Posts Tagged ‘2D’
Dr Discovery Is Fury Himself!
Sunday, December 19th, 2010 9:36 amStill got lots of stuff todo, but Im happy with the graphics so far. Next up: Loot!
Pixels, Animations and Pizza!
Sunday, December 19th, 2010 5:32 amI focus on polish this LD, gameplay is second

LD number just-one-above-eighteen…
Tuesday, December 7th, 2010 11:02 am…HERE I COME. So original.
Following my success in MLD#22 (yah), I shall be going for LD#19. The time is (as for many) just right – end of the year, no stuff to do…
Also, let’s keep up this random tradition of saying what tools shall who-ever use, shall I?
- CODE – AS3.0 – Flash CS5
- GRAPHICS – Vector – Flash CS5
- GRAPHICS – Bitmap (maybe) – Photoshop CS5
- SOUND – … digital? – sfxr / as3sfxr / MICROPHONE (yeah, I am a beatboxe… oh whatever)
- MUSIC – ambient – Logic Studio 9 (if I will have enough time for that)
- IDEAS – neural – mHEADmod3.599 (meannetSim)
- NOTES – verbal – Text Edit 9.5321.12348g (MOST RECENT)
- COMMUNICATIONS – cut – EVERYWHERE
- COMPUTER – good – iMac
- okay, i will stop
Timelapse is coming, but I wonder if I will continue using that lame Gawker… It crashed trice the last time, so I lost like an hour or more of material… I HAVE iShowU but I can not find any way to make it record time lapsing… Ideas?
Code: RUNNER!
Sunday, November 28th, 2010 9:16 amUm… So I guess I am one of the few people here who actually HAVE something fully playable
Anyway – I’ve changed the title from Code Runner (running on code) to Code: Runner (yeah, you’re the runner). Such a big CHANGE isn’t it?
Screenshots + TODO after the BREAK.
I give up. Here’s the food and what I have done.
Sunday, April 25th, 2010 11:14 amOk. I won’t have time to finish anything… the code is so spaghetti that I need a lot of glue…
But before the game… let’s see the food!
Collect & Protect: What buildings and what updates they have?
Sunday, April 25th, 2010 3:17 amNow the time has come to do the job of a game designer. Decide what buildings and what updates they have for my game is SO PAINFUL… but here it is.
- Turret: A turret turret that turrets. Updates: More damage. More range. More speed.
- Updater: There is an updater for damage, for range, for speed and for resource collection. Cannot update other updates. Updates: More range. More updater.
- SUPER MISSILE MEGA TURRET OF HELL: My favourite. Shoots bombs. Updates: More damage… more range… more speed…the same as turrets =P.
- Blocker: This doesn’t shoot. But they’re very cheap. Useful for making paths.
- The super mega factory: There are three factories: wood, gold and rock. They are VERY EXPENSIVE but they collect resources over the time. Updates: More collection. More speed.
The sprites… well, I haven’t them yet, but I suppouse they’ll be very simple.
Uh… and the pirates. Here are the types of pirates:
- Pirate: They’re weack and with normal speed pirates. They’re the majority.
- Super pirate: A fat pirate. Has a lot of health but it’s slow.
- Speedy pirate: A very weack but very fast pirate.
- Boss: You don’t want them. Fast like normal pirates and have more health than super pirates.
And… TRAPS! (they can’t be updated)
- Glue: Makes pirates (and player =D) go slowest. 1 minute of duration.
- Bomb: Explodes and takes a lot of damage after 5 seconds. Be aware, they can damage player as well.
- Spikes: Takes damage as pirates walk on them. 15 pirates of duration.
Collect & Protect: Good morning!
Sunday, April 25th, 2010 12:42 amI’m awake. I’m pretty happy with yesterday’s progress, but there’s still a lot to be done. Here’s my todo list:
- GOOD tutorial system. DONE
- PJ’s health (oh, if he’s too near from a pirate, the pirate will attack him). DONE
- Treasure’s health. DONE
- Building menu system.
- Turrets.
