Posts Tagged ‘Flixel’
I’m in again for the LD 28 Jam. This is my second Ludum Dare and I’m excited to be taking part again! Hoping to actually get something finished that is in a workable state.
I’ll be using ActionScript with Flixel. Adobe Suite, including Flash Builder. Possibly Logic for music.
Changed from the Compo to the Jam to give myself more time and the possibility of working with someone else. Looking for a pixel artist.
Time for our post-mortem
I won’t re-introduce the team, you can go to our “we’re in” post for that. Basically there were 3 of us and we’re pretty awesome!
So what happened?
Well, we made a time-bending tower-defence game called “10 Second Onslaught”. It’s about an onslaught you see, and the onslaught in question lasts 10 seconds:
The game wasn’t really “finished” after 72 hours even though it’s completely playable. I’m actually glad we were over-ambitious though: it’s a good beginning and something I’m still working on (in a separate branch of course )
What went well?
The art pipline was probably the one thing that went particularly well. Thomas is really a 3D artist, so soon reverted back from pixel art to making models and rendering them to bitmaps. To speed things up I wrote a couple of little ImageMagick scripts to mirror and then stick these images together into sheets. Then it was just a matter of using the haxelib spritesheet to have animated characters in the game
What went badly?
For various reasons, mostly the technology (OpenFL) being something only I had ever used before, I ended up writing a majority of the code, which is just stupid. Next time we’re going to have to organise ourselves better.
Read on for a rather long discussion of OpenFL, including comparisons to Unity 3D and Löve 2D…
Well our first LD is over, we’ve made our first ever game together as a team, and we’ve got the obligatory platformer out of our systems
Technical stuff: Made with Haxe 3.0, Flixel, Flashdevelop, GraphicsGale, sfxr, Autotracker, Excel.
What Went Right
- We finished a game in 72 hours without killing each other!
- The toolchain worked really well, Haxe, Flixel & FlashDevelop felt very familiar despite not using any of them before the warmup.
- Use of Microsoft Excel (hardcore mode!) as a level editor. There are obviously some very good tile map editors out there, but learning them would have taken way more time than setting up a spreadsheet with some conditional cell colouring.
- Bringing in a third person for brainstorming and powerup graphics on the first day. Thanks Graham!
- We anticipated that the main source of bugs would be unexpected interactions between multiple powerups, and set time aside to get this working properly.
- Almost all of the powerups we came up with initially made it into the final game.
- Staging the powerups and level progression to ease the player into mechanics without explicitly telling them. Combining different powerups gave us a clear sight of what obstacles a level needed to have, and a convenient “to-do” list for the 20 levels we built.
- Targeting web – easier for people to play off the bat, rather than having to install or download or compile, it just works on most platforms. Having never built a Flash game before, this was surprisingly painless.
- The platformer controls and the level design we thought went well, it felt polished and enjoyable to play, even when getting squished every 5 seconds
What Went Wrong
- Difficulty with scaling the character & collisions, as well as the timestep changes interacting poorly with the collision logic in Flixel. Getting it running at 60 resolved most of this, but there are still spots where a random bit of wall will just make you explode.
- Lack of experience with the IDE & HaxeFlixel meant the initial setup wasted about an hour.
- Music was a bit of an afterthought, we tried a few different packages to create the music eventually settling with Autotracker.py.
- Collisions. The collision logic wasn’t quite doing what we expected it to, and we wasted time re-implementing certain collision features that were already present in Flixel.
- We had smooth interpolation for the scaling of the character, but had to take it out as the player kept getting stuck in walls during the scale change. In the end we had to bodge in level-specific fixes.
- Not understanding transparency in GraphicsGale – a lot of time was spent sucking the backgrounds out of sprites using Photoshop.
- While we’re pleased with making a platformer that feels nice to play, the genre is obviously well-worn as a Ludum Dare standard. We defaulted to this because we knew we could get the game finished in the 72 hours, but it’s kind of old hat to people who’ve been doing LD for a while.
What We’ll Do Better Next Time
- Familiarise ourselves more with the tools, as well as deciding in advance what software packages we are going to use rather than flailing around!
- Artwork – practice creating artwork for next time, it had been a while since Bob had done any serious artwork and the simple 5 minute sprites that we knocked out were OK, but could have been better. Paul plans to learn some pixel art techniques too!
