Posts Tagged ‘cat’
remote… remote control.
Well, that’s 9 for 9 in a row for LD compos. Happy, exhausted, all the usual emotions plus a handful more. Congrats to all successful entries. The following is reprinted from the official project page:
What Went Right
1. Continued Apolicy
Once more total radio silence on the theme proved a good strategy. I wonder what would happen if no one voted? But then again I think about that every time there’s any kind of democracy.
2. New Environment
The new Dark Acre office in Nanaimo is game development heaven compared to the apartments in the West End of Vancouver. I felt more relaxed, focused, & at ease throughout the compo, despite complications (see 1 below).
3. Outside Time
Went for walks, something I hadn’t purposely done in previous compos. Also smoked a bit of pipe tobacco, a dirty habit I hadn’t really touched much for the past 5 years. Not advocating, do what you want. Did it help me think clearly? I believe so, health concerns aside.
4. Riding a Wave of Successful Ludum Dare Compos
I’ve done this so many times now it’s become routine. It’s a major advantage but also something of a drawback (see 2 below).
What Went Wrong
1. That Damn Cat
The Dark Acre cat, Pon Pon, escaped a few days before the compo began. We recovered her with a dislocated jaw and chip in her spine. This was stressful in itself, but we were glad to get her back in relative safety.
Then on the Saturday of the compo I was carrying her to the vet for a progress check up & she broke out of the carrier. She holed up in an inaccessible crawlspace under our apartment for 10 hours, causing stress & distraction. We once again recovered her, & were forced to re-schedule the check up for the Sunday of the compo. More lost time.
I’m never one to make excuses, but accidents do happen. Due to the lost production time I was unable to process audio & expand the level design. This was the first time 9 compos that such a thing happened, so I count myself lucky in that regard.
2. Familiarity Breeds Contempt
I love the compo. It’s the closest I’ve come to feeling like there’s actual value in hardcore production. The sweat, the tears, the neglected health & family members. But in the last year it’s come with ever-diminishing returns on educational value, & only reinforced my belief that long-term projects are where it’s at.
3. Overall Lack of Practice/New Tools
I think I executed well, given the circumstances, but it could have been better not only with the full amount of time but with a little more time spent in the new tools. I’d recently upgraded to the ’14 versions of my Autodesk stuff, 3.6 of Substance Designer, & I hadn’t even opened Unity3D since the last compo. There were a few minor hiccups, like losing all my keysets for Max, or completely forgetting how to assemble a Substance, but overall I was pleased with how the coding went & the discovery of the improvements Unity’s made to its engine.
Play & rate “10 Seconds”. Thanks for throwing your eyeballs across these words.
He’s been keeping me company for many hours already, but he finally fell asleep
Combat system is ready, random encounters too, little things here and there to get a gameplay-complete build. Next up, make some graphics and music!
Not sure if it’s going to be something.
I did not prepare at all compared to the previous contests.
I’ll copy one of the following repositories as basecode:
Obviously I will throw away the existing games and only use the technology utils part of the code.
If I feel like it I might use SFML and C++ without any basecode except from my eternally unstable monster of a serialization library.
Set sail for fail!
SO…. the game is “complete”. You can select between 3 different animals to play as with 3 different powers. The cat can cough up furballs, the skunk can drop smelly bombs and the labrat get extra evolution points for being experimented on. You fight of scribbles/spaghetti monsters and sometimes they drop bombs that explode. If you kill enough enemies you can evolve gaining faster moments, better powers, more health etc. However, to keep on surviving as a species you must mate with other animals and get children.
Now I need to spend the rest of the time to polish it up and make the menu system comprehensible and intuitive and not ugly.
I’m trying out a new look on my games. Thanks to artrage it’s pretty easy to get a artsy look. It’s a shame that the character pictures doesn’t look as good when scaled down (from artrage images) as the level do. Oh well…
The basic idea is: select a animal to evolve, survive enemy waves, find a mate, reproduce and evolve. Different animals will have different powers, haven’t decided on the final amount of animals and abilities but I’m kicking around a few.
Here’s the command center, that’s right I code in a storage closet and that’s my cat Jack. His hobby is to keep me from using the keyboard or mouse.
I also wanted to share this snippet of AS3 code that lets you choose a color and then convert pixels of that color to transparent pixels:
public static function MakeTransparent(source:*, color:uint = 0x00FF00FF) : BitmapData
// Get the bitmap data so we can fix it
if (source is Class)
bitmapData = FP.getBitmap(source);
else if (source is BitmapData)
bitmapData = source;
// We aren’t use the transparent feature, hence the color
var bitmapDataNew:BitmapData = new BitmapData(bitmapData.width,
bitmapData.height, true, 0×00000000);
var pt:Point = new Point(0, 0);
var rect:Rectangle = new Rectangle(0, 0, bitmapData.width,
var transparent:uint = 0×00000000;
var maskColor:uint = 0x00FFFFFF;
bitmapDataNew.threshold(bitmapData, rect, pt, “==”, color, transparent, maskColor, true);
Covers about 20 hours of actual work, most of which spent with a warm cat on my lap.
Post-mortem coming soon!!
Edit: thanks Galman for helping with the embed!
Just a reminder, don’t forget to add a cat to your game!
And Bob the Kitten is not really helping much
It’s all coming along pretty well, I’ll have some screenshots to show in a little while, but all the physics are finally cooperating… using a full 3d physics engine for a shmup might have been a bit much, but I think it’ll allow for some cool effects when I get to the polishing stage.
And since everyone seems to be posting pics of their cats:
Ok, I have a window that opens and closes. It’s not that amazing, but it is a lot of boiler-plate code. I probably should have declared that I will be using some existing code to, you know, render a window.
Anyway, on to lunch. That’s right! It’s time for my award-winning peanut butter and pickle sandwich!
I also had carrots, broccoli, grapes, and a peach.
Also, my cats are dealing with my LD-induced schedule fairly well:
i’m having cat troubles as well.
So this is where I start… about 5.5 h to deadline. Right now I have one sheet of paper with gameplay plans, 0 lines of code, some gfx made and a cat to help me betatest when its done. Wish me luck
Because of that, I had to move to the living room. So my new desk pic is:
Much assorted junk on the table including Wiimote and Gamecube controller. PS2 controller on floor. Just kidding about the cat – Huzzah always sits on my lap, it did not make me move. Though it often makes my legs fall asleep.