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nilsf's Archive

The "Global warming to melt ice as a game mechanism" medal of friendship
Awarded by Tenoch on April 22, 2009
Honorary Swede
Awarded by jolle on December 13, 2008
The "Excellent Use of Zombified Kittens" Award
Awarded by Morre on August 22, 2008
The Name Fail Award
Awarded by GBGames on August 13, 2008
Worlds Finest Juice Award
Awarded by PoV on August 10, 2008

Why I didn’t rate your game

Posted by nilsf
Tuesday, April 28th, 2009

It sucks to have very few ratings and comments on your game, so here are a few pointers for next time.

Platform
The most rated games are the ones you can play in your browser. Try making your entry in java or in flash and embedding it in a webpage for maximum exposure. If you don’t want to have to suffer the horror that is (Java|AS|Flash) at least make a binary release for Windows since most people seem to have access to that platform (I don’t so please also make an OS X version ;) ). If you’re making your game in Python (or its pale imitator ruby :P , or any other interpreted language for that matter) you might think you don’t need binaries but you’re wrong, people aren’t going to install a different environment for every single game. Same for Löve games.

Dependencies
If you do only release as source, or if you only release for one platform, or dynamically link libraries, keep dependencies to a minimum. If all I have to do to build the game is type “make” there’s a better chance I’ll try it than if I have to install 13 libraries which each in turn depend on half a dozen others.

Screenshot
I try to play all games regardless of the screenshot (in part because my own drawing skills are easily surpassed by those of a drunk monkey with a pen) but if the entry requires more than clicking on a shiny icon to run, I’ll definitely spend more time trying to get an entry with a cool screenshot working.

Rate other games (and leave comments!)
While I am determined to try as many games as I can, I prioritize rating the games from the people who left comments on my games first.

Of course these “rules” aren’t set in stone. You can make a game for the Atari 2600 and still have plenty of ratings. You can also make a game with an uninspiring screenshot and win best overall.
Of course you could also cheat by making a ton of games under different names to rate your own games :P .

Windows port

Posted by nilsf
Monday, April 20th, 2009

After several hours of screams, cursing, tears and mild violence towards inanimate objects I have a windows binary for your enjoyment. In case it doesn’t work for you, (which wouldn’t surprise me that much :( ) you can shove it up your… :D

Download

The Glacier of DOOM

Posted by nilsf
Sunday, April 19th, 2009

It seems there are a lot of games with the word “DOOM” in the title…

Anyway, here’s my entry. :) I decided to try something a bit different so I made three mini games that are all played with only mouse. The games are wrapped in a story mode and you can unlock arcade versions by winning the story versions. The sound effects are rather crappy so you can press “s” to toggle the sound.

Download (python + pygame)

I’ll try to make a windows binary tomorrow though I remember last time it was a rather painful experience.

I’ll post more comments and perhaps a post mortem later. Good night.

Edit: windows port: download

Seven Day Roguelike

Posted by nilsf
Thursday, February 19th, 2009

The 2009 7DRL is happening in a few weeks. The goal is to make a roguelike in 7 days (which is like years for hardened LD48ers like us :P ). The event takes place March 7th to March 15th.

Info here

CQZ — Finished

Posted by nilsf
Sunday, February 8th, 2009

I made an adventure game! It’s called CZQ because I couldn’t think of a name for it. I followed the usual rules (all assets made during the 48h) which means it doesn’t have any sound, feel free to sing while you play.

It’s quite short. The graphics suck. The menu and victory screen suck a little less because I made them just now at home with my Gimp computer.

Use the arrow keys to move around; bump into stuff to interact with it; press the space bar to dismiss a dialog.

Python + pyGame: download. No binaries, if somebody wants to make some I’d be grateful.

Comments are very welcome.

Start

Posted by nilsf
Saturday, February 7th, 2009

The first LD since I bought myself a tablet and I’m spending it away from home. Oh well, another game with crappy graphics from me (not that using the tablet would make them much better anyway, but it would be more fun).

I don’t really have an idea but I’m tired of not coding so here goes. I’ll start as soon as I post this, so I’ll have a convenient time-stamp. But first breakfast!

Later: here we go!

Windows port

Posted by nilsf
Saturday, December 13th, 2008

After lots of frustration and a visit to my parents’ house (they have computers with windows; what an odd idea…), I made a windows version. Hopefully it will work on other computers as well. It is exactly the same as the compo version except for some fiddling to get it to load the (default!) font. I also noticed an annoying bug while testing, but I’ll release the fix later in the post-compo version.

If you’re masochist enough to be using Windows check it out: Voyage (for windows)

Voyage, a puzzle game

Posted by nilsf
Sunday, December 7th, 2008

Voyage is a puzzle game: slide the tiles around to make a continuous path to lead the red car forward.

My girlfriend gave me the idea for this game for which I am quite grateful. Roads wasn’t a theme I was psyched about so it isn’t my best work, but I think in the end it came out ok. Sadly I’m no good at making music and I feel this is a game that really could have used some. Maybe I’ll find some Creative Commons music for a post compo version.

