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noonat's Archive

30 Pixel Points
Awarded by DrPetter on December 16, 2007

Queens

Posted by noonat
Tuesday, June 30th, 2009

Better late than never! Took me a little under 72-hours, but finally managed to finish this to a point where I’m happy to release it. It’s a flash game, so you can play it here:

http://phuce.com/uploads/queens/release/

Thoughts before I crash:

  • Flixel is awesome.
  • Not having a level editor to use with Flixel is not so awesome. I am now very competent at adding and subtracting multiples of 32 for manually typing in levels. -cry-
  • Pixen… ah, pixen. Also not so awesome. Only good pixel editor I could find on Mac (I normally dev on my Windows box), and it had a ton of issues. Wouldn’t export sprite sheets correctly, kept crashing. I ended up having to patch the src for it multiple times over the weekend.
  • Someday I will learn to finish gameplay before art.

Fun!

Queens

Posted by noonat
Saturday, June 27th, 2009

Making decent progress on the mini-LD. I asked the actors to pose for a quick photo:

Deathbeam Timelapse

Posted by noonat
Wednesday, April 22nd, 2009

http://www.youtube.com/watch?v=9IjsHysbTUk

I can’t believe how long it took me to reboot to get rid of that Windows Update dialog, hahaha.

Next compo I’ll get the webcam going, too… much more interesting when you can see the person I think.

Deathbeam Postmortem

Posted by noonat
Tuesday, April 21st, 2009

Long post, more after the jump, but the headlines in summary:

  • Learning from past mistakes
  • Step #1: Add tile mapping
  • Step #2: Add collision detection
  • Step #3: Add physics
  • Step #4: Evolve game concept
  • Step #5: Iterate gameplay
  • Step #6: Build-out and polish
  • Step #7: PAAAANIC!
  • Step #8: Deep sigh of relief… followed by panic

(more…)

Deathbeam patch

Posted by noonat
Monday, April 20th, 2009

I’ve uploaded a patched version of Deathbeam! It offers a big performance boost, rendering and collision fixes, and tweaked scoring. After I released it I found that it got horribly chuggy on pretty much any computer but the one I developed on (except when I was in OS X… weird).

This should not be considered for voting, of course!

You can get it here:
Windows: deathbeam_p3_win32oo.zip Mac: deathbeam_p3_osx.zip

And Python source is here. If you go that route, I recommend running it with python -OO deathbeam.py.

Deathbeam 101

Posted by noonat
Monday, April 20th, 2009
Aliens are attacking. This is the mothership.
It’s charring humans left and right with its deathbeam. How rude.
This you: Rescue Bot XLD-14Z. You’re the humans’ only hope.
You can pick up humans and use your jets to carry them off to safety and wellness.
left & right arrow to move
space to jet
Drop humans at the teleporters to beam them to safety. Teleporting many at once earns you extra points!
Some humans are worth more than others. This one, however, is boring. He is worth only 50 points.
This is a scientist. Scientists are worth 250 points.
This is Mr. President. The humans’ leader is worth a whopping 1000 points, robot.
Watch out for alien turrets. Your armor protects you, but humans aren’t so lucky. Poor guys.
Rescue as many humans as you can and use the rocket booster to escape to orbit!

Deathbeam

Posted by noonat
Sunday, April 19th, 2009

Update: For anyone who isn’t judging for the compo, you should get the patched version here with better performance and fixed collision edges.

Windows If you get a “This application has failed to start …” error, you need to install vcredist_x86.exe.
Mac

Python source
(python2.6 + pyglet)

Instructions:

Update: Visual instructions here.

Aliens have invaded and are exterminating the humans! Their massive deathbeam is tearing across the world, destroying everything human. It’s up to you to save them.

You are the white dot, and you have a jet pack. Use left-arrow and right-arrow to walk, spacebar to jump.

Grab the other colored pixels and take them to the rescue teleporters to send them to safety. The more people you deliver in one teleport, the more points you get. Some humans are worth more than others!

Getting hit by the beam will kill you and other humans. Your suit protects you against the turret fire, but the civilians aren’t so lucky.

Deathbeam is deathy

Posted by noonat
Saturday, April 18th, 2009

Actually it’s not, very… but it’s going to grow up, soon.

http://vimeo.com/4219935

Not as friendly as it looks

Making slow progress. Had to throw out my initial stab at a vertically oriented game and ended up going horizontal instead… I’m liking it a lot more this way. Got my moving beam and I can pick up and rescue people. I like the feeling of it so far, but I need to put more pressure on the player. Luckily Entar kicked my imagination and I have some ideas now.

So much to do before I sleep! I’m hoping to get the gameplay ironed out tonight, and focus on art + polish tomorrow.

Jetpacks are go

Posted by noonat
Saturday, April 18th, 2009

Physics are mostly done, and a jetpack to boot! Gotta work out some weird sticking problems and do better collision response. Added some simple particle effects for the jetpack.

Off to lunch now.

Progress, progress

Posted by noonat
Saturday, April 18th, 2009

Finally got Pyglet loading tile maps exported from Tile Studio, and doing collision against the edges. Loading a y-down tile map in a y-up coordinate system is surprisingly confusing when you’re tired. ¬_¬

Physics next!

Hullo LD14!

Posted by noonat
Thursday, April 16th, 2009

Looking forward to participating again. Learned a lot from LD10. Hopefully I’ll really finish my game this time.

Gonna be using:

  • Ruby + Gosu + Gosub (http://code.google.com/p/gosub/)
  • or Python + Pyglet, not sure yet
  • sfxr (and musagi if I’m lucky)
  • TileStudio (http://tilestudio.sourceforge.net)
  • GraphicsGale (http://www.humanbalance.net/gale/us/)
Can’t waaait!

running out of time!

Posted by noonat
Tuesday, December 18th, 2007

Final Entry - Moonbase

Posted by noonat
Sunday, December 16th, 2007

First Ludum Dare entry! Whew… tiring.

moonbase.png

Move using the arrow keys, X drops bombs, Z fires your gun. Avoid the aliens. Killing one will set of a chain reaction of bodily explosions!

Download (Windows only):

http://phuce.com/uploads/moonbase.zip

I wasn’t able to fully finish the game in time. I finally got an idea I liked on Saturday, after scrapping 3 others. Unfortunately, I spent too much time messing with graphics and AI and such and not actual gameplay. Case in point:

Before

After

That took… a long, long time.

Anyway, at about 2 hours until deadline, I finally got the gameplay implemented, tested it… and it wasn’t fun.

So I bit the bullet and threw all the gameplay out except for these gluttons, which seemed to be the one thing that had potential. I managed to get health and a basic hud in during the last 10 minutes, but didn’t get scoring or menus or anything.

This is actually the first game I’ve ever released, and I’d never used Ruby or Gosu before for development, so I’m pretty happy with how it turned out even so.

Gettin’ there…

Posted by noonat
Saturday, December 15th, 2007

Seems like I had to give up on a billion ideas, but today I finally got one I liked… making progress, bit by bit. Basic mechanics are in, but still lot’s to do to make it a game. Hopefully I don’t die from Red Bull before I can finish.

title.png


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