lexaloffle's Archive
![]() Cat Stack Fever Medallion Awarded by Hamumu on August 22, 2008 | ![]() kitten genius award Awarded by matrin on August 12, 2008 |
High Score Table
I’ve implemented a simple online high-score system for Cat Stacker. Well, actually the game will link to the comments section of this post, in case anyone wants to get competative. See what happened there? It was the act of telling you about something I made which allowed me to make the thing I’m telling you about.
Inconceivable!
Dense, High Friction Cats
First Stack
Flash Mod Player
For anyone using flash.. let me direct your attention to a mod player which has been released recently:
http://gimme.badsectoracula.com/flashmodplayer/modplayer.html
http://forums.indiegamer.com/showthread.php?p=168442
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Cat Stacker
Square Eggs on Toast
No entry from me this time around ): but I couldn’t resist at least designing a game for this theme. You can play it in the comment section! (well, not really). This one is a game about minimalism, rather than being minimalist.
- The game is played in rounds between, say, 32 players.
- At the start of the round, each player is given a list of objects to draw in an in-built pixel pusher. house, pineapple, kite etc..
- For each object, the player must use the lowest number of pixels they think are necessary to communicate what the object is (see scoring).
- Once everyone has submitted their drawings, they are randomly redistributed to other players who have not been asked to draw the same object.
- Each player is then asked to guess what each picture is.
You get 2 points for drawing a correctly guessed image with the smallest number of pixels (each object is drawn by more than one player), and 1 point for guessing someone else’s.
Examples:

Mr. Splode Post Mortem
ok, so maybe I’m a bit late to the party, but here’s a quick post mortem for my ld10 entry. I had limited internet access for this one, and missed being able to hang out on IRC and see what everyone was up to as things progressed, but it’s been great reading the blog posts retrospectively.
:: Design
The compo started at 4pm Saturday for me (New Zealand). I got home around 6pm, completely not intending to enter, but when I saw the theme was chain reactions I caved. I spent most of Saturday evening thinking about game ideas. The main contenders were:
- a 2 player board game with tiles which keep changing colour until the board reaches a stable state.
- a dominos bowling game with many many pins standing all over the place.
- a platform game with lots of crates full of fireworks.
The last one was by far the easiest to visualise, and to know that somehow it would turn out to be fun without oo much messing around. And when I saw that Dr. Petter didn’t have platformers covered for once, it was a no-brainer. :p
:: Tools
This is my 4th entry, and I’ve used the same tools each time:
sdl, sdl-mixer, bcc55, mspaint, gimp. Also this time, sfxr.
:: Implementation
The first step is always to get a black screen which responds to keypresses. I hate that part. I cheated a little this time, by copying snippets of code out of a past entry (sprout) to get the sdl initialisation and keypress code working. Knowing I did this is a tiny lead weight which my soul will carry forever.
Next up was running around a test map. I love this part. It doesn’t take much to get a guy running around 2d blocky landscape, but it’s instantly satisfying to start leaping around and exploring the limits of the world. I spent a lot of time tweaking the physics until it had a good feel to it.
The whole time I was doing this, I was imagining how the fireworks might work. I knew how the sparklers and rockets would be, and they took very little time to draw and code. The roman candles I wasn’t so sure about, and I ended up spending 5x as much time on them. Writing code and drawing gfx doesn’t seem to be the bottleneck — it’s just deciding exactly how things should look and behave.
I had just moved back from overseas when I did this compo, and in the midst of daylight savings confusion and lack of internet connectivity, thought I was finishing at 3pm instead of 4. I realised my mistake quite close to finishing, and was very happy to have the extra hour. I didn’t leave enough time for the vital task of designing maps, but was still able to try out what I imagined to be the defining moment of the game - being chased down a corridor of exploding crates.
I did the sound in about 5 minutes with sfxr. I would formally like to donate my audio points to Dr. Petter for that one. I just grabbed the first 5 randomised explosion sounds that came out.
:: What Went Right
- Not using placeholder graphics. They have a weird way of finding their way into the finished game.
- Being familiar with the tools. I could concentrate on designing stuff rather than fighting with technical issues.
- Making sure of the design before getting deep into implementation. I didn’t end up spending much time reworking code or graphics.
:: What Went Wrong
- Bad time distribution. Even 30 more minutes working on level design would have improved the game a lot.
- Not budgeting time for details. Little things like a nice txt file to go with the game, windowed mode support, hardly take any time but would have been worthwhile.
:: The Fucha
The problem with making 48h games is that I alway want to spend more time brushing up my entry and re-releasing it. Splode is no exception — I’m thinking to make a nicer 10-level arcadey version with online scores and recording at some stage. I’ll post here when it happens.
Mr. Splode (Final)
ftp — help?
Hmnn.. my ftp server is down ): Anyone keep to upload it somewhere for me? jwwhite at gmail dot com.
Sweet timezone confusion
Crates!
A real in-game screenshot this time. The game should rate highly on the crate index. Each colour tag indicates a different type of fireworks.
Yikes.. 5 hours left. To do: fireworks, collisions, level design, audio. For sound, I’m going to jump on the sfxr bandwagon with everyone else. That program is so kick-ass.. I’ve been considering adding lasers just so I can make sounds for them.
First Screenie
Actually, just a mock-up. I want the main character to be quite small so that he can duck and dive around projectiles while he’s being chased by waves of exploding fireworks boxes For this purpose, he should probably have double jump, and a bit of jump-time thrust. Why not. Will probably ditch the idea of having a separate button to go into defensive mode - better just to design the levels with little holes to hide in.
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Mr. Splode and the Fireworks Factory
Hey ho. I’m on a very limited (and flakey) dial-up connection this time around, so I will be working on stuff that compresses well.
I had a hard time getting away from the obvious chain reaction ideas.. and ended up settling on one of them. Explosions. Whatever this game is going to be, I know that the chain reactions have to be big, chaotic, pretty, long-winded affairs for them to be satisfying. From this premise, I arrived at the concept of a fireworks factory.
For once, I could start off by drawing a run cycle. Just like the good ol’ days.
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The story: There is this abandonded fireworks factory, see. It’s full of fireworks in storage, and noone knows how to dispose of them safely. It’s time to call in Mr. Splode.
Mr. Splode has a special fire-proof cloak that he can hide under. Most of the game consists of throwing matches into large stacks of boxes full of fireworks, and taking cover.

















