Archive for April, 2011
Day 2/2 – Hour 29!
Saturday, April 30th, 2011 11:52 pmSo I just woke up and got another 19 hours to do stuff! Great!
Let’s see if I can finish my little thing: ‘The Right Decision’
- approved by Folis drinking tea.
Thar be enemies
After a slight roadblock because I didn’t test my “new” font code as well as I thought I did, I got more gameplay basics in there.
And also there are enemies. And they can hurt you. Woo. But there’s still no way to fight back. And only one map screen. And I’m starting to fall asleep.
Gonna be a busy day tomorrow if I am to finish this.
LATE START
Just started few minutes before ( I know its late
).
Have finalised the gameplay and done with some concept art and game screens. Its gonna be a mix of MEMORY GAME + ROCK-PAPER-SCISSOR type.
A rough sketch of my main character.
Going to start with the programming now. Catch ya all later.
Game Mechanics Playable Prototype
Here is a prototype with all of the core game mechanics included in one quick demo stage:
To be honest I was hoping to be further along by the time that clock hit 19 hours. The physics on this game have been a pain to deal with, and have involved a lot of rewriting whole sections of code that were causing incredibly wonky behavior.
I think I’ve got it mechanically where I want it, though, and it’s now time to start building sprites and more stages for it before the deadline. Hopefully I can at least get in the titular waterfall, or I will need to change this to an avalanche rescue game.
Witty dialogue to come
28 hours in and the game is starting to shape up. I finished a lot of the “store” graphics, the wise man and 2 adventurers. Still very little in terms of gameplay, but the little guy walks in, you throw an item at him, and he turns around to leave.
Next step: Witty banter. Probably a class full of all the choices and outcomes since I am too lazy to mess around with XML anymore (after Ogmo).
Edit: No witty banter, but I got the dialogue box working. It slowly writes in, like the old RPG style. I had to get a monospace font for sanity purposes. Also threw in a sound for “picking up” an item, not that you can hear it yet.
Well over halfway finished
Finished the final Level just a few minutes ago… (only took all day) but I did do music, sound effects, and a intro screen. All that is left is to add a End Game screen/trigger, then refine concepts and maps with whatever time I have left. I also created a new character image, I like the image better, but I’m still not sure about the arm or the device… I also found a rather bad bug with the character that I can’t seem to get rid of, give the character a swing while against a wall, and you pop out on the other side.
I also got the minimap working for the most part, it still readers a few things weirdly, such as the circle traps rendering as egg-shaped. But it works great for figuring out the distance and how far you need to place the device for it to work.
The ever growing list of ideas I’d like to refine:
- Teleporting one teleporter to another, while they are in motion.
- Lives, right now when you are hit with a bullet you start back at the beginning of the map, but your teleportation devices stay where you last had them, so a keystroke and you are back. With lives you would have a limited number of times your devices would stay, before you had to redo the obsticals you already past.
- More levels, more traps, different environment.
Overall I’m happy with my progress, and feel I could finish anytime in the next 19 hours.
Isolation – Enemies
Saturday, April 30th, 2011 11:31 pmGame Over Screen
Saturday Night Fever
First day is over (I’m tired)
Hi all,
First day is over. My filmation engine is almost done. I failed with a couple of goals, but not too much.
My partner sent me the sprites for the main character… still waiting for the rest of the sprites, before use them in the engine, so the “graphics” were made by me in the following screenshots:


Still working on the gameplay concept
Good luck!!
That’s why they’re chasing me…
Boxes. They want to kill me for moving harmless (so my employers tell me) boxes around a solar system.
So I narrowed down what I’m going to try and get done before the end. A decent amount of stuff is working, sort of. I also managed to get around some performance issues (I’m starting to think Three.js might not be so great at handling lots of scene object insertion/removals, so I’ve switched to creating a pool of objects to reassign when needed). Hopefully I can put up a demo instead of a screenshot for the next post.
Furious Fighting Felines – Mini Progress Update
FFF is coming along pretty well, have most of the engine done, a good chunk of the assets. Feeling comfortable now that we’re just past the half way point. If worse comes to worse I can limit the game to one screen as opposed to being a side scrolling beat ‘em up, and have something “finished”.
Not a whole ton of gameplay yet (press space to punch, timing your punches on the right frame lets you combo {or you can just mash the space bar}).
idkness!
alright, this is too fun to work on despite having school final projects to work on. no idea if i’ll actually finish this but for once i’m getting stuff done! made a better map system reading in from a file, added camera scrolling/zooming so you can move it however much you want. here’s a pic!
…weird thing happening with the note image. alpha mask is set to 255,0,255 yet it makes it black and i don’t understand why. it works fine for my character image.
Late to the Party
I started around 6 hours ago, never wrote a platformer in my life and naturally struggled for 4 hours to get the silly collision detection working.
You can run a silly little jar here. I have a pretty good idea where i want to go with this. The only thing between me and a finished LD entry is my woman, when she finds out we do not go to the HR Giger exhibition. A little bit of sleep to get more inspritation.
Dawn of the Final Day
I finished up the collision detection routine last night. I felt I could not go to sleep until I got something going and somehow CD always gives me some sort of troubles. In the end, I noticed I was coding a system that was way to general and ambitious for my game, so I replaced it with a dead simple system that just tries to move, checks against a bitmap and reverts back to the original position if something is hit. No normals, separating axis theorem or anything.
Today I have some social obligations, so I cannot code full time, but I still feel I can create some game before the deadline. Ah, ambition
Now, where is my cup of tea and breakfast?
EDIT: The obligatory breakfast photo – a cup of tea and some healthy ‘musli’ (not sure how it is called in English)





















