mjau's Archive
Fellow Kitty Award Awarded by fydo on December 19, 2007 | Porting Excellence Award of Sound Awarded by allefant on December 15, 2007 |
Sunday, February 21st, 2010 12:18 pm
Here’s a screenshot of my progress so far:

Also done some music bits. Most of the time has been spent working on things behind the scenes; mostly graphics processing stuff and sound mixing.
Had to disable fullscreen mode since SDL does something weird with the audio callback there (I need that to work for audio/visual synchronization, which I definitely want to do), but otherwise it actually works now. There’s even a simple level generator (wip), so for once I’m actually going to have some levels =)
If it gets done, that is. I kinda doubt this is going to be done before the deadline. Still have to add player and enemy characters, and interaction, and lots of other stuff, and I don’t know if I can do much more today. Still want to see how the game turns out though, so I’ll probably finish it sometime regardless.
Posted in MiniLD #16 | No Comments »
Sunday, December 13th, 2009 5:16 am
Looks like I’m going to have to drop out of yet another LD. Sigh.
Good luck to everyone else.
Posted in LD #16 - Exploration - 2009 | 1 Comment »
Saturday, December 12th, 2009 7:21 am
Fixed some bugs in slug so that mouse/fullscreen actually works now, and also fixed up my build system so that I could build a portable Linux executable (new build/src is here, if anyone’s interested). Assuming slug is “done” for now (haha), this means i don’t have to compile anything again for the rest of the compo, just writing Lua scripts and automatically have everything work on both Linux and Windows. Mac support would be nice too, but I don’t have a mac, so.
Now, time to get started on the actual game! I wish I had any good ideas. Guess I’ll just start making a platform engine and see where it goes from there…
Tags: slug
Posted in LD #16 - Exploration - 2009 | No Comments »
Saturday, December 12th, 2009 4:07 am
I’m going to sustain myself exclusively on these things during the compo:

So, exploration. Not sure what I’m going to do yet, but it’s probably going to be a platformer of some sort. Kinda want to do something ala Monty on the Run or Dizzy, but we’ll see.
Right now though I’ll go fix some bugs in slug: Mode switching corrupts the graphics, and mouse coordinates aren’t scaled right. Might add some new features too, though I suppose I should wait until I actually need them now that the compo has started and all. In fact, I’m not even sure I’m going to use slug at all, might try to go for a Flash game again instead. Time to make up my mind =]
Oh, and here’s some eggs I had for breakfast:

Tags: breakfast, foodphoto, slug
Posted in LD #16 - Exploration - 2009 | No Comments »
Friday, December 11th, 2009 7:00 pm
My Lua game engine thing: I call it “slug” [update: hit the slug tag for newer versions]
A bit rough around the edges and messy code, but it seems to work for what it does. (Here’s a readme.)
Tags: lua, SDL, slug
Posted in LD #16 - Exploration - 2009 | No Comments »
Sunday, September 13th, 2009 5:01 pm
Well, it’s done, I guess. Not a lot of improvements since last time really, but it’s got interactivity now at least. Oh, and score. Also made it request about 4 pages from wikipedia per question overall, in stead of infinite.
entry page
Posted in MiniLD #12 | No Comments »
Sunday, September 13th, 2009 5:14 am
Making a quiz type thing (using php and, uh, lua). No interactivity yet (other than reload), but it can load random pages from Wikipedia, parse descriptions, select one as an answer, and show options! Yay!

Posted in MiniLD #12 | No Comments »
Sunday, August 30th, 2009 5:25 pm
Well, this isn’t going to get finished in time, but I’m submitting what I’ve got, which isn’t much. It’s got music though.
[ entry page ]
Need sleep now.
Posted in LD #15 - Caverns - 2009 | No Comments »
Sunday, August 30th, 2009 1:57 am
Woke up again. This keeps happening.
Anyway, I don’t have much to show for yesterday. My code can draw animated tiles and tilemaps (scrolled) into a rectangle, but that’s about it. Oh, and maintain correct aspect ratio no matter what size it’s rendering at. Originally I wanted to support fullscreen, but apparently flash disables keyboard in fullscreen mode for some reason, so it’s not very useful unless I do a mouse-controlled game, which I probably won’t. You can still just plop the swf directly in the browser to fill the browser window though.
Also, I think I got an idea now. Don’t know if it’ll be good yet, but at least it’s something. Time to draw some gfx.
Posted in LD #15 - Caverns - 2009 | No Comments »
Saturday, August 29th, 2009 9:30 am
After hours of stuggling with getting flash to do what I want and some adventures in bugfixing, I now have the ability to display animated tiles and tilemaps in a clipped rectangle! Which is nice. Now I just need to make the actual game. If only I had a good idea for something doable in 48 hours. I guess I’ll just keep working and see if something turns up.
I also sampled some homemade bacon ice cream that a flatmate decided to make. This was an interesting experience. Not pleasant, but not as unpleasant as one might expect either.
Posted in LD #15 - Caverns - 2009 | No Comments »
Saturday, August 29th, 2009 4:44 am
I’ve now got a black screen that scales to fit the flash window, adding borders as neccessary to maintain aspect ratio and keep it in the middle and such. Might restrict it to integer multiples later, but for now it scales freely. I had to disable flash’s built-in stage scaling and positioning to make this work right, which tells me that I’m probably doing things very wrongly, but hey. Onwards!
Still no real game idea though. Will take a shower now and think about things.
Posted in LD #15 - Caverns - 2009 | No Comments »
Saturday, August 29th, 2009 2:02 am
So, Caverns .. not what I was hoping for, and I’ve no idea what to make. At least not yet.
What I do know, however, is that I’m going to use flash for this compo, which will be interesting because I’ve never done anything in flash before. I don’t even know the language, so if anyone got a link to a quick reference of ActionScript 3 that’d be nice =). I did read through a tutorial over the past few days and tried out some example code though.
Right now I’m going to eat some breakfast, maybe take a shower, and then it’s up and away into the unknown! Or maybe down, considering the theme.
Posted in LD #15 - Caverns - 2009 | 4 Comments »
Sunday, July 26th, 2009 9:59 am
Decided to try something today. So far it’s a box, with sand in it! Also, you can rotate it.

