I do stuff.
About SpaceManiac of Platymuus (twitter: @SpaceManiacX)
SpaceManiac's Trophies
![]() PANTS12 APPROVAL OF YOU HELPING ME ON IRC. ALSO IAM THE REAL PANTS12 AND THE OTHER GUY IS TRYING TO PRETEND TO BE ME!!!!! | ![]() The Pixelated Award of CANT SEE NOTHIN Awarded by Redbone on April 26, 2010 | ![]() The Oh God This Is So Bad But Why Am I Still Playing? Award of Mandatory Excellence Awarded by KermAmrek on April 25, 2010 |
![]() The Crazy Amazing Trophy of Having "heim" In the Name Awarded by GanonsSpirit on December 14, 2009 | ![]() The Boboil Referencer Trophy of Redundancy Awarded by moltanem2000 on December 14, 2009 | ![]() The "you stole my name" award of just jokingness Awarded by moltanem2000 on December 13, 2009 |
SpaceManiac's Archive
AllegTcl “0.9″
With just enough Allegro bindings to allow for a simple point-and-click game, AllegTcl 0.9 is usable. Check out documentation.txt in the zip!
Clone?
I have no clue what game I’ll be cloning. Maybe a game about cloning or some such silliness. But I am going to clone/port/provide bindings of Allegro for the Tcl scripting language. A little mini-project.
Asploreheim Postmortem & Response Combo
My entry Asploreheim has been retired – I deleted the database tables and set it to give an error message on login. I have, however, preserved the scores at the scores page.
Blackduck says …
Fun game, kind of laggy because of all the flags at the start. Gets quite repetitive eventually.
I’m glad you thought it was fun at first (and that I fixed the superlag bug). It does get repetitive, I admit, but you’ve gotta keep Exploring!
AtkinsSJ says …
It seems like a good start, but never really feels ‘gamey’, unless I’ve missed something. And yeah, the paths around the middle make it really laggy – perhaps it would work better if hills only drew paths to nearby hills.
Yeah, it’s more of a tech demo than a true game. And I fixed the bug, thankfully.
C418 says …
The game is now pretty much completely… uh… flagged up.
At first I thought the brown stuff was a weird kind of background, but after seeing this screenshots, I realized that it’s actually paths. As there are lot of flags now, I presume the game is a bit popular?
Heh… “completely” was a side effect of the terrible lag thing and the center bias. If you managed to move out, it was pure empty. The idea is you have to just keep going. And it was popular at first, hence the “oh crud I released my game an hour ago and it’s already asploded”
TenjouUtena says …
Every time someone needs to try a MMO, right? Obviously ambitious, but relatively unfinished. You need some sort of scrolling background to indicate that you should walk outside of the paths.
Ambitious and unfinished – that about sums it up. I’ll remember some better UI and polish if I ever revive Asploreheim.
philomory says …
This is such an awesome idea, I wished it had actually worked for me.
The registration and login went ok, and I loaded the game world and heard the music and could walk around, but as soon as I walked onto an unclaimed hill, asploreheim.exe spiked my CPU and never went down. I had to force quit. When I tried to log in again afterwards, the game immediately crashed on login. Alas.
After some testing, the infinite loop on hill get seemed to be a side effect of the client not being able to handle all the server’s data. Oh well
SonnyBone says …
This thing killed my internet connection, I think. I logged in and then 3 minutes later my router went down. lol
All joking aside… this is a neat idea, it just doesn’t work as well as you’d like.
Routers are silly that way :p
And that seems to be the overall consensus… cool but broken.
Covenant says …
It crashes everytime I move the cursor on top of the button to register and/or login…
Clicking if the “too much data” thing occurs, but just moving the cursor over it? I haven’t a clue why that happens.
NiallM says …
I found it very buggy. Most times it would crash as soon as I hit the login button. As others have said, it could use some kind of background to indicate that you’re moving, and it really needs some kind of goal beyond the basic ‘flag as many hills as you can’ goal. Maybe the ability to build your own castle once you’ve flagged enough hills?
Very buggy indeed. Castles are something to remember should I revive the project.
Wiering says …
If I try to register, it says Server not found.
That… is a problem? Did you register from in-game or out? I know I completely forgot to implement the in-game button.
pythong says …
nice idea with the multiplayer
Thanks.
Hempuli says …
Interesting, though shortlived.
True, true indeed.
ippa says …
I want to play without registering, create a test / test account!
Or make use of facebook connect ..ppl hate another reg
I don’t have Facebook myself, but a test account would have been a good idea…
hazman says …
Awesome idea.
Really buggy.
That’s it, essentially – clever but nowhere near complete.
sirGustav says …
unable to register and cursor blinked too fast
Unable to register in-game I bet… button did nothing. Cursor blinking fast? I don’t know of “too fast” but I didn’t framerate-inhibit on the main screen.
In conclusion, Asploreheim was a great idea, but I did a horrible job at it. I forgot to implement in-game register, allowed the data to grow to unhandleable sizes, and generally it was hard to play. Mega-congrats to Moltanem however who got 81 hills!
Asploreheim Reset
I reset Asploreheim’s universe and made changes to the hill allocation setup… it *ought* to work now. I’m pretty sure I’m operating within the rules as they state that I can fix bugs if they’re game-breaking (which this is)
Apparently the login crash and hill-claim freeze happen when the game can’t handle all the data the server is sending back… happens scarily quickly. I’m not going to mess with the game any more. So there, if it breaks, I’m sorry :/
In retrospect, an MMO was a bad idea…
Asploreheim Bugfix
http://www.platymuus.com/goods/junk/asploreheim_bugfix.zip
Contains a new Asploreheim.exe. Replace and enjoy the lack of fancy, laggy road rendering. I also tweaked the hill placement slightly so it ought not to be so center-biased.
Asploreheim [Final]
The submission page is at http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=412.
Windows & Source | Registration | High Scores
It’s some sort of MMO thingy. Arrow keys to move, space to minimap, esc to quit, mouse for other stuff
Because of the disjoint nature of the game, someone else might have claimed a hill before you get there. You’ll know this has happened because when you get there, you won’t hear the trumpety noise.
= Tools =
Language: C++
Libraries: Allegro, Libcurl, and my Allegro classes (included)
IDE: Code::Blocks
Sound: Sfx
Music: Stockboy to compose and Audacity to record
Graphics: The GIMP, Paint
Datafile: Allegro Grabber utility
Contact me in IRC if you can do an OS/X or Linux port for me.
End of Day 2
I got lots done today – if you walk to an unclaimed hill, you can now claim it!

