Archive for April, 2011
No Progress
Saturday, April 30th, 2011 1:40 pmAs is traditional now, I’ve spent a couple of hours having things not work for no explicable reason. It doesn’t help that Flashpunk’s documentation isn’t very good, but all I’m trying to do is draw a line, for which there is a function, which does nothing.
Maybe it’s a simple thing (the equivalent to forgetting to add a tween to the world) but whatever it is, it’s burned me out a bit. If anyone could tell me how to draw a line and make it work (preferably onto a Canvas, as I’ll be doing collisions from it too) then I’d be very, very grateful! And you’ll get a warm, fuzzy feeling, along with a game that has lines in! Everyone’s a winner!
Just look at that
Saturday, April 30th, 2011 1:37 pmProgressing
This game is coming along…still no title yet but I have a few in mind. I’m working on what I believe will be the final level, for now anyways. Then I’m going to do Sound effects using Sfxr and music. Next will be the intro screens, then the ending screens.
Depending on how much time is left on the clock I would like to go back and revise a few gameplay functions, while creating the levels I though it’d be really cool if you could teleport the colored devices to each other to make it through a colored gate or any other puzzles.But puzzles like this would depend heavily on the Minimap, that in its current state is only slightly better than guessing. After spending a few hour messing around with trying to get the minimap working correctly I have now given up. If I have time I’ll recreate it using the Construct event sheets.
mockup + concept
Hi all, we started about 9 hours ago ( counting about 2 hours to set the game direction and final setting).
Here is our progress so far
Picture -’nough said.
The setting :
The game throws you in the role of the item shop keeper in a not so fantasy/medieval world.
You role is to gear up the local peasants for them they become warriors (provided a little money), and die happily for the sake of the kingdom (and your shop of course) facing hordes of organised monsters.
The game :
The game principle is a mix of puzzle reflex and survival/tower defense, with some inspiration from (little) CannonFodder.
On one hand, you have wannabe-hero peasants, waiting in a long line in front of the shop. On the other hand you have waves of monsters (each with one particularity).
The game core mechanic is rather simple, drop equipement (moving fast on a cloth rail) onto the wannabe-hero as precisely as possible, and send him to the battle field.
Make sure the gear matches the monster he will be facing. Better not give’em the wrong stuff, or they’ll die quicker and without hurting the baddies at all !
exempel : Sword for basic monsters, mace for monsters with shields,etc.
Also, the more precise the gear drop, the more efficient the fighter!
The screen layout :
on the left half, the shop, on the right side, a camera view of the battlefield.
on the top border, the wave sequence of monsters !
On the bottom border, the long line of wanabe-heroes…
What we have so far :
- Title screen (sketch and code)and intro music
- Gaming screen layout (temporary artwork)
- Basic gameplay mechanic working – hero entering shop, clothes moving on rail, drop precision detection
- Quick placeholder heroes and items
lots of nice games so far, huge motivation !
thanks everyone ! Keep it up !
4 colors, jump
Hi all,
I’m waiting for my partner’s sprites. So far I have implemented jump and a 4-colors style using blocky-graphics.

This is the same room in 2D

Goal for today. Simple filmation engine:
Movable blocks
Mortal blocks
Enemies
Goal
“Weapon”
B&W TV look
Goal for tomorrow: music, better sprites, original and theme-related gameplay
Good luck!!
Things progressing. Back on schedule.
Finished narrations. Now going into recording. Ugh, so much work! Why do I put myself through these things?
Starting to look like a actual game
Implemented the player, extending a “monster” class so implementing monsters should be quite quick. When the player reaches a red target spot, the game generates a new world but the player keeps his status (not that there is much yet to see).
So, to come up, line of sight (not like rogue, no memory system, and quite limited) and a hud. Then monsters, I guess and basic interactions with them.
Here’s a screenie :
Meet the critter
I don’t have very much to show yet, most of the work so far has been about tweaking animation/gameplay movement feel. I drew this little critter to go around with in the game. Movement feels somewhat ok now, except I’m still missing a jump action which I think would probably be nice to have.
I also composed a few notes to test a soundtrack related idea.
Nothing yet!
Today it is Queens Day (Koninginnedag) in Holland, which is traditionally celebrated by everyone selling their old stuff in huge flea markets. I spent most of the morning walking around in this huge park, where it seemed like half of the city’s population was present.
Then I went to Amsterdam, where my cousins had their birthday party.
Now I’m back home and I’ve had dinner, it’s time to start working for LD!
Basic HUD working.
Okay, so I started making progress on my Flash LD48 game.
So far I’ve accomplished this not so impressive screen:

I’m using a font by Zaratustra that I found on Fontstruct, and is CC licensed: http://fontstruct.com/fontstructions/show/zaratustra_bigital
Anyway, stay tuned for more later.
Collision tedium
Buzzing around with collisions continue as I once again fail to present a screenshot that does not contain a person sodomizing a sheep.
I’m adding the protagonists (zombies – who’d have thunk) and smoothing out item code right now. Trying to decide whether to mess around with audio or improve the art. While it may score me a triple smiley in Mrs. Hodgesons’ third graders’ drawing room I can’t see how these drawings are anything but doodles of a seven-year-old.
Atomic Satisfaction
So, one of the game development lessons I’ve learned over the years is that if you want to have a satisfying game, every little interaction the player has with the game should also be satisfying. With that in mind, I’ve spent the last few hours tuning my movement controls, with a black dot jumping around on a black line:

If you want, you can try it out yourself. Enter to start, Left/right arrows to move, Z to jump, Z in the air to airdash.
Got new Computer
Gateway DX4850-43CU with Nvidia something
gateway 24” LED screen
cost about 900 dollars CA. I am happy with it, downside is that I’ll spend all day screwing around now and not doing my game making.
I’ll do it tonight.
I have movement!
Finally got the player to move on the maps, will redraw the sprite at some point. I had to remove the physics from my engine so I broke a few things doing so.
Next things to add are a battle scene (pokemon style), enemies and the special items you will be given to fight the enemies since you’re on your own!
More updates soon ![]()
Screenshot:
Evening of the First Day – Boilerplate but Not Much Else
Man…
I’ve currently got a basic scene node, basic entities including a moving entity, a collision box class, and an empty display window.
Geez, this is really unlike me. I usually have something by now.
That being said, I’m going to try working through tonight. I hope that I can have a demo working by tomorrow.
I’m kind of sad because I see a lot of games really taking shape right now, and mine’s just a pile of boilerplate right now.
Oh well, tonight and tomorrow will (hopefully) bring some success.
At least, Prof. Feynman seems to think it’ll turn out okay. Still, he and I are pretty sure that we’re only going to have a demo for the jam. A full game may be post-compo, but there will be a demo for the jam.
Peace, love, and bright tomorrows,
— Mr. Dude




