More thought later, for now I bid thee all a fair night. 

Download Voyage (Python + pygame / GPLv3)

 

edit:

windows port

Foodphoto

Posted by nilsf
Sunday, December 7th, 2008

Peanuts!

Peanuts

My entry is slowly coming together despite a late start and lots of wasted time. Unfortunately I can’t write music and this game could really use some. :S

Food shot

Posted by nilsf
Saturday, December 6th, 2008

Mandarines are delicious. And my progress is blocked by what should be a simple problem. :(

Tradition

Posted by nilsf
Friday, December 5th, 2008

Readiness

Posted by nilsf
Thursday, December 4th, 2008

If you don\'t I\'m afraid you are a slacker.

Don’t get caught off guard.

Anathema RL postmortem

Posted by nilsf
Thursday, November 13th, 2008

I wrote a quick postmortem for Anathema RL. Read it here, on the game’s stunning iWeb-made page.

Done

Posted by nilsf
Sunday, November 9th, 2008

I finished my entry. Random and unedited thoughts follow. :)

Quick instructions: You are the “@”, use the nethack keys to move (hjkl and yubn for diagonal movement), t to toggle your light. Run into a wall to dig a tunnel with your pickaxe, make your way to the surface (”<” are the up stairs) collecting valuable gems on the way.

I didn’t get enough balancing in so chances are it’s too easy / hard. I wish I’d added an in game help thing (as it is pressing F1 will just tell go to go rtmf). I feel I did capture some of the original game’s essence (run away from the guards and don’t let your flashlight’s battery run out) so I’m pretty happy as far as that is concerned. Hopefully the learning curve won’t be too hard, which is a risk with roguelikes I think.

Codewise, feel free to look but it’s probably worthless except as an example of how not to make good software. One part I feel could have used more time was the cavern generator, it runs quite slowly (but not enough for me to take time to fix it) and I don’t fix the results for connectedness which is why I included the digging feature. I’m not too happy with that. :S

Anathema RL Python + Pygame

Anathema RL

Posted by nilsf
Saturday, November 8th, 2008

the roguelike

I’ve been making a cover of Phil Hassey’s “Escape from Anathema Mines” today.

I’ve been wanting to try writing a roguelike for a while, and what better time than during LD? :) It is beginning to be playable so hopefully tomorrow I can get enough gameplay in it to call it complete.

Custom framework

Posted by nilsf
Thursday, November 6th, 2008

Here’s my custom python + pygame framework for the mini LD. It’s little more than the pyweek skeleton with image and sound loaders and a barebones state system. Consider it public domain so feel free to do anything you want with it.

Post compo version

Posted by nilsf
Monday, August 25th, 2008

I made a post compo version, fixing the typo in my name ;) and adding an easy mode.

Get it here.

Finished rating

Posted by nilsf
Sunday, August 24th, 2008

Yay, I finished rating everything I could. Just in time too! Lots of cool games, I have to think of a few trophies to award soon. :) Unfortunately I wasn’t able to run 9 of the games.

Thanks to everybody who rated my entry. I’m planning on making a post compo version with an easy (or maybe it should be called not as hard) mode. How should I implement it though: I’m thinking either give the guy a few hit points or having less monsters or maybe more checkpoints. Perhaps a mix? Please let me know what you think. Oh and I’ll also fix the typo in my name. :P

Oups

Posted by nilsf
Wednesday, August 13th, 2008

I just realized I misspelt my name on the menu screen in my entry. :(

Escape From The Tower of DOOM: post-mortem

Posted by nilsf
Tuesday, August 12th, 2008

Before the competition started, I made a list of ideas for all the finalist themes. Luckily The Tower was pretty much my first choice (along with escape) so I had a pretty clear image of what I wanted to do right away. In the end the game turned out to be pretty close to the one in my head :).

My development process was rather odd, as I did pretty much all the coding on my mac and all the graphics on my ubuntu box. I think most people would expect the opposite. The reason for using ubuntu for the graphics is that I’m used to the gimp and it kind of sucks on OS X, however I don’t have a really good reason for doing the code on the mac, I guess I just like using this machine more.

What went right:

I had a pretty clear plan in my head for this theme so I was able to get started right away and have something playable very fast. After that I had a lot of code-test-fix-test-refix-code-… cycles which I think were a pretty good way to make progress fast while not breaking everything along the way. Python is probably a good choice for this kind of development since with no compiling and linking to do I often felt free to test after even very small changes. Btw, by test I mean playing the game and trying to make it misbehave, not automated unit testing.

The game was not too ambitious. I figured it would be better to have a small rather polished game than a big unfinished and buggy one, so I tried to set my aim rather low to something rather simple but that I could pour a lot of chrome on. I feel I did pretty well here with the small details. The game was almost done on the first day and the second day was spent mostly on fixing little details and tweaking the levels.

