Archive for October, 2011
Menus and colors
Saturday, October 15th, 2011 3:36 pmFor those who don’t know, I’m making a graffiti game called Deface. The goal is to spraypaint various buildings and monuments in an attempt at a highscore.
As you can see from the above picture, I have a (mostly finished) title screen. The menu completely works, and I’ve added all the colors of spraypaint that I want to have for now. The actual spraying of the paint even works, with three different nozzle sizes.
My next item of business will be to add images of buildings, etc to paint.
Technology .. explosions!!
2012 IGF PIRATE KART
I just realized that this is something Ludum Darers might care about and I better mention it here quick!
Yesterday on Twitter @bentosmile asked why there is no Pirate Kart for the IGF competition. (The Pirate Karts are compilations of tons of tiny games that we’ve done a few times now over at Glorious Trainwrecks Dot Com)
This was a VERY GOOD QUESTION.
So we are making one! All games welcome!
Here’s the event page over on GLORIOUS TRAINWRECKS DOT COM. http://www.glorioustrainwrecks.com/node/1966 with a little bit of a FAQ.
If you would like some of your games (made for a Ludum Dare or otherwise) to get into the IGF COMPO FOR FREE as part of this, send ‘em over via email: <mike at meyermike dot com> !!! (you might want to mention how I should credit you if it isn’t immediately obvious from the sender name) If this wasn’t so last minute we’d have set up some kind of submission form and tried to gather screenshots and descriptions, but even though this is kind of half-assed I think it’s a wonderful thing!
Deadline-wise: I’ll try to get everything in I can, but there’s conversion work I need to do for a bunch of them so as we near the IGF submission deadline on Monday night the odds of making it in get lower and lower. So try to get it to me by Sunday night if you can!
We have a lot of games already! I lost count somewhere around 120!!!
Spread the word!
My attempt for October Challenge: Worm Hole
Saturday, October 15th, 2011 6:56 am
So, I remade a game I made in Game Maker, and polished it (over Thursday and Friday this week), and it is now in the submission process to the Windows Phone 7 marketplace. My strategy to earn my $1 from the game is to get ad revenue. (Wish me luck)
Worm Hole is a free single player arcade game.
Objective:
Travel along the worm hole (which looks suspiciously similar to a space rainbow) without hitting its sides for as long as possible with your space ship.
Also, my friends want me to write it for Android, but I will only be doing that in November after exams.
Submarine game
Okay so about a month ago now there was ORCAJAM2 and it was awesome. Some of us took turns making 5-minute games (highly recommend you try that, it’s also awesome). Anyways for the October Challenge I’m currently working on a full version of that 5 minute game. Because I had to make a game in 5 minutes I used Game-Maker, and I’ll be continuing with it since I’d much rather have a good time and actually have a finished product than learn something new…. again. Anyways, you’re a little submarine, going around caves, and you can’t see nothing. So you have to fire little depth sound torpedo things to see with. Yeah. It looks more fun than is sounds and it definitely plays more fun than it looks. Anyways, I’ll just cut to the chase and link to the gameplay video. (you should make sure you watch in 720p fullscreen if you want to actually see anything).
I’d post a screenshot but it’s not really a game that lends well to still images. So yeah! Basically I just need to refine the controls right now. Then from there I decide if I want this to be some slow-paced strategically benighted maze, or if I’ll just ditch the lighting and go for something faster paced. And then I make levels. And then Menus. And then I try and figure out how one sells a GameMaker game!
Monts Online (Progress) Part 5!
I have been working really hard day and night and even at school to get this game done once and for all. I hope in the end it will be all worth it!
Update 1> The Entrance to the dungeon is connected to the Lakeshore not far from town. The dungeon is going to hold the Stone giant(that is my future plan) and will also give access to amazing floating islands area.
My real goal in this game is really to make the most epic land i could possibly make. I am inspired by the movie Avatar so this is why im putting in floating islands and massive waterfalls.
Back to the updates! My second set of armor has been made. The armor also comes with a fire cape which does has fire dripping animation. The New fire sword also has a nice fire touch to it(Also fire animated!).
Inside the dungeon is a little lava ditch. Complete with oozing lava, half broken bridge, perfect condition bridge, and a magma bed. This dungeon is truly what you can expect it to be.
I modified the Leveling system to fit the experience more accordingly. The formula i used to make the exp and lvl ratio was initially X Power 2 + 1. That didnt give the experience much of a challenge so i then changed it to (X ^ 3) – (X^2). This made the exp and lvl ratio just perfect! In conclusion: remember when you asked your teacher in math class when you were ever going to use algebra? Well this is it baby! Math is usefully stay in school.
