Archive for April, 2011
Progress
Hi all,
12 hours in and my head is starting to rattle around a bit, so I’m taking a break and leaving everyone with this marvellous screenshot.
I have the movement dynamics in more or less to my liking, but have yet to tackle collision detection. This is worrying, but I’m still considering using flixel for this, or something appropriate. I’ll see how I go.
Otherwise, I’ve started using TweenLite for various effects, and the textures are my own. There’s still a long way to go, but I’m really happy with how the silly movement system works, and I’m hoping it will translate into some frustratingly fun gameplay.
Level loading and rendering
This is not going too well, loads of small things in the 3d system going wrong (why do I insist on trying 3d for this!!!!)… this one ended up just being a small problem in the redundant renderstates checking (was initializing the value with the wrong number)…
Anyway, I can now load a level from a DDS file:
And create level geometry… already had the idea of having just one huge level (works well with my idea) so I already prepared this so it has some clustering done (NxN blocks per mesh, so I can do culling easily)…
Also added texturing so this doesn’t look so ugly… Only use one texture for the whole level, but it has a kind of atlas that I can setup easily:
My graphic skills suck so badly…
I’m having 3d billboard as “characters” in the game, so no modelling is required…
So, my current task list is:
Framework workingLoading a level data (from a DDS image)Rendering the level (3d generated from the level data)- Drawing the character
- Rendering character
- Design levels/items so I know what to implement
- ….
Now I need to get a story going, so I know what to draw as a main character…
Reboot.
I think my previous game was too ambitious. In the interest of KISSing I have decided to start over, doing something simpler this time. Sticking to cartesian coordinate systems.
Now I’m where I was before – in need of an idea. I’ll just take another look at the themes that didn’t make it, maybe they’ll inspire me.
Basic Gameplay done!
Woo! Took 6 hours!
Thar
Again, numbers are walking, as soon the arrow appears you can take out enemies with WAD / Up Left Right.
Starting off
The theme was announced around 3 AM here, so I thought about it for a while and went to sleep. Guess it is time to start now! Realized now that I forgot to take a picture of my breakfast
. Oh well…
I’m going to make some sketches and then write the code with flixel and box2d. The idea will be to build some kind of platformer that allows the player to play with some physics elements
Texture Hunting
I live next to a national monument, so after my restless sleep I picked up my digital camera and shot took some pics of the ground, a statue pedestal, and walls. I loaded them into the GIMP, made them seamless, and resized them. Here’s a sample pic of them. Looks like my game will be a shade of gray. I would have gotten some sky pics too, but it’s a bit cloudy outside. I’m unclear as to what the rules for pics from stock photo websites. If they’re downloaded during the compo, are they valid? Need to check the rules again. Not wanting to skirt any rules (and to go out for some air and coffee) I gathered these textures. Back to work.
Dumbest HQ ever
Saturday, April 30th, 2011 6:54 am
So I got this thing now! Going to try to throw together a base building missile defense, where you control the position of stuff on the base, but not the base itself. Seem fun? Got the initial state of the base being set up through diffusion limited aggregation (more or less). I spent way to long getting that working, the secret is that if you are using flixel, and then yanking things around, remember to call reset on them on weird stuff will happen with the positioning.
Syntax, lag, understanding.
It’s hard to get used to the as3 syntax again after several months of C# coding (I really like “int someInt;” above “var someInt:int” – less writing) but I get by. That and for the first time I’m trying to work with collisions in Flixel (or any framework). Takes some getting used to, all that fancy automatic machinery.
I’ve been at work all day so progress is very slow but a lot of the boilerplate base is in place (basic states, base classes, base loops – all the base are belong to me). I would have posted a screenshot, but the only thing I have right now is a stick figure riding a sheep. And unfortunately, he’s “riding” the sheep, not riding the sheep – at least that’s how it looks.
Still, I should have something barebone simple ready by this evening if I can keep the progress up… and then come the art assets. Bah!
Off work in 10, then sushi, then more work.
CrazyCat – Off she goes
I warned you, Zelda style nethack it is.
Spent about 2h tweaking the layout and rendering.
Doing the GFX is a lot harder than expected.
Need to take some meds now, hope to get some more done later today.

Upate #3 – Problems
So I started with the collision detection / physics engine.
Ouch.
It really makes things complicated that anything is both left and right of you on a round world. I wanted to use projection onto a line but that won’t work, at least not as easily as I had hoped. So I can’t/won’t do that.
I have two options.
- Screw the round world and most (if not all) of the code so far, just use an ordinary cartesian coordinate system (way simpler!)
- Use a different collision detection, e.g. “just try to move the player and see if he’ll be stuck”
I think I’ll do the latter, though doing the former might actually make things easier for me… I’m totally unsure. I’ll think about it while shaving.
So long,
Mr. Wonko
Good Morning

Going with the tried and true here – had about two bowls total, adding in cereal as I went.
It will be interesting to watch the timelapse photos of the sun coming up later.
Evilcircles (html5 port SquareCity of pyweek fame)
Needs more levels and sound effects – but I think we really got a stew going here! It’s fun already.
TRY EVIL CIRCLES the web game (should work with any modern browser)
This is all due to petrazd great game design, I’m porting his pyweek entry to GameJs. Not sure if I can then submit it to ludumdare but I like the result













