Posts Tagged ‘flashdevelop’
Blog, livestream and stuff
We will use this blog to post our detailed progress, and we will post here as well for important updates as we go along.
For those interested, we will have a livestream running, with multiple cams, screens and all that silly stuff
Here is what we will most likely be using…
To make code:
To make art:
A Wacom Intuos 2 A3 tablet and some kind of image editor, or maybe paper, ink, watercolor and a scanner noc. will be the guy behind all this.
To make music:
A bunch of Android devices and a Guitar Hero drum set as MIDI controllers, and possibly real instruments as well. Capt. CAPSLOCK will manage this part…
Good luck everyone!
We can’t wait to get started! Have fun and good luck to everyone!
Here is the progress of my game : Game Console Story.
As this name implies, the game will talk about the evolution of the game consoles.
It is a “grow game” : you start with the Atari 2600 then you do grow this console using technological advances on it. The goal is to achieve the best console ever.
I made the organization chart, a bit of code and 2 little assets :
So.. I have zero motivation… I’m ill… But I have a idea
Maybe if I start I get some motivation. Not sure about that…
What I will be using:
- Something for music (Or just no music for now)
I sadly did not manage to finish the last Ludum Dare so this time I hope I do.
I will be using Flash Develop with Flashpunk.
I will also be using Photo Impact 10 for art and SFXR for sound.
This will be my fourth Ludum Dare! Just as always I’m looking forward to a weekend of no sleep and lot’s fun. ;]
Weapons of Choice
Language: Flash ActionScript3
Additional Library: Polygonal Data Structures
Additional Software: Chronolapse
Workspace: ASUS i3 4gb laptop with Hanspree 22″ LCD monitor for an extended desktop
(Yes, that is a paper Creeper)
Here’s how I’m going to win:
Language: Actionscript 3
IDE: Flash Develop 4.0
Graphics: Photoshop CS5.5
Sound: sfxr and Audacity
Music: FL Studio 10
Here I go!
Lucky I had enough time to finish this game. Didn’t had enough time to add what I wanted to add but it is a working game
There are already some nice games I hope you like mine too.
Now I go to bed. Good night.
So LD21 was my first ever Dare and some things went okay and some didn’t. I definitely learnt a lot from it, and I’m keen to keep making games and work on my entry. I thought I’d do a brief little writeup.
Blatant self-promotion link: http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&uid=5119
I’m pretty pleased with the game I produced: “Daring Do!”. It’s a sidescrolling running platformer where you play an intrepid archeologist. Each level is short and follows the same formula: grab the glowing golden idol and get the heck out of the temple before the whole thing caves in or you get crushed by the giant boulder coming after you. Avoid pits and arrows along the way. I wanted to keep levels short so it kept you wanting to play; that just one more level feeling. I’d like to add an ‘infinite mode’ in a future update, though. I’m also planning to add many, many more of the normal-style levels, as well as a lot more trap types: crumbly blocks, falling debris that you have to dodge, spike traps,and perhaps even some bad guys and collectables. I would’ve liked to get more of these in during the compo, but just ran out of time. Also, more work is needed on sound and sprites.
The main thing that went wrong was that I didn’t spend enough time on day one thinking up a concrete idea. I got a rough topic in my head of a Breakout bat escaping from a game of Breakout, and rushed off and started making it. I built a simple little Breakout clone really quickly, and then spent a fair amount of the rest of the day trying to script together some kind of in-game cut scene explaining your escape. At this point, I realised I’d spent far too long on an ‘intro’ without having any idea at all about what the core gameplay would be after your escape. I became somewhat disillusioned with the idea and stopped working.
I woke up late on the Sunday with the intention of giving up, but I felt that I’d be very disappointed in myself if I did so. I chatted with a friend about what to do (thanks @triard!), and a new idea was born, that which turned into Daring Do! This one I felt I could run with: a simple gameplay mechanic that can be easily extended by the addition of more traps, levels, etc.
I’ve only recently gotten into Flash development, but I absolutely love working with FlashDevelop. I use a Mac as my main machine, so I had to run FD in a Windows virtual machine which was pretty slow – this infuriated me on numerous occasions as I sat there wanting to code but having to wait for my computer to catch up with me. For future LDs, I’ll have to run Windows natively somewhere, as the VM was almost unworkable. I wish there was a Mac version of FlashDevelop.
Flixel is also brilliant, although I was kind of learning as I went along so got a bit hung up on things that should’ve been easy but I didn’t know how to do yet. I’d like to spend some time with FlashPunk, too, to see how they compare. Writing my game in Flash made it super easy to test, to send to friends for comments, and to upload for other LD48ers to play.
