say I was doing badly as such I still have one hell of a lot to do. Panic is starting to set in, but that’s fine, panic keeps you sharp, right?
14 hrs to go, and I still need to do most of the level design, add instructions, tweak and fix loads of stuff, add sound, add music, add a goal and y’know, actually finish the damn thing.
Better get back to it I guess, I’ll leave you with a (probably rather confusing) preview build, controls are directions and space (to pick things up).
3:30am, 14 hours left
Time to get some sleep. It is hard to believe I started this roughly 12 hours ago, slowww progress. I have most of the hard stuff working, stupid quaternions, now all I need to do is get the overall gameLoop running and then it will be on to polishing sounds and graphics if time permits. I was going to do level design by hand but have decided the rooms can be generated based on a template with different solutions per room, the gameLoop will have a rank that gradually escalates difficulty as the player successfully travels outward. There will be enemies.
Running behind, but that’s what Jam is for
I’m making really poor time, since I had a lot of cleanup work to do. I had to catch up my changes made over the past few months in Smiles in to my “other projects” folders (I did a bunch of restructuring to better control where content files get pulled from, in the case of hardware that does or doesn’t support DXT compression).
So here we go, my lame terrain renderer is back up and working, as is my 3D model loader (just unused at the moment).
Next I’m going to add a few more rooms.
Moar progress :D
Here’s a nice early version for you to test out.
http://www.jonathanedgecombe.com/LD19/
I sized down the level as it went slooooooow… and took ages to load.
Woke up late but well rested and have a plan!
Right, I now what I’m doing now instead of making random changes to the code. I just dare not look at the code I have produced in my sleep deprived state!
I’m going to change the way player digging works so that you can dig by bumping into the terrain and I will also improve the way the ghost stunner handles. Then I’ll add random items to the shop. I think I might also change the player characteer back into a green square. My attempt at spriting was terrible. :/
Discoverer – Test Build
Sunday, December 19th, 2010 4:14 amSo, I’ve finally nailed the way the game handles the storing of “keys”.
The game is 95% playable. You should be able to complete the first arm (The north facing one). I’m going to improve upon the map generator (It really sucks at the moment), fix up some tiles, and complete the remaining arms. And then do the “final battle” stuff.
Also, I’ll stick in a backstory so there is a motive to actually play the game too
If you want’s to give it a try, you can download it from here.
Keys:
WASD – Move
E – Action Key
R – Reload
LMB – Shoot
Eureka! Vaults of Knowledge – 11am progress report
Finally, stuff!
Sunday, December 19th, 2010 3:57 amI’ve managed to be busy then uninspired, and spent most of yesterday discovering that FlashDevelop wasn’t working, and reinstalling that and Flex. So, I have very little of what could be considered a game:

The latest version looks like this, except the #s are replaced by text loaded from a file.
My eventual idea,thought of in the shower, is something a bit like a cross between a roguelike and Infinite Blank. So, a potentially infinite set of roguelike rooms, created and edited by players. This is quite blatantly well beyond what I can achieve before the end of his compo, but oh well!
Wow…. Gameplay – that’s novel

Each planet will now randomly spawn money, enemies or allow you to mine it.
There is a mining bar at the bottom. The amount you can mine depends on how big the planet is.
There are random spawn points throughout the world. Planets and generic spawn points will no longer appear right next to the hub.
Planet and spawn points will be randomly reset when you visit the hub. Your health will be recharged at the hub when you enter it. You can choose to sell your mined Carbon for money at the hub.
…Still can’t die yet though… I should put that in at some point.
Controls:
Mouse to Move, Click to Fire.
Press P to Pause/Unpause.
Press Space to Enter Hub/Exit Hub/Mine Planets
Click “Sell Carbon” to Sell Mined Resources (On Hub Menu)











