About Corné Dorrestijn
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 24 Warmup
Ludum Dare 23
Ludum Dare 21
Ludum Dare 20
Corné Dorrestijn's Trophies
Corné Dorrestijn's Archive
I didnt have much time this weekend, had a party and some other stuff. Thanks to that party I also was a bit tiered Saturday so most of my work i’ve done Sunday evening. around 23:30 I finished the biggest part of the game. Except the bullet detection and the countdown, reset and sounds. The bullets where quite hard for me. Normally i would check if the bullet was within the x of the enemy + the width. But that wasn’t possible because of the rotated planes. Since i’ve had never done that before it was quite the challenge. Luckily I finished that around 1:00 and was i also able to add a few sounds and the timer/rest.
At the end i think the game is quite nice. The AI isn’t too easy and the controls are usable. I don’t think its will still be fun after a few plays but that said, I also haven’t played it for so long because I had to get up early again.
I’ve used Inkscape for the graphics, as3sfxr for the sounds and Brackets for the JS programming. I have not used any library’s.
Libs: Haxe NME(?)
Tools: Sublime, Gimp, Inkscape
Goals: Create something unique
So this is my 6th ludum dare. And the first time I finished with the idea I started with. This time with the game Wrong Love. A game about a guy who’s goal is to steal all the goats on the world.
- The GIMP
- autotracker-c (customized)
I’ve had done the lightning before but how I did it before it wasn’t fast enough. This time I added a little trick to make it a lot faster and make it look even better (it actually isn’t). First I checked every 3 pixels if there was a wall, this way it showed some sort of spikes of light in the walls. I fixed this by making bigger steps and if it hit the wall do a amount of smaller steps back. this way it looked much smoother and also was faster. The second problem I had was the AI. It doesn’t have much of and AI. It just tries to follow the path. It is still not working very well and while creating levels I need to check if the guards are walking on a walkable spot. The guards also turn in 1 frame, so if a player is at that spot at the moment he will be caught instantly, not very fair.
What went right
- Keeping my code pretty clean.
- Making it not too heavy for CPU.
- Found out why my maps weren’t working (old version of compiler compiled images 0×010101 darker :S)
What went wrong
- Again no music that isn’t generated.
- Drawing a sleeping goat in a 16×16 image.
I think I have everything working in time. Maybe I have forgotten something but, booya, nobody will find that hopefully.
Now its time to get some sleep
After a good night sleep I returned to creating my game. Last night I added a guard that walks around (at this time a bit trough the wall) and shines his light so he might be able to see the player at a later stage. Also i’ve added a goat or something that must look like it.
I changed my plans a bit. No longer cars and stuff but just a guy. He’s gona steal a goat.
What I have done so far
- Few items for map drawed.
- Drawed a very simple guy
- Renderd a map
- Added a camera thingy to look around the map.
- Searched why my image was 0×010101 darker after embedding the image’s.
So, I use images for my levels. A black pixel is a wall, white pixel is the floor etc. Always worked fine. but now all the images are 0×010101 darker :S wish me luck…
I don’t have much time today but I have tomorrow. So time to get something to work and have fun. I will try to make something with cars ‘n stuff. Don’t know if I can make in time what I want to make but I’ll just try
I will be using:
- GIMP, Paint.NET or inkscape
- Destroyed my linux installation so Windows
- Some sound generators.
Good luck everyone.
Almost worst theme I could be thinking of. Couldn’t find a good idea so I started of with a game with a clown. The clown was being bullied by some kids so the clown turns intro a evil clown. You as evil clown start hitting random NPC’s and after collection enough DNA you will gain their special powers. After destroying all movement/camera stuff I decided to do something totally different. So I stopped using haXe to compile a SWF and GIMP to create pixelart, and started using HTML5/JS/CSS3 and Inkscape to create vector images (The irony).
So the second night (first night was announcement) I started on my new concept. Something that looked like Osmos but still different. In my game you are in controll of all orbs. You need to get 3 smaller orbs into a bigger orb to evolve that orb into another orb. That last thing isnt even visible in my game but it is al about the idea You can’t simply move a orb into the bigger one. You need to find 3 (or more) the same orbs. If you find them you need to move them toward the orb. You can do that by clicking on 2 of the same orbs, if you do that the orbs will attract each other so they start moving in each direction. Using that as a hard way to move them you need to get three in the bigger orb. But if another orb moves in the bigger orb first that orb will no longer accept another orb and repel the small orb.