The sound, this was the first game I included sound in and I think it worked out pretty well, I used three tools to make the sound effects: cfxr an OS X port of sfxr; say a text to speech tool; and Audacity.The level 2 sounds were recorded in Audacity along with one of the robot’s killing sound, the robots were done with say and the beeps and jump sound were made with cfxr. Then I used Audacity to transcode to vorbis.

What went wrong:

The collision code was horrible for a rather long time. I tried doing single rectangle to rectangle collisions and figure out where to place the character depending on his current speed. That didn’t work out for me as the player would often pass through walls or get stuck in ceilings when changing direction or jumping into walls. So I made a new system with two rectangles for the player, one tall thin one for vertical collisions and a short fat one for horizontal collisions. That didn’t work either despite quite some time lost fiddling with it. In the end I just made 4 rectangles for the player, one on each side, and tested them against all the walls. I feels horribly inefficient, but it was simple and it seems to work.

The levels are a background image and a list of rectangular walls, that seemed like it would be much easier to code efficiently than collision against a black and white bitmap, but it made making levels much harder. In the end I wrote a level tool that displayed the level image and let you drag rectangles onto it and spit out the list of rectangles. This made it a bit less tedious to make levels but it was still a pain.

Difficulty, since I was testing the game a lot, I got pretty good at it so I think I made the levels too hard. My girlfriend did some testing, but since she doesn’t play computer games a lot I didn’t didn’t weigh her concerns about difficulty as much as I should have.

Bits left out:

Originally I had planned to include a gun in the second level where the owl head is now and have a mass of zombies on the bottom floor that you couldn’t jump over, but in the end I figured it would break the flow of the game and that it wouldn’t be that much fun. 

Another idea that didn’t make it was having boxes the player could push around. Unfortunately I had that idea rather late and while I probably could have coded it in fast enough, I would have had to redo a lot of the levels or make new ones and that would probably been too much work. I wish I’d thought of that at the beginning since I think it would have allowed for some more interesting “puzzles”.

Finally, in my first image of the game there would have been a first level without monsters but just rather static fire to avoid. I decided to cut that very quickly though because there is no way I could have drawn decent looking animations for fire (and I didn’t add animated characters until rather late and wasn’t sure I wanted to deal with it) so I left it out. I’m not sure whether it was really a good idea since it might have softened the learning curve. On the other hand it might have been less fun and players could lose interest right away.

Lessons learned:

Make proper resource loading right away, for almost all the development cycle all the files, code and media were in one big directory and were all loaded directly. First I noticed that when the sound didn’t initialize that caused crashes so I made a quick audio module so I only needed to do error catching in one place instead of all over the code. And do get some caching as before sounds were reloaded almost every time they were used. Finally near the end I decided to put all the media in a subdirectory to make things cleaner and have an image module to cache images. Which brings us to lesson two:

Don’t make big wide ranging changes right before you release. Changing the way I loaded images was a pretty straightforward thing, but it required changes in tons of places all over the codebase. Inevitably I missed a few, usually that would be a problem because I test a lot, however I wanted to get the game out of the door, so I didn’t test it nearly enough. So the first version I released would crash in some common conditions. Thankfully it was still well before the deadline so I managed to fix it in time but it was rather embarrassing to ship something so broken.

There we go, sorry for the wall of text.

Windows build

Posted by nilsf
Monday, August 11th, 2008

Keeyai kindly made a windows binary of my game.

Thanks a lot. :)

link to windows version 

Escape From The Tower of DOOM

Posted by nilsf
Sunday, August 10th, 2008

Unoriginal title isn’t it?

Hopefully everything works. It’s quite short but rather polished (by my standards in any event).

Arrow keys: move, shift: jump. (no it isn’t an xjump clone :P)

Download:

OS X

Source (python)

Hopefully windows sooner or later

 

Good luck to those still working on their entry. Now ice cream! :)

edit: fixed link (oups)

edit2: Oups, last minute changes created a bunch of nasty bugs, lessons: don’t make big changes right before releasing; test test test after big changes. Hopefully this time it will work.

edit3: Keeyai made a Windows version. Many thanks.

edit4: Fixed windows link, thanks to Entar for pointing out it was broken.

Journal post 10: nearing completion

Posted by nilsf
Sunday, August 10th, 2008

LDT +3005

Local time: 23:05

I think I’ll turn my entry in without adding a third level, I don’t have any good ideas for it nor do I feel like staying up till 5. So hopefully my next post should have the final game. :)

I don’t have a windows box so if somebody could make an .exe with py2exe I’d be grateful. I’ll py2app it so the setup.py file should be pretty straightforward to convert, and I only used pygame so there shouldn’t be any weird dependancy issues. 

 

Probably the last foodphoto: (unless I have dessert :) )

Teaser screenbit:

Journal post 9: procrastination

Posted by nilsf
Sunday, August 10th, 2008

LDT +2753

Local time: 20:53

Today has not been very productive, I had almost finished yesterday so there wasn’t much pressure. It’s rather short though, so I’m thinking about making a third level. Not sure yet…

My awesome girlfriend brought back some chicken wings on the way back from her walk. :) Overexposed photo:

Teaser screenshot bit:

 


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