Posts Tagged ‘flashpunk’
Working Title: Seeds
Friday, April 20th, 2012 10:31 pmSPACE COWS
IN SPACE.
YES.
I AM TIRED.
LUDUM DARE!
Desk Shot + Code
Friday, April 20th, 2012 4:51 pmHere’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
var bitmapData:BitmapData
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,
bitmapData.height);
var transparent:uint = 0×00000000;
var maskColor:uint = 0x00FFFFFF;
bitmapDataNew.threshold(bitmapData, rect, pt, “==”, color, transparent, maskColor, true);return bitmapDataNew;
}
I make games yo.
Friday, April 20th, 2012 1:24 pmWow, with all the LeLD stuff and FlashPunk stuff, I almost forgot the most important thing of dem all :
I’m. Fucking. In.
I’ll use FlashDevelop, FlashPunk, Photoshop, Beep Box, Audacity, Sfxr & Chronolapse. I may not wear any pants during the weekend. Even if i’ll meet people. Not a problem. #nopants2012
I´m In 2nd
Hi lovely people,
my second attendance in Ludum Dare. Last time it was very funny and inspiring.
I hope this time, I get a better place or an awesome Idea for a good game
.
My tools are:
Code:
- Flashpunk
- Flashdevelop
Graphic:
- pickle
- pyxleEdit
- paint.net
Sound/Musik
- Bfxr
- sfxr
So Good Luck to you all and a happy weekend
.
PS: hopefully I don´t get ill, have a litte frog in the throat.
Jam, here we come! (Not Literally)
Introducing our team for the first time to the Ludum, and feels as exciting as a first date, or a first attempt to get laid.
Three might be our lucky number as we’re three in our team.. like the musqueteers, like the Jackson 5 – 2, inseparable like the Baguette, the Saucisson, and the red wine. As you can guess with the last reference, we are… french, from Bordeaux (yeah, wine !)
The team:
- Dr.Panda: Developer & Paint Engineer
- Dr.Squirrel: Developer & Pint Killer
- Dr.Pingu: Music, Noises & Cooking
Hope we can came up with something at least playable, obviously looking like a failed Picasso painting as we don’t have any designer or graphic artist.
Our toys:
- Coding: AS3, Flashdevelop, Flashpunk, maybe Box2D
- Graphics: Photoshop or Paint
- Sound: Ableton Live 8
That’s all for the moment.. Wishing everyone to have fun, luck, and fun again.
Dr.Pingu ( °)>
LD23 is so close!!!
Thursday, April 19th, 2012 12:14 pmI’ve been practicing all month and looking forward to Ludum Dare 23 very much. This will mark my 7th year!!! That’s right, my first Ludum Dare was LD6 – Light and Darkness, April 2005! Interestingly enough, that is the same LD that Phil Hassey’s new and just released game Dynamite Jack was conceived.
Excited!!!

I’m using a new technology, as usual: Flash/AS3 with Flash Punk
I’m in.
This will be the first time I’m using Flash instead of Gamemaker.
Hopefully it will turn out okay.
Tools and stuff:
> FlashDevelop
> Flashpunk
> Tiled
> GraphicsGale
> bxfr
> goldwave
> PXTone (If I have time for music)
This is some base code I’ll be starting with. It’s mostly just for loading maps from Tiled.
Download
Also I might be streaming here.
FlashPunkers, unite!
Tuesday, April 17th, 2012 1:43 pm
FlashPunkers! Do not forget to add the #flashpunk tag to your posts, so it’ll be easier to list all the FP gamz after the LD is over. You can join the #flashpunkers IRC channel on irc.afternet.org or via this thing. There will probably be some awesome folks to chat with. Like me. Yay for me.
Pic or it didn’t happen
Saturday, December 17th, 2011 5:06 pmNom²
Saturday, December 17th, 2011 5:55 amIm in
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.
I’m in for Ludum Dare #22
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
IDE: FlashDevelop
Graphics: Paint.net
Engine: FlashPunk (with some personal changes)
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)
I’m in!
I’m in!
I’ll be using Flashpunk, and Player.IO for multiplayer if it fits with the theme.
I’m really excited.
How to Win: The Tools
Sunday, December 11th, 2011 12:49 pmHere’s how I’m going to win:
Language: Actionscript 3
Library: Flashpunk
IDE: Flash Develop 4.0
Graphics: Photoshop CS5.5
Sound: sfxr and Audacity
Music: FL Studio 10
Timelapse: Chronolapse
Here I go!
Updates for “Bunnies, Back Into Your Cage!”
Just wanted to tell that I did some minor updates to my LD21 game, “Bunnies, Back Into Your Cage!”. This is something I don’t do often (working on a post-compo version always was a timewaster to me) but this time it felt like it was worth it. Even though some people really HATE the controls.
Well, at least I had some fun with it.
Updates include bug fixing (no invisible blocks anymore, also no double level loading), rebalancing (especially the last level) and a new control scheme (picking/dropping blocks only with shift key now, WASD added). The latest enhancement is the addition of text which serves the purpose of a tutorial and a “story” alike. Also, someone didn’t like that falling out of the level resetted it, so this was removed too.
The updates are for the Kongregate version only, so play it there.
The Ludum Dare entry page is here – please rate it (the unaltered LD version, of course), if you haven’t already!
Thanks!
Caved In – Post Mortem
It still amazes me what someone can accomplish in 48 hours, especially when it comes to making video games. There is so much that goes into make a game – artwork, sounds, game design, programming, etc – that I am surprised what comes out of Ludum Dare is even playable. Nonetheless, most of the games I’ve looked at so far are awesome! I’m going to try and not touch any more though until the ratings open up. Anyway, this is supposed to be a post mortem.
When I was first presented with the theme, I immediately thought of rouge-likes. Mostly because in such games, you are always put in situations where your two options are fight or flee (escape). Not to mention, once you get to the bottom you have to escape all the way back to the surface with your prize. This how the ascending from the depths mechanic came about.
Of course Minecraft and Terarria had some influence here, but just because I wanted some sort of destructible terrain. There really isn’t any sandbox elements present unless you like channeling water and lava away from you. Either way, going in this direction allowed me to explore tile maps in Flashpunk/AS3. I have used them before in a couple of my past games, but not to this extent. Prior to Caved In, I only used tile maps for platformers or any games with some sort of pre-defined level. In this case, I am procedurally generating entire levels that the player can interact with – every single block is manipulable.
In my first LD game, Voyage of Discovery, every tile was an individual entity which caused some pretty bad frame rate issues but since it was turn-based, it wasn’t too much of a problem. Obviously the same technique wouldn’t have done too well in Caved In as there are 875 blocks per level, but the tile map technique does wonders! Yet, as expected, the code is VERY messy since I was sprinting through the whole thing. I always want to add more than what I can comfortably do in 48 hours.
The rest of the game was the usual, nothing new. I will be revisiting this someday as I want to make a graphical, simplistic, and user friendly game similar to dwarf fortress. Until then…

More progress, more graphics.
Graphics, expanded world. Powerups.