- Life showed above the turrets.
- Upgrade menu system & upgrades.
- Enemies (yes. This has A* and all those things we all hate them =D).
- Changing the graphics. They have to be mine.
- And… if I can finish those, some beautiful effects and tweaking the game for a good playability.
Let’s see if I can finish my game!
Collect & Protect: Good night
Saturday, April 24th, 2010 3:34 pm16 hours and 30 minutes of almost non-stop of Ludum Dare.
The screenlogger has a lot of screenshots. And my game it’s so advanced.
Here it is! (click the screen to play)
The graphics are not definitive… trees and mines and the treasure are not mine.
Here are the instructions:
Move your player with arrow keys.
Get resources from a tree or a mine (rock or gold) pressing SPACE near it.
Build things using resources pressing SHIFT to go to the build menu, and then select the building you want to build. It’ll be built in front of you.
If you press SPACE near a building you will access to its upgrade menu system.
You have to defend your treasure from pirates as long as you can!
Good luck!
For now, you can only take resources. After the resource provider dies, it regenerates 1.30 minutes later.
Good night!
Collect & Protect: Let’s lunch!!
Saturday, April 24th, 2010 5:43 amOk. 6 hours of almost non-stop programming… finally I can lunch!
Now the progress of the game…

The title screen
The super mega cliche idea!!
Saturday, April 24th, 2010 12:17 amFinally an idea has come to my brain! I’m gonna to make a kind of RTS game… but with only one player-controlled person… and this person is the player!
Yes! YOU collect the wood… YOU! collect the gold… and then build defenses… for the pirates!
The game will be called… Collect and protect!
My game has muuusiiiiic!!!!!!
Saturday, April 24th, 2010 12:03 amOk. While I’m thinking for ideas I’ve made the music.
Here it is! http://www.goear.com/listen/fef2fa6/Island-Music-Rolpege
So the theme is islands…
Friday, April 23rd, 2010 11:20 pmOk! I’m ready to begin with the Ludum Dare! The theme is islands… I’ll think on something… :S
I’m screenlogging my actions with a script I created on my Mac… now it’s time to Think! Think! Think!
Thanks to all who commented on my game.
First I would like to say thanks to all who commented on my game, I will make sure to consider your comments when making my next game. So I guess some things I should do for next time are:
- Bigger game window size, perhaps twice the size
- Make the game have more puzzles
- Stronger plot
And this is the end…
Finished my entry for the LD#15. It’s a pity I didn’t have enough time to include all the features (enemies, power-up’s, lots of blood, stalactites…) I thought at the design stage, but at least it is playable. I think I might continue the development, though.
I’ve had lots of fun! This was my first LD and I’m really satisfied. See you in the next one!
Progress so far
So far, I have what appears to be a working game. I only have one level, but they are hard to make. Essentially it’s about a Leprechaun who get’s captured and must escape.

Celtic Cavern
Thoughts on tech for LD15
I spent a hunk of time today hacking myself up a proper library and deciding on what I’ll be using for LD #15, should I not wuss out at the last moment.
I am leaning towards things which I have used for the longest, this is to reduce the amount of figuring-out I have to do.
As tempting as it is to use python/pygame/macos, I have one half the experience with that, so it is best to stick to ancient and familiar technology, despite its limitations.
To implement:
- C/C++, sloppy and mixed. The way I like it!
- 2d vector graphics where possible, otherwise rotated/scaled sprites.
- Win32 (though, I would like to have it compile/run on MacOS as well. This shouldn’t be a huge problem.)
Libraries:
- SDL (sound, graphics, and input)
- OpenGL (strictly 2D and orthographic, unless I drink too many trappists and decide otherwise)
- mmgr.cpp/mmgr.h by Paul Nettle
- vector2d and related math templates by Bill Perone (I can’t seem to find a link right now!)
- MT19937 Mersenne Twister random number generator
To create:
- Photoshop for Graphics
- SFXR for Sound
- SciTE for Text
- Visual C++ 6.0 for Code
- SVN for revision control / backup
To eat:
- Water
- Trappist Beer
- Cola
- Food with nutritional content yet to be determined
Random thoughts:
I have a feeling I may regret my choice to use a gamepad/keyboard for input. But for now I will.