The new title screen, with login text

The minimap! Unfinished

Roads, and Boboil
Plan for Day 3:
- Add ability to change your personal flag color
- Add ownership tooltips to the minimap
- Polish up the player sprite (he has a slightly off-pink pixel on his head there, and he’s kind of ugly in general…)
- Clean up the minimap and login screens, with clickable buttons
In the mean time, since it’s an MMO of sorts, register for it at http://www.platymuus.com/bin/ld16.php.
Happy coding!
- SpaceManiac
Fail
istringstream in(data);
int me = 0;
while(true) {
char ch = ' ';
in >> ch;
if(ch == 'p') {
cin >> me;
} else if(ch == 'h') {
Day 1 End

Title screen

Walking around the town of Asplorheim

Following the road to the claimed hill.
In
Something MMOish in the lamest sense possible.
I’ll be using C++ and Allegro along with a couple of custom classes I’ll be posting shortly.
Blind Date Micro-LD
A few of us in IRC did a Micro-LD to test out the blind date concept – each participant makes a set of graphics, and then gets assigned someone else’s set to use to make a game.
Myself, Edwardoka, fydo, Almost, and MrDude did graphics. Fydo didn’t start on a game, and Edwardoka and I gave up – that leaves two (very good) entries:
FLUTTER by Almost (MrDude’s graphics): http://filesmelt.com/downloader/FLUTTER.zip
Space Dodger by MrDude (fydo’s graphics): http://pycron-ld48.googlecode.com/files/Space-Dodger.zip
Just thought I’d give a shout-out
Cave Jimmy phailure
Absolutely no fun to play at all. Ah well.
Lunch Day 1
Mmm, leftovers
First day food
LudumDareBot returns
Indeed it does, for the compo’s duration anyways. This is a post mainly to test its blog post notifications.
Cave Jimmy Approaches
Trying Allegro for once! Thanks madgarden for the name and the intro.
Scrambling
I’m scrambling to post my frakeworkers in time.
First of all, jovoc’s tweakval which is http://code.google.com/p/ld48jovoc/source/browse/util/tweakval/tweakval.h and nearby.
Second, PlatyGame which is http://apps.platymuus.com/programming/platygame/PlatyGame.zip
Third, the following main.cpp assuming it’s C++. Something else if it’s Flash which I will code from scratch. Excuse the sloppiness.
Trying LD15
School unfortunately is starting the week before LD15 weekend… I just hope I don’t instantly get homework rushed. Depending on what kind of game I’m going to try to make, I’ll use one of two setups for my game:
Physics game or similar
ActionScript 3 in the Flash 3 IDE, using Box2DAS3. I’ve been meaning to try this out but haven’t got around to it.
Other
C++ in Code::Blocks, using a conglomeration of SDL, SDL_mixer, SDL_ttf, and my own code, PlatyGame. I’ve finally seen the miracle of version control, so I might put it on Google Code, but for now fetch it at http://apps.platymuus.com/programming/platygame/PlatyGame.zip. That’s not strictly the version I have right now but it will be within the next 24 hours or so when I get around to uploading it.
And I sure hope I have some clue as to what to do with the theme.
EDIT: Okay, finally uploaded current PlatyGame… if it explodes though, not my fault (also meaning I might change it in the middle of the compo)
towlrdf(screen);
Now includes source.
LD14 Basecode
With PlatyGame in hand, I’ve got some simplified basecode ready.
#include <PlatyGame.h>
using namespace PlatyGame;int main (int argc, char* argv[]) {
if (!initialize())
return 1;
atexit(shutdown);
if (!initText())
return 2;
atexit(shutdownText);
if (!initSound())
return 3;
atexit(shutdownSound);bool fullscreen = false;
if(argc > 1) {
if(strcmp(argv[1], “fullscreen”) == 0) {
fullscreen = true;
}
}Screen screen(800, 600, “Game”, fullscreen);
if (!screen.good())
return 4;Sound snd(“snd/platymuus.wav”);
BitmapSprite splash(“gfx/platymuus.png”);
splash_run(screen, splash, snd, 4);return 0;
}
LD14 – My tools
Well, I’m ready and roaring for a great LD14 weekend. I’m going to break my programming-vacation for 48 hours and have myself at some code.
I’ll be using:
IDE: Code::Blocks
Language: C++
Libraries: SDL, SDL_image, SDL_ttf, and SDL_mixer, all rolled into one big PlatyGame (which I wrote myself), and possibly libcurl if internet is needed.
Art: GIMP and a little Paint.
Audio (if I do any): Musagi, SFXR, and Sound Recorder.
PlatyGame source and object files can be downloaded here:
http://www.platymuus.com/goods/PlatyGame.zip
Also, does anyone have any idea how to cut down on the number of DLLs I need to include with my application?