As for my other tools, I used DAME for map editing, which worked pretty well, bfxr (fantastic tool!) for sound effects (although I somehow forgot to give my main character footsteps!) and had a brief attempt at creating some terrible music with FamiTracker.
I’d certainly be up for taking part on Ludum Dare again – the feeling of satisfaction having built something in such a short space of time is brilliant, and I love the community feel of the event. I’m so glad I didn’t give up after day 1! Next time, I’d spend longer ensuring I had a great gameplay idea before starting. Gameplay, gameplay, gameplay, that’s what it’s all about. In fact, I’d probably recommend trying to spend some time during the final round of voting thinking up some ideas for each of the top-voted themes from previous rounds, just in case they come up. Having a solid idea from the start would allow me a full two days to make my game – next time, I’d plan for day 1 on the engine and gameplay, and day 2 on content and tweaks. As I had to cram all of that into one day this time round, the content was a little light.
At the moment, I’m really enjoying looking through everybody else’s entries. There are some truly, truly brilliant games in there – not are they fun to play, but it’s nice to be able to find out how things were implemented. It’s a great way to learn.
I’d really appreciate it if you’d take the time to check out my game and rate it and / or leave a comment.
After a good night started again with MoveOut and now I can finaly move my tiles but still only one per launch So there are only a few things left before I can play the game. Need to make the finish work, and save when I place a tile. After that it is a game and than its time for level design and adding more features.
I still like my new idea, thats a good point player is able to move now and cant has already collison detection and a smooth animation levels are loaded nice and can get block coordinates using my mouse. Will need that to move the blocks.
I stoped working on my first game for LD21 when I came with a new much better idea. This game you need to escape to the exit by moving walls away.
- Make graphics [DONE]
- Load levels [WORK-IN-PROGRESS]
- Move player
- Move parts
Its 2pm over here, already 7 hours of working on my game (time goes fast). Added functionality to some items, can now open doors with keys and telport me too other teleports. Added some “sepcial”effects too
Changed version from 0.0.* to 0.1.*. And still streaming incl webcam recording my hands.
Oh and tried to compile linux kernel while is was working on the game but that failed (not related to this )
Version 0.0.001: http://games.corne.info/LD21/1/
Version 0.0.002: http://games.corne.info/LD21/2/
Version 0.0.003: http://games.corne.info/LD21/3/
Version 0.0.004: http://games.corne.info/LD21/4/
Version 0.1.000 (Current): http://games.corne.info/LD21/5/
I found that the collison detection wasnt that well, so chagned it a lot, works much better now. I also have changed the wall graphics and added much more color. And I just finished with warp
Version 0.0.001: http://games.corne.info/LD21/1/
Version 0.0.002: http://games.corne.info/LD21/2/
Version 0.0.003 (Current): http://games.corne.info/LD21/3/
Version 0.0.004 (Current): http://games.corne.info/LD21/4/
I will be using Flashdevelop, Flashpunk, SFXr and Photo Impact 10.
I’ll hopefully be entering my first Ludum Dare this weekend. I imagine I’ll use FlashDevelop/Flixel for programming, Fireworks and Graphics Gale for graphics, and either SunVox or MilkyTracker for the music and sound. Dunno how I’ll fare, but I’m looking forward to it anyways!
This is my second Ludum Dare, This time for the compo. I did submit a game for LD20 but i found ludum dare a bit to late. Had few hours left for submitting a game for the Jam so i made a realy small game in just 2 hours. Now i want to try again and finish in time for the compo.
So how am I going to do that?
I will use FlashDevelop to script and haXe to compile. Than will I try to create some graphics using Paint.NET. If i need some bigger images I will use Photoshop. The last thing i will need to have is music. I guess that that is the biggest problem. But I will try to do that with sfxr and musagi.
This was a really strange LD for me. I had no Internet all weekend – it was like the eighties, except with Flixel. Without IRC and blogs, making a game by oneself is very lonely; I don’t recommend it.
I learned Flixel over the weekend, and I now know that my brain is the Flixel-compatible type. The whole thing makes very good sense to me and feels familiar. It’s interesting that everyone seems to fall distinctly into one of two camps, people who get Flixel and people who get FlashPunk. It would be interesting to investigate how these two classes of people are different, in ways other than programming. For instance, do we all like the same movies?
My game is called Intercontinental Drift, and it’s posted here. Please play it and come back here to leave comments. The game and I have been in isolation all weekend, and we both thirst for a little human contact.
I think the game is kind of interesting, though it is unpolished and pretty incomplete. I never got a chance to make music or expand the levels very much. As usual, I didn’t start actually churning out chunks of gameplay (levels) until the last few hours. I need to work on this for future LDs, because it’s the most important part.