After a while I had some orbs and a looking glass on the screen. if you moved the looking glass the orb move in a opposite direction. This makes some sort of zooming effect. Then it started… circular hittest. Did that before and it wasn’t hard. So I scripted it how it is supposed to be. It did work a bit but it was very inaccurate. The rest of the night I was working on that hittest. After a while I decided to take a sleep and take a look at it with a fresh head. So the next morning I started looking again. But it took a long time to get that to work but it did. Still 10 hours left I started working on a somewhat dynamic cursor thingy. Same problem again. when I moved over a orb it was again very inaccurate. So after a while I finally got it to work, what resulted in a not working collision detection for the orbs itself. So same problem again. with 4 hours left I finally got those two thing to work. The rest of the thing I had to add lucky didnt gave much problems. But I didn’t have much time left to make some levels. So all I have now is a game with 3 levels, very few graphics. but at least it works.
Almost forgot. I finally made some music without generator (not much tough)
So I started al over again, I’m no longer using haXe and GIMP. I’m am now using Inkscape and HTML5. The new game will look a bit like Osmos but will be different in the gameplay. In the game you are going to evolve a cell into a bigger and stronger cell. To do that you need to find 3 cells that are the same but different than the big cell, if you absorb just 2 cells the cells will be gone and will not come back.
Some new graphics I made:
1 day and 5 hours left. perfect time to set all my script aside and start over. What I did have so far: Camera/player movement, basic NPC’s some grahics, and than I added jumping and found out that I made a big mistake with the camera/player movement…
Did some thinking and still not have a solid idea. Must be something to make. But because it is almost 4am I should get some rest first. See you later kittehs.
Have a random pixelart:
OK.. so finally… sad… but I dont give up stil sad…
30 minutes left to the announcement of the theme. And the site still works like a charm. Well Done people behind this site! Listening to great music for hours and finished a warm-up game: http://www.ludumdare.com/compo/ludum-dare-24-warmup/?action=preview&uid=4506
In this little game you need to feed the 1024 kittehs (sorry 1000 didn’t fit nicely in a square). Made it with very little script in HTML5/CSS/JS
For everyone joining the compo or jam: Good Luck the next 48:30 hours.
Everyone go join this soundrop group! NOW
A ludum dare in my holidays is just perfect, so i’m in.
I think I will be using plain JS. But if my idea gets a little bit more advanced I think I will go with haXe. I will use sublime to edit the source, GIMP or Inkscape for graphics and something for music and sound effects. Still don’t know how I am going to do that.
Wow, NME works great thanks all people working on NME/haXe.
So I have submited my game and it is working on:
- Android (http://games.corne.info/LD/LD23/release/dist/astronautics-android.apk)
- Linux (http://games.corne.info/LD/LD23/release/dist/astronautics-linux-x86.tar.gz)
- Windows (http://games.corne.info/LD/LD23/release/dist/astronautics-windows.zip)
- HTML5 (http://games.corne.info/LD/LD23/release/)
- Flash (but the stars on the background) (http://games.corne.info/LD/LD23/release/dist/astronautics-flash.swf)
Not tested but compiled:
Not able to compile but probably working (Thanks Apple)
What went well:
haXe + NME, the cross platform compiler + its graphical friend. I never thought I would be able to deliver so much version of my game without having to change anything in the code (except for a -1 to 999999 for the HTML5 version). During this two days I was compiling to random targets and if something didn’t work on a version I didn’t have to check a very long script. And a few times it saved me from code that wasn’t correct. On some platforms it did work, but on one platform it got some problems so I knew something wasn’t right.
Inkscape, I didn’t know that I could draw planets so nice. I impressed myself this weekend (thanks LD).
What went wrong:
I think the game has still some memory leaks. But I’m not able to fix that in time, IF i’m even able to fix it. It is possible that it is a bug in NME. And second, my code is a mess. Long time no scripting didn’t make it better.
But I really like the product I have made this weekend.
If someone one a mac knows how to use haXe + NME. Could you please download the source (http://games.corne.info/LD/LD23/release/dist/astronautics-source.tar.gz) and compile it for iOS/OSX?
My entry: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4506