- Con: Mouse games have a lot of instant-appeal. Easier to get interaction “feeling right”
- Pro: Keyboard/gamepad is oldschool and works on consoles.
- Pro: Leaning back in a chair with a gamepad is more relaxing then hunching over a mouse.
I can do sound. SFXR is freaking cool. I spent a few minutes playing with it today and fell in love. This saves me from making corny sound effects into a microphone during the last minutes of the compo! Thank you DrPetter
All of the libraries, save for my starting template are freely available online. None of them resemble a game library / engine, so they are squeaky clean.
At some point I will post my starting source up for anyone interested. Hopefully there is something useful in there to be pilliaged by others during this compo, or future projects.
I’m curious to see what other people are using, or who else is using a similar (fairly heavyweight, rusty, and old) setup.
Woo, first LD.
Like a few other here, this’ll be my first LD. I’ll be using Construct for the creation of the binary if my concept ends up being 2D. For 3D, I have a variety of technologies I’d like to explore.
The first is Dage. I’ve been playing around with it for a few days now, and even though the odds of me getting to make a 3D adventure game are hard, I’d certainly embrace the chance to use my recent experience.
I’m also not above Unity, if the trial is viable.
No matter what I use to assemble the game, though, I’ll be using Blender, Photoshop, and Notepad++ for the majority of modeling, texturing/art, and writing, respectively. I know that I’m a bad egg and should use GIMP–but, hey, I like Photoshop’s interface better. If I wind up with Dage, I’ll also have to use Max in my pipeline, another evil, commercial program.
As far as my experience in other areas, I’ve tried a few compos, followed more than a few, but never made a real entry. I’m determined to sneak one into this LD. I’m pretty experienced with Construct, Blender, and Photoshop, and I’m just learning other techs like Unity and Dage. I grasp programming concepts pretty well (Event Sheets in Construct come almost naturally to me), but I fail pretty hard at actual programming (even XNA is beyond me). I like it that way. I like that in this modern day and age, there’s a bunch of technologies (Construct, MMF, AGS, Wintermute) that allow you to script an entire game without programming it. I like that many things are set up for you, and I like WYSIWYG. There’s nothing wrong with WYSIWYG in my book–if you can create something totally awesome, it doesn’t matter by what means.
Anyway, that’s me. Sorry for being wordy. I can’t wait to participate, honestly. I’m sure I’ll be dreading my decision in about 144 hours.
RoadBLOCK!
Saturday, December 6th, 2008 7:12 pmAs the end of day one approaches dauntingly, I’m getting progressively more hopeful that I might have something to show by the end. Saying that, I have very little to show-off at the moment, as there is absolutely no finese to anything I’ve been working on – it’s all just a jumble of quads in various sizes and colours. FUN!
It took me ages to come up with a decent idea (I wasn’t particularly pleased with the ‘roads’ selection) but I’ve managed to cobble together some sort of LittleBigPlanet -vs- Tetris rehash. It’s very hard to explain, but suffice to say I’ve spent a lot of this evening getting Cars and Helicopters working to a decent degree. I’ll start doing some more regular posts over the course of tomorrow (this should be a good-time for time-lapse work shots!). Here’s what my project current looks like, go on. Laugh.
Anyway, my iPod is in the red (battery wise) – so when it dies, I’ll goto bed! Best of luck to those Brits/Europeans out there still working!
Incoming Fodder Final drZool
Sunday, August 10th, 2008 6:59 pmDefend the castle!
Click with the mouse to build a tower. Ctrl-Click to build a casino.
Need Flash 9 installed
Demo before bed
Saturday, August 9th, 2008 2:28 pmI felt like I picked up some speed, here is something remotely playable: http://enedahl.com/ld12/incomingfodder01.html
Going to bed now. Oh, the music is just a placeholder, a demo .mod file.