It’s actually kinda fun to play with already. Not much of a game though ..
Posted in MiniLD #11 | 2 Comments »
Sunday, April 19th, 2009 7:01 pm

Hello! For windows and linux, plus source of course. I scrapped my original game and made this instead.
Tags: birds, donkeys, final, hello, if, linux, screenshot, text adventure, Windows
Posted in LD #14 - Advancing Wall of Doom - 2009 | 1 Comment »
Saturday, April 18th, 2009 11:00 am
Spent some time going outside, and also eating stuff.
Still, I’ve now got a black screen that tweets! This can’t possibly go wrong.
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Saturday, April 18th, 2009 7:37 am
More than 12 hours in now, so I guess it’s about time to start doing things.
Actually, I’ve done one thing .. I couldn’t sleep, so I was awake when the theme was announced at 5am. And, as I checked the results of the vote, birdsong drifted in from the open window. All quiet otherwise, not even any wind. Just birdsong. A wall of it, if you will.
Birdsong… of doom!
..nah, but it was nice. Anyway, I happen to have a portable stereo recorder, so I did the logical thing and recorded some. Haven’t listened to it yet, but hopefully that went ok. So, my game will most likely feature birdsong.
Anyway, time to write some basecode.
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Sunday, January 11th, 2009 12:58 pm

DOWNLOAD TROMMEL! TROMMEL.zip (source + exes)
(updated since compo: only use score if score.txt is already present, remove unused GLSL var, small bugfix, ati ghost image fix, added icon, double pixel bug fix (aesthetic), and ati fix for that fix. yay opengl)
Score file is score.txt in the same dir as the exe. If score.txt is not present the game only counts moves.
Tags: final, screenshot, towlr
Posted in MiniLD #06 | 1 Comment »
Sunday, December 7th, 2008 6:52 pm
You can now collect stars! They happily float around in little circles.

So that’s nice. But, there’s still a lot of stuff missing before this can be called a game, and there’s only one hour left now. Also I’m pretty tired. So, I think I’m gonna drop out again.
Tags: unfinished
Posted in LD #13 - Roads - 2008 | 2 Comments »
Sunday, December 7th, 2008 4:55 pm
I know I said I would drop out, but.. Well, anyway, I can drive the car around now.

Well, left and right at least, since they use the same gfx (flipped). Need to make gfx for up and down, and uh, all the other elements that should be in the game. It’s completely unrealistic to even think this’ll be done in time, but hey.
Posted in LD #13 - Roads - 2008 | No Comments »
Sunday, December 7th, 2008 12:58 pm
Made some gfx and a lua-driven sprite/tile engine:

I seriously doubt I’m going to finish though, specially since I’m off to watch a movie with some friends now. There’s only a few hours left, and there’s no gameplay code at all. Spent way too much time fiddling with technical details. Gotta stop doing that.
Oh well. The other entries are looking great, looking forward to check out those =)
Posted in LD #13 - Roads - 2008 | No Comments »
Sunday, December 7th, 2008 5:44 am
I’ve now got a rotating square! Wow!

Spent ages getting the OpenGL stuff right, but it seems to work now. So that’s good. The not so good is that I still haven’t started working on the actual game, but hey.
Also, had some breakfast as I realized that I yet again had neglected to eat. (I don’t usually eat four, but I was hungry.)

Also spottable: Envelope with some rough sketches for potential game design, and mysterious beige computer that might be used to make sound and music (if I can get my head around Sid Duzz’it).
Tags: foodphoto
Posted in LD #13 - Roads - 2008 | No Comments »
Saturday, December 6th, 2008 1:34 pm
Ate some dinner about an hour ago or so. Fish w/sauce inside, potatoes and some salad.

Game’s progressing slow. I’ve been fiddling with mjaulib, adding OpenGL and such. Not really done with that yet either, so I don’t think I’ll be able to start work on the actual game code until tomorrow. That doesn’t leave much time for gfx and tweaking and such, so I might have to scale down the idea(s) a bit.. Oh well, at least I’ve more time to decide what to do
Tags: foodphoto
Posted in LD #13 - Roads - 2008 | No Comments »
Saturday, December 6th, 2008 5:32 am
Suddenly realized I hadn’t eaten anything today, so I made some food.
Still haven’t decided on an idea yet, or even started doing something, but I think it’s either going to be a pseudo-3d racing game ala lotus/outrun (though I’ve noticed other people already doing that), or a top-down driving around in maze-like streets where you possibly pick up stuff and avoid other cars or something. Either way I think I’m going to start off by extending mjaulib to support OpenGL and textures, for easy stretching and rotating and such.
Tags: foodphoto
Posted in LD #13 - Roads - 2008 | 1 Comment »
Friday, December 5th, 2008 2:59 pm
Bit late maybe, but anyway.. Here’s something I’ll probably use as baselib this time.
mjaulib-ld13.zip
Pretty basic stuff, nothing too fancy. Some functions for setting up SDL, Lua, PhysicsFS, and running things at a fixed logic rate with a free video framerate (for interpolation). You call mjau_init first, then mjau_resize, then mjau_loop and handle the rest in the callbacks. Also got a png loader so you don’t have to pull in SDL_image just for that.
Posted in LD #13 - Roads - 2008 | No Comments »