I teach first grade. I make games. I am a new dad.
About moonmagic (twitter: @mooonmagic)
Tastes like VVVVVV Award
Awarded by mimshwright on April 26, 2012
I’ve made quite a bit of progress this evening. The game has five levels, each ten seconds long; each level has different enemies (that will eventually act differently, but right now they all have the same behavior, because time); you can capture them (by shooting) or freeze them in place (which also freezes time for an interval). To do:
- Track player conduct and make the final boss change form according to it
- Make the player lose all captured monsters when hit
- Misc. polish stuff
Here are some VINES:
Been working for about an hour, got a few things working
I’m making a shmup with 10 levels; each level will last 10 seconds. Your shots will capture enemies. Based on what you capture during those 10 seconds, you’ll progress to different levels. At the end of the game, you’ll fire all your captured enemies at a big interdimensional door which will open to reveal different kinds of monsters.
One branch of my kittens’ evolution is complete! You can now evolve all the way up to the WIGGLY KITTEN by eating other kittens instead of butterflies. They then just eat everything.
WILL BE IMPORTANT FOR FINAL FORM KITTEN.
OK! Butterflies explode now, warp in periodically, can be eaten by the normal kittens and the fat kittens, and the fat kittens can inadvertently eat other kittens. Eating a butterfly as a normal kitten lets you turn into a fat kitten.
NEXT: WORM KITTENS
OK HERE IS THE DEAL.
1000 kittens. All independently evolving. You can click on one to help it along. You will be able to produce the ultimate kitten and Win by making Weird Decisions.
So far, I have 1000 kittens who eat rainbow butterflies which will (in the future) make them evolve. Click one of them to control it; it makes the butterflies easier to catch.
So, I finished my first LD48 game! It feels nice. I really enjoyed the “oh no, I don’t have an idea” panic that marked the first 8 hours of the competition; it’s that much more satisfying to have a (kind of) finished thing that I like.
Given my limited time this weekend, I’m happy that OWWW has a title screen, a completely playable first level that has all assets and mechanics in place, nice transitions, and a hasty ending. Glad I got music and sound done; I always forget how much it adds. Things I wasn’t able to add:
- the second and third level
- the fat ghosts
- the dancing (EDIT: ALGAE) wizards
- the fishtank
- spikes! important
- the real ending
Oh well! Maybe next weekend I’ll finish it.
The very first screen of the game is done, and a title screen. I added sound and music; sounds were recorded with a Nintendo DS.
I would like to have at least four more screens and then the “boss”, but we will see how many get done. Mostly just enemy behaviors and spriting.
Pretty happy with how it’s coming out. Also, two color portrait of Terry: BEHOLD:
Here’s the source:
Hey y’all! Here’s the (soundless) title screen and mechanics test. So far so good! I’m using Flashpunk, and some snippets from old projects (my tile and object loading is copied from project to project, since it uses OGMO). I guess I post it here? How does that work?
Anyway, the test:
Oh, and screenshot:
I am making a game that will be set inside Terry Cavanagh’s mouth. You are a tiny green person who has to enter an aching tooth to find the source of a toothache.
The player will move left and right and invert gravity, like in VVVVVV, but won’t be affected by gravity changes. Other things will.
Inspirations are VVVVVV, obviously, Metroid, Abadox, and Space Funeral.
Feel better, Terry.