- We need to have alternatives for different game types, HaxeFlixel was good for rapidly building a 2D game, but it would have been nice to have the option of 3D.
- Work out how to use Flixel properly, rather than having to hack bits of code together to bend it to our will.
- Get together some flexible game ideas that we can adapt to the theme, instead of just defaulting to a platformer.
Please play our game, and let us know what you think!
Watch our timelapse video!
Play these awesome games that we’ve tried over the last few days!
First, this was an awesome experience. That was an intense 48 hours. I’m so glad I did this and actually finished the game I wanted. I’ve seen quite a few of these post-mortems here on LD so I decided I should end this experience with my own.
Just a heads up, I go into spoiler territory below so if you have any desire to play this game, do yourself a favor and click the link below. Play it first and come back here after. Don’t ruin it for yourself! I’ll wait. I promise.
——–STORY SPOILERS BELOW!!!!——–
So without further ado, Captain Robert’s POST MORTEM.
- The story (3/4 of it anyways). I made a story that I liked to watch and read. Parts The Thing (80′s version, people), parts Lovecraft, parts every other sci-fi movie I grew up loving, this game was a kind of love-child to all those great movies and books. I put a large portion of my time into making these characters and their reactions somewhat grounded. I think it turned into a solid (if unoriginal) tense sci-fi mystery. I guess I was banking on a decent story overcoming some the other shortfalls of the game. The end product’s tense atmosphere, the story unraveling before the player, and Julie’s tragic story are my proudest moments.
- The gameplay. I’ll be the first to admit that old metroid games were a huge factor in developing this game. It didn’t start out that way. I started with making a general list of gameplay elements I could develop within 48 hours and it wasn’t much. AS3 and Flixel are still a pretty big mystery to me (More on that below) so I had to carefully choose what I could develop well. It just so happens that the majority of the exploration elements of a metroid game were things I thought I could pull off well.
- DAME. This tile editor is amazing. Without a doubt, the final ship would not be what it is if it weren’t for how easy it is to pick up DAME and incorporate it into a Flixel project. Any compliments to my jumping and collision detect? All the handy work of the boys behind DAME and Flixel.
- Captain Robert. Not quite him but his sprite (or lack thereof). This was one of those things I meant to get to, after I finally got the core game and story down. The core game and story were completed less than 2 hours before the deadline and I had to pick and choose what was going to make it into the game. In the end, I decided that my best programmer art for Robert (Let alone what I could produce well in such time constraints) wouldn’t do him justice and just distract the player from everything else on the screen. So, a solid white rectangle for you, Robert. (Besides, Thomas Was Alone pulled it off pretty well IMO).
- No radar or map. Sorry guys. You’re just going to have to slug it out, old school style, with no sense of direction. If I had the time, the player would have at least a static map of the ship. On a similar note, I wish I could have added a better indicator of what keys the player had and what doors he had access to at any given moment. This general confusion only hurts the pacing setup in the game.
- The theme. Put this inside the ‘not enough time’ bin. Originally there was a lot of dialogue explaining why 10 seconds would mean the world to our Robert. How the potential to not be yourself and the thoughts that follow that can define or redefine someone. What makes a person and how the creature kind of ruins that. Instead of refining these cool concepts into the game, I was cramming all I could to make the story being told coherent and fun. Given the time, I would follow up on this portion with an expanded final quarter of the story.
- The music and sound. The music was added in within the last hour of the dare. I thought it connected the world together and still think when the music stops, your palms get a tiny bit more moist, but the fact is that it was largely untested and was almost cut from the game after I couldn’t fiddle with it enough to get it working properly. What stands is a buggy music system that plays when it’s not supposed to and vice-versa. Simple things like footsteps for Robert and the banging coming from the storage room would add volumes to the game but with time being a premium here, all sounds that made it into the game were luxuries that I’m happy worked out.
- The code. I’m so sorry for that poor excuse for structure in my source files. You may need bleach for your eyes after looking at my code. Mega-blobs and unused code lurks in every corner there, rivaling my own game’s horror elements. The worse part about it was that I thought this would be a learning experience with AS3 and Flixel. I only dived into developing with Flixel and AS3 earlier this week. After learning a portion of the fundamentals, I completely shifted gears and jumped into making the game with that limited knowledge and fudging my way along. The only redeeming factor is a cautionary tale. NEVER MAKE CODE LIKE THIS AGAIN (until the next dare that is!).