Leave any suggestions for what i should put in this dungeon! If its bad guys, aesthetics, skeleton remains, lights, different textures, LET ME KNOW! The more advice i get from people, the greater chance you will have to be in the end game credits! So let me know what you think, what to change and so on.
NOTE:Magic, Ranged, Melee exp bars have been added(Needs a bit of tweaking though)

PS: Sorry if my grammar isnt very good, i am doing this fast lol. Thats my excuse!
Another week went by… wait what? One week less AGAIN?!
Oh well, progress seems slow. I didn’t got done what i wanted to do, but i got other stuff fixed and implemented.
Anyways, here’s the update!
The solar system is fine for now, the transition to the level is terrible though.
The level itself is rather boring currently. I will add more content for that in the next week.
More enemies, more weapon types, more everything!
I think i made a pretty solid base to advance on, so the interesting parts can be added bit by bit now
CotC – News from the Diary
I post regular updates on my blog and I work hard on my game so you must understand that not much time is left for me to post regular news here so I’ve sent my courier to bring news from the front up here to the Ludum Dare.
“Last time you could see the very first quick video preview of me lurking around the crypts. My creator wants you to know that there have been nice progress since then. Here’s the list of the new additions
- Stone switches
- Doors
- Random mice waiting in the holes to cross your way
- Player art done for 4-way movement + torch animation
- Pickups implemented (yeah, treasure for you!)
That’s it for now but if everything goes well, there will be another video preview from the crypts tomorrow, so stay tuned!”
More lighting stuff
I re-did my lighting systems in the game so now I can have various colored lights and I can add ambient light to corners of the caves. Here’s a screenie:
I’m pretty happy with the aesthetic. I’ll have to work on my sprites (the blue circle, etc) to make ‘em better. The gameplay is pretty close to being what I want, so I think I’ll be starting on making actual levels pretty soon.
-Phil
Monster Match Alphabet completed and submitted!
Friday, October 14th, 2011 8:14 amDream no small dreams for they have no power to move the hearts of men.
- Johann Wolfgang von Goethe
When I was younger that was the motto I lived by. Now that I am a bit older I am finding that there is definitely a place for small dreams. I’d say that small dreams are essential to my survival.
I saw the October Challenge 2011 page late last month and immediately start planning something awesome. I was going to use October to finally learn Flixel, put together something awesome, and submit my first app to the Apple app store. After a week I was still learning the ropes in Flixel, making random art assets for a new game that I hadn’t even finish the design on, and had yet to renew my Apple developer account.
It was time to take a step back and evaluate if maybe I had been dreaming just a bit too big for a 1 month project that was being done in between doing my full time job and raising 3 children under the age of 3. I dug down into my unfinished prototypes directory and found a match game that I had started building to get a free PlayBook from RIM. It was a simple match game that I had designed to help my son learn the alphabet (and distract him when he launched into a terrible-twos induced fit). It had fallen by the wayside because I had decided that I wanted to make an app for Empire Avenue using their API instead.
I converted Monster match Alphabet to an Android project so that it could be brought to market as fast as possible. Then I spent some time working with the art assets and made sure that it played fairly well both on small screens and on tablet sizes.
Is it original? Nope.
Is it epic? No.
Will most people taking part in the October Ludum Dare want to play it? No.
Is it done? YES.
Will my son enjoy playing it? YES.
Is it available on the Android market? YES! Yes indeed it is.
Since there is still some time left in the month I think I might actually try to continue making some changes and testing with the Android version. If I can I’ll also submit it to the PlayBook and Apple app markets, too.
Overall I have to say that this October dare taught me a valuable lesson: sometimes it is better to achieve a small dream than to have an unfulfilled big dream.
A small urth update
The level maker is now (mostly) usable, other than a few missing graphics buttons and the ability to add powerups to planets/stars. You can make a level, test it and save it. There are no screenshots because it doesn’t look that different yet.
I suspect I will have a working version to share this weekend. Meanwhile you can play the ld21 version here or get a more polished version from the android market.
Halloween Juggling Pumpkin published to the chrome web store… I think.
Here is a screen shot of the menu screen.
Well, that wasn’t too hard to do after all.
Here is a screenshot of some game play.
Here is the lovely store URL it gave me for the store: https://chrome.google.com/webstore/detail/ndnpdjgfifincamlnbidkagoljbiagcb
This was way less work compared to the intel appup store, which I’m still having issues publishing it. To be fair, their store is still in beta for html5 apps.
