Archive for the ‘MiniLD #15’ Category
PreScriptum: I am NOTIFYING the site administrator – “WordPress 3.0.1 is available!”
As you can see, I’ve decided to enter MiniLD #22 – revisiting an old idea. What is that old idea? I’ve chosen (you Pikachu!) my previous AND unsuccessful entry, to MiniLD #15 – Old game CLONE. It’s the Code Runner.
Something actually surprised me – my old notes with ideas and concept were easy to find thanks to my superior organization skills (yah, sure). It makes the whole thing easier to do, and I know what did I plan to do with these pictures. I present an excerpt of these notes to you: (after the advertisement break)
I thought I’d take a break from coding, and share my next plan.
I’m planning a Java-based web game.
The premise of the game is this: It is a turn-based strategy game where instead of directly controlling your units, you must write their AI. There are more details about the game after the break.
Also, I’m looking for a host that can support the game. quin and demize have offered, but I’m still open to other offers. Support for Python on the site is definitely a plus, as I’d like to develop the site using Django. It’s not necessary, but it’s definitely something I want.
I was going to do a clone of Berserk for my game.
I never got around to actually doing the game, but I did do some music for it.
I use a vocoder extensively in it. Some of it is kinda funny. You might enjoy it. There is definitely a lot of influence from the game Portal, and some stories I’ve read such as I Have No Mouth, And I Must Scream.
Level 1 Song (my favorite for some reason)
Level 2 Song (retro)
Level 3 Song
Lost Game Song (this one is funniest I think)
Lost Game Alt Song
*** Note, I updated these files to MP3s so they would be more accessible.
I thought I’d post a new screenshot here since I changed the main character, and was hoping to get some feedback. A lot of the work I’ve done since my last post was trying to make collision detection and response work right. I think it’s ok now, but I have a new idea that’s simpler and probably works for the benefit of playability.
So, any comments on the little moles? Or the old worm characters, as seen in an earlier post.
Have you ever found yourself in a situation where the more you mess with your game the less fun the game becomes? This Mini Ludum Dare I decided to skip good programming practices and just hack stuff together to get gameplay up and running quickly. The problem is, many of these messy ad-hoc solutions are now causing me trouble.
I don’t want to disappoint anyone, but I think I may take a break from this project. If/when I pick it up again I will most likely do a complete rewrite of the code.
I’m releasing a new demo! (Grab it here)
Now, the building will collapse if it takes enough damage. Damage to the bottom affects it more than damage to the top, so it will collapse under its own weight if the bottom is more damaged than the top.
Also, the building is randomly generated.
I’ve got a good feeling about this one…
I have something to show for my efforts!
Download it here!
Click the building to damage it.
Left click is a small attack, middle click is a large but weak attack, and right click is a big, powerful attack.
Press R to reset the building.
It doesn’t fall down yet, and that’s for tomorrow, I think.
I’ve got a good feeling about this one.
I’ve sumitted my game clone “funny frog” yesterday, here is the link to the entry:
Try it and say me what you think!
So, I’ve been building a nice clone to a game probably only a few of you know. I’ll give you a hint: Maxis published this game in 1994. And for those of you who played the original probably already knew which game I’m cloning when you read the title.
Yeah, that’s not very far. Damn you, exams and stuff.
I’m planning on finishing my game by the end of the week.
I took a little bit of a break today and didn’t accomplish as much as I could have. Since the animated gif I pretty much just added the title screen, a land mine that explodes, and the damage meter. I still need a few more enemies, levels, sound and music, and a few other things. The hardest part, I think, will be in trying to make tracks that are actually fun to play.
At the time of writing, I just got done playing a game of Rampage in MAME. Very inspiring, and very, very cathartic.
Hookay, tomorrow. Tomorrow, I’m probably going to be at school ’till the early afternoon, but I have the entire day after that point, and will use it.
Tomorrow, I plan to get the tiles for at least one color of castle done. I will also try to get one of the monsters done. I’ll post a screenshot once I have a complete building.
I’m thinking that I’ll make the hill giant (Gregor) first. His art will probably be the simplest, and he’s also the reference point for the balance of other characters.