- Of course. That ending. Two things went wrong here that I can see:
- First I saw that some people were confused to whether it was supposed to end there or whether there was another key on board the ship. The escape pod key was a dropped concept that I left in the game as a sort of red herring (that it was the ‘right thing to do’). No one would actually look for it because everyone would want to see what’s inside the storage room, right? Well. People actually looked for it. Sorry about that. It should be clearer now.
- The other issue with the ending was that it’s incomplete. All the dialogue I intended for the game is in there but a followup of that door opening and a little closure after that would have made sure that it was unambiguous what I intended as ambiguous and leave a slightly different shock to the player.
I was going to end this thing with a list of features I ran out of time with but now that I’m seeing some of the response the game has had with some people, I’m thinking of putting out a ‘Director’s Cut’ of some sorts that clears up the timeline, fleshes out the story, adds more background, adds the missing compartments, adds an item or two, maybe even adds the intended ending(!). Who knows? Robert may actually end up with a sprite after all.
I think I’ve gone on long enough. Let me know if there’s any desire to see more of Robert in the comments. Lastly, thanks to everyone for playing. I’m loving the theories so far. You guys and your responses totally made it worth stressing out, losing sleep, giving up, restarting, giving up again, cursing myself out, then finally making that mad dash towards the finish line. Sincerely, thank you. If you have any questions about the making of the game, please ask away! Otherwise, see you in the next dare!
It really was an epic 48 hours, and there are of course more things I wanted to add, but I am really happy with the result, and it seems people are liking the game which is really great.
Hey Guys, makehimanoffer here. This was my first actual Ludum Dare jam thing. I’ve done plenty more jams before though. But alas, this wasn’t my jam at all at all. I didn’t really like the theme at all. 10 Seconds was sort of annoying with whatever coming to your mind being: like X but in 10 seconds.
Like I had plenty of ideas, but with regards, implementing them.
You’re about to OD on acid in 10 seconds, so you have to take more acid to extend your perception of time. Platformer where more acid = more powers. But I quit it after I got platforming in because I was meh about the whole thing.
Like the first one but as a topdown roguelike similar to binding of isaac. But there’s already a binding of isaac so I didn’t bother continuing on past room generation.
This one I liked, but I really felt was missing something. And I will possibly expand upon it later. You’re present with a button and over the course of 10 seconds a bio of a person is give, you must decide whether to push the button and kill them or let them live. If the death is just you gain points based on when you pushed the button. if not you lose points.
It was cool concept. I could definitely expand upon it in an interesting way. But for the most part coming up with the bios was alot of effort. For something where I feel the emotional impact of what you were doing was lacking. More Design is needed.
This was basically a way of trying to have some fun. It was called Tense Conditions. And you basically would masturbate on a house by pressing space rapidly. Would have expanded. But got sick of the effort of this. In case I scrapped it tomorrow.
So that basically rounds up a fairly meh experience at Ludum Dare. Wasn’t a fan of the theme. Bit me in the ass this time round.
Oh well. I’ll be back for the next one. Cheers
First real screenshot from my game, Half the Time!
I’ve implemented the main mechanics (except for win/loss conditions) and the most basic enemy. I feel like it is going soooo slowly compared to all you guys (been at it for almost 11 hours now). I think it is partly because I was not as comfortable with Flixel as I thought I was. A lot of googling is being done.
I know the art is very boring, but I’m either keeping it like this, or making a last minute art update. I’m still very pleased with the main gameplay idea, though. Pretty sure it’s unique . Now I just have to find out if it’s fun…
I’m loving the feeling of finally being part of this (I’ve been a lurker for over 3 years), it’s so great watching everyone’s progress (even if it makes me feel a little bit inferior…).
Good luck everyone!
-The Zeppelin Captain
I was really pleased with my game last time, and hope to do even better this time around.
Graphics: Pyxel edit or Pickle
Audio: Have no idea. I will have to improvise
Caffeine source: V
Distractions: Sleep and talking my dog for a walk
I am also hosting my source on GitHub, and screen recording with Chronolapse.