Monts Online (Progress) Part 4
Here it is! See i told you armor would come!
The new ICE Armor is now implemented for use in-game. Its suppose to be unlocked by defeating the ice boss.
Although i didnt create the ice boss yet, i did create another boss called the Stone Giant. This NPC is massive! he is 15 times the size of a Mont. He has Steel gates as knee guards. A shield as a belt buckle. Spears impaled on his back. This boss is awesome!
Ive also added a health bar that will adapt to levels gained throughout your journey in the Monts world.
The Ice Bow also comes with the armor as well as the Ice Longsword. They are strong weapons thus i had to implement enemies to die!
Enemies do die and also add experience to your last skill used to defeat your opponent. Example: If i kill you with a bow and arrow, i will get ranged exp. If i kill you with magic, i get magic exp.
As requested by RYAN, I have Black trimmed The center fountain just for you buddy! Also as requested by another user, more vegetation has been added.
The town NPC has been updated with a new look with shoulder guards and a cape!
Finally the last update for the day, MIST has been added as to speed up the game. It wont lag with the mist in other words.
Next Step? More npcs, more armor, more weapons, and a dungeon?? Stay Tuned!
Pics:
Simple, But It’s Done!
Hi all! It’s my first time here. For my entry I have something so simple it feels silly to post it here with you pros, but I am happy to have finished something. It’s my HTML/Javascript implementation of the card game “memory.” The game is timed so play quickly.
I’ve placed it in the chrome web store but if you’re not using Chrome you can just follow this link.
My goal is to guide traffic from the Chrome web store through my game to my new iPhone application Go Time that will be available at the end of the month. I’m not sure how I’ll quantify success in the contest–but hopefully the cross promotion will do some good.
October Challenge, take 2
So, last year I tried the challenge and I guess I won, sort of, but sort of not, because I never really finished the game.
I’m doing another attempt at the game except going overhead instead of isometric and using the aesthetic of an old LD game I made “Escape from Anathema Mines” instead of the one I was doing ..
Anyway, here’s a screenshot. I’m doing brute-force ray casting here and it works great. It’s really nice to be targeting the desktop using C, so I can do stuff like that. (The older LD version was in python so I had to code it smart, and if I were targeting mobile I’d have to be more optimized.) Anyway, my goal is to have this game selling on the Mac App Store before the end of the month for a few bucks.
-Phil
P.S. I coded up some crazy tile generator to get all the wall contours
Yay for python!
Going to post a old game see if anyone wants to donate to the cause :)
Here is a game I have been working on for the last year. It has some problems on windows with the menu titles.
http://script-blocks.googlecode.com/files/ScriptblocksAlpha13.zip
This Video Explains it
Its open source and I’m still not sure how I want the game play to work.
If you want to help me succeed in the October Challenge you can donate here
http://code.google.com/p/script-blocks/
Here is a more complicated creation
Thanks,
Greg
Intent – Petris
Well, I followed the last Ludum Dare, the escape one, after someone posted Notch was doing it on my D.I.C.(I’m not a fanboy). At the time my power cord had severed and I did not enter. So this Make Monies compo came out and I thought in the back of my head(“Maybe I could do that? I’ve already got a few proto’s in the system”).
So after some work on a 2D Action-RPG I’ve got in the pipeline, I figured I would revisit a game I had made earlier in my attempts to learn game programming. The game would be Petris, Tetris(tm) but using pentominoes instead of tetrominoes. I had the idea after playing many hours of Tetris(tm) on my cellphone, and thinking it’d be fun with another subset of bricks.
I’ll try to insert the youtube video below Petris
Corpus
Sup Guise,
I’m the new guy, hello.
I read about this ludum dare thing every now and then but always thought I’m too much a wuss for it but now, I oddly received some guts and I’m doing this for the compo.
It’s my first shot so I guess I will fail bravely, but fkcu who cares. Anyways here’s some art:

You might guessed it, it will be a mobile game
It will be very simple without a story. You have to kill your enemies and reach the exit. Period.
I’m heading for the android platform. I ever done some game development but never released anything at all. Therefore I build on existing codes, I read that this is not a problem.
Therefore I will have something playable soon. Everbody with a android phone is invited to check it out. I believe I can shove it into the web, too. So a phone will not be mandatory to play it.
So far, thanks for reading. | -__- |
Declaration of Intent
We finally decided give the first step and declare our intent to to enter in the October Challenge. More info about our entry after the link:











