Archive for April, 2011
19hs already.
Just felt like posting a few screenies from what ive done already:
On the picture above you can see the first enemy i added, ill start working on the watergun and killing the enemies later on the night. Everything looks very promising for the moment and im quite satisfied with it, i think ill be pretty tight with the time (specially if i keep making the animations frame per frame colored in photoshop..)
The main game will be a mix of the classic platform physics; three or more lives, if an emeny touches tou you loose a life, you have to grab some upgrades for the weapon and one or two keys on the way to unlock the big boss.. pretty standard.
Cheers! ^^
mailman progress – zombies moving around
LD20 mailman progress – zombies moving and sound from Hamilton Lima on Vimeo.
ha ! zombies moving around in the city, soundtrack playing, each different type of zombie with his different sound ! hahahah I love zombies !!!
next step check zombies colision with the walls and with the main char
A TALE of WHALE related success
I finally got landing on shore to work. I uploaded a brief video
and while waiting for the video to upload I added trees and grass;

“Press Your Luck” + “Mario Party” + “Final Fantasy”
So after almost 24 hours of the contest is over, I’m home and going to tackle this compo!! It also means I had plenty of time for conceptualization…
Think Press Your Luck (the old game show) turned into a battle system and event interface, with RPG style stats and dungeon crawling, using a board game as the method of moving around! BOOM! That just happened
I Lost 3 Hours to FOOD TEMPTATION
And all I could think about was my game…
RUNNIN CROSS DAT MEAT!

SO YEAH. Back to work! My plan is to get the core gameplay down TONIGHT and use tomorrow for SFX / MUSIC / POLISH.
“A Tiny Sin”: New Screenshot
It’s too alone to go dangerous.
First, a cryptic screenshot:
As I said, I am going into the “Portal” direction. Without portals, of course, but ego perspective and environmental puzzles will be in it. (Which means that I will have to make some levels, ugh.) The gameplay is finished now, at circa 80% (hopefully the Pareto principle won’t hit me here).
I will go to bed soon and tomorrow work on minimalistic graphics, levels, story, and perhaps sound and music (even though I’ve never done that, but maybe there will be time for it).
You probably noticed that I didn’t tell anything about the game’s gameplay. There is not much to tell, you get a device which looks like a gun, and have to overcome obstacles to reach the exit of every level. At least that’s the plan for now. I don’t want to do the obligatory robotic voice which tells you what to do, maybe I add some NPCs.
First Update
Okay, first update. I got something together today but it still needs….a lot of work. Here’s a screenshot:
You can move the green square, and attack the other squares that try to hurt you. Never entered one of these before so I’ve obviously overestimated how much I can get done in 48 hours. I’ll try make it be more of a game in the morning.
Work Continues
Progress is slower than expected, largely due to my lack of experience with Flixel. I’m pretty happy with the player movement and shooting though. Next up up is enemies. But first I’m going to take a break and meet some friends for food. I’m hoping to have most of the gameplay wrapped up tonight, and then I can spend tomorrow on things like art and story. No screen shots yet, as it is all still rectangles and Flixel defaults.
Quaintbrush – 23 hours in
Making progress.
Stuff done since the last update:
- prevent the player from leaving the sides of the screen
- Doors to get to the next level
- fix brush drawing to be less laggy
- Ink limits / ink bar on top
- switching ink
- WASD support
- Laser tripwires, buttons
- dying
Stuff left to do:
- Add enemies: turrets, especially
- health system
- crumbling blocks, blocks that appear/disappear with switches
- make current levels fully functional
- Pop in stealth fog and vaporizer fog
- Erase ink, create surfaces that you cant draw on
- ten more functional levels
- End game boss
- Menu stuff, end game / skip level, pause screen
- Saving progress, dialog / instructions
- sound effects, background music,
危険猫の伝説 (The Legend of Danger Cat) [Working Title]
Here’s a link to a playable version of my progress so far (click it and go!):
Arrow keys move, spacebar deploys/picks up cat.
It’s still missing quite a lot of content (and quite a lot of gameplay for that matter!), tried my hand at sprite animations for the first time and I think they turned out pretty good.
My IDE is in the browser so it will automatically update as I add new features.
Please check it out and let me know what you think!
Wrong Wrong Wrong
I feel like dropping this one. Not because I can’t finish, it’s because I can. Let me explain. You see, I’m working on a visually minimalistic game using Curses. The reason I want to drop out is that my game feels subpar to all the others in the compo, and more importantly, dull. However if I receive at least two comments asking me to finish, I will.
The point is, I want to know if there are some people out there who want to see something like this on the list of games. Thanks for reading.
01:00 GMT+1
Well, I the “engine” is nearly done. I just need to give the game difficulty progression. I’m confident that it’s going to be fun, and the design is simple enough to let me concentrate on what I have more difficulty in.
I have 4/12 characters. The was unhappy with the 5th, so I’ve decided to redraw it tomorrow. I still have no sound effects or music, and I have no idea how I’m going to come up with some, especially with over half of the graphics still not done… I guess I can record some sounds with my microphone or look for some sort of sound resource generator? As for the music, I can’t exactly compose a tune out of thin air. Any tips on these would be greatly appreciated. So here’s another screenshot (In the final version the items will only appear when their respective character starts showing up):
Don’t shoot the messenger!

Messenger dog is clearly bemused at the lack of progress today. Nevertheless, things are starting to fall into place with the art, and early code tests finally turned out successful, so I should be okay to achieve something tomorrow, however limited. Sleep now, then work like zoom tomorrow, with some heavy prioritisation on features. o_o
Help from the community!
Alright fellas, I have a request.
When you accidentally hit a friendly planet in the game, they will yell out hilarious sayings (pictured above). I want your help coming up with additional funny, wierd, or awkward sayings.
Some so far include:
- What the Wooz!
- Ima turn you inside out when this is done.
- F U bro!
- -__-
Lets hear some funny shit; you bet they will be in the game.
Entity:Mockup
I did a quick mockup for how it’s supposed to look in the end (since I left the new look out in my last post):

Gonna get some sleep now : D
Good luck for the next few hours,
-leaf