The April Ludum Dare always seems to fall around my birthday so is not really a good time for me, so I really have to make the most of this one.
Well, this is the first Ludum dare I will take.
I will use this short of tools:
Language: AS3 (so people can play the game on the web).
Libraries: Spiller for AS3 (A port and improvement on Flixel AS3)
IDE: I will be using MAC and OS X so Flash Builder.
Music and Sound: For audio I will use bfxr and maybe Audacity.
I hope I can at least achieve something playable .
I released the spiller-as3 to the public so anyone could use it in case they needed it:
Good Luck to every one!!
During the compo, I ran into a bug that made two pushable box (which should collide and stop) run over each other. I’ve been trying to fix that, but now nothing makes sense anymore… The gif bellow can better show it (and also show a new stage! ).
As you can see, the first time it collides perfectly… but the second time (which should be the exact same situation), they overlap each other… One thing that I was able to notice (after dumping some frame-by-frame information to a .txt file… >_<) is that there may be a relation with their order in the object list (FlxGroup, if you’ve ever used Flixel).
Ok, this gave me a (stupid) idea. I’ll check which is the left most one and pass that as the second object to the collision method (FlxObject.separate). I’ll post soon with results. Obviously, it didn’t work. ¬¬
Below is a fairly accurate account of how my weekend went while making F*** This Job
0830 Got up, had porridge and a cuppa, got dressed
0900 “Minimalism? Bugger.”
0930 Lots of Googling, etc. “Minimalism…Do more with less”
1000 “I’ll make a one-button roguelike!”
1030 “Screw that.” Decided on a one-button platformer instead
1100 Drew complicated sketch of how the game will play
1130 Guy is now running and jumping back-and forth
1230 Basic level loading and tiling done
1300 Wife asks what happens if you hold down the jump key. Turns out the guy starts flying. I assure her it’s a feature…Not a bug
1400 Added spikes and player deaths
1500 Went to ‘Burger Off’ to refuel
1730 Back to work, added the stegosaurus thingy which would later become the mutant rat enemy
1830 Added exits – levels now have a start and an end!
1900 More enemies that look nothing like they’re supposed to (except the gun turret…That sort of looks like a gun turret)
2100 “It would be awesome if I could add Super Meat Boy-style replays…”
0000 Somehow added Super Meat Boy-style replays
0200 More enemies, tile types and general bug fixing. Added just about all the mechanics and elements so I can focus on polish and level design tomorrow
1030 “Oh **** it’s still Ludum Dare!”
1100 Fixing up the main menu and level select screen
1200 Found my dusty Wacom tablet…Time to make an intro
1400 Finished the intro and outro. His fingers look weird but whatever
1500 Designed a few tutorial levels
1530 Ran out of bacon, went to the shops
1630 More levels, bug fixing the replays
1930 Redid a lot of the art for the enemies, spent ages trying to make a decent run animation in 3×3 pixels (didn’t work – he looks like he’s moonwalking)
2200 Added sounds – thank you AS3FXR!
2230 Added a poster to the intro and main menu (bonus points if you recognise it)
2300 Home stretch! More levels
0100 So many ideas for levels but they take *ages* to tweak and get right! Oh well, 24 will do for now
0130 Compiled and submitted
0200 Final tweaks and fixes… Need to get up for work in 5.5 hours, better go to bed
My long silence is broken! I have finished Red Swarm, my game for hypothetically the minimalist theme. Maybe. Not sure what went wrong there.
(no potato D:)
My rogelikelike is coming together somewhat, got a few different enemy types in now. I can’t deny the theme is really helping with that. I haven’t drawn a single walk-cycle and for that I am truly grateful. Also starting to wind my twisted narrative theme into it. SPIRITS.
My game, Minimalist TD is done! Play it here.
This was my second LD (First one being LD24). All in all, it went a lot better than the first one. I’m kind of happy with my result and I think it’s kinda playable, even though it’s probably not terribly innovative (a generic TD game really). I have never done a TD game before, so I thought that’d be fun as well as a nice learning experience.
Still not quite sure about the difficulty curve. It probably ramps up a bit quickly, but then again, there’s only