For the rest of the evening, I’ll be hanging out on IRC, and then I’ll go to bed.
Here’s to inspiration, and doing what we love!
I fell into an old trap. I put backend code before playability. As I’ve worked, I’ve gotten further and further from a playable demo. It’s a shame. I liked the concept, but I’d have to start over at this point.
Given that, I’m still going to be doing a game. It’ll hopefully be playable by Tuesday (That’s my personal deadline for having something done), and it might well be complete by then.
My concept this time around is much, much simpler. It’s a Rampage clone set in a fantasy/medieval world.
Instead of requiring mountains of hand-made content, this game will only require a moderate amount of it.
Each level will center around a castle that needs to be destroyed (The player, being a giant monster, needs to destroy these things, after all). Around that castle will be various towers (Including wizard towers), houses, and forts. The player will be assailed by wizards, cavalry, and footmen wielding all manner of weapons.
There will be three types of castle: White, grey, and black. White castles will have lots of cavalry, grey castles will have wizards, and black castles will have lots and lots of footmen. Also, white castles will be much bigger and have no houses outside (They will all be within the castle walls), grey castles will have smaller castles on the sides, and black castles will have numerous forts.
The player will have four monsters to choose from:
-Gregor – A hill giant with a club and big rocks
-Helga – An ettin with a hammer and big rocks
-Reginald – A dragon with claws and fire breath
-Alexis – An amazon with a sword and bow
I have lots of other ideas in my head, but this will do for now, I think.
Still need to add missile launching, enemies, crashing, exploding, mayhem and destruction.
I don’t have anything to show for my effort just yet, but I’m nearing the point of being able to demonstrate something.
Right now, I’ve got the world code mostly finished, and I have the majority of the code for the generic game agent.
I don’t have any artwork, and the first “Playable” thing I submit will be filled with colored blocks. Oh well, I want to get something I can play with, then I’ll worry about art. I was hoping to have the art for the default armor all squared away and have some baddies to blow up by the end of today. This is taking longer than expected, though.
By the end of today, though, I should have something playable. Don’t know that it’ll be pretty, but it’ll be playable.
I thought I’d like to make a Road Rash clone, cause that game was awesome. I was going to style it like road rash 3 and do everything fake 3d style. I wasn’t sure how to do the road in fake 3d though.
Then I remembered Away3D, a 3D engine for Flash I was looking at before and decided to give it a try. It’s a pretty complete engine, but Flash performance is still not the greatest so I can’t use all the pretty things like ‘shaders’ or ‘correct z-order rendering’ or really most anything that makes doing a 3d game worthwhile.
I did get a kind of demo for how it might go though at
I also had to learn 3d modeling so my bike is kinda.. jaggy. And the textures didn’t load propery in MilkShape.
which leads me to maybe making a tron clone .. simple if any textures..
If I can get billboards working and scaling right then I might actually be able to make a game
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!
I’ve added shooting and aiming to Mato. I’ve also added gamepad controls, tailored for an Xbox 360 controller. The game currently has just one weapon, similar to the chaingun in Liero, but I’ll be adding more as I go on. The aiming is done with the second analog stick, while you can use the first analog stick to move left and right as well as control the direction of digging, so you can dig straight down, for example. The gun has analog control over the firing rate, with a maximum firing rate of 8 bullets a second. The clip is infinite right now, but that will change for the final version.
One thing I’ve noticed when writing Lua code is that it’s pretty easy to write horribly bad code. I don’t have to define classes, I’ll just use create an ad hoc table with the necessary fields. My code is a horrible mess right now, but I am going to refactor it eventually. It’s kinda nice to just make a mess of it all and write quick hacks.
I finally implemented NPCs. Well, they are dumb as hell, but they are moving from their own will. It is quite funny to watch them trying to break the wall! “YOU WON’T SUCCEED, LITTLE BLACKHAT-GUY!”
Hello everybody! Yet i have a first game screen. My game is a remake of an old russian game about a frog jumping on nenuphars
(guess what it is!), i’ve called it “funnyfrog”. It is written is java using the lwjgl library. graphics are made with inkscape and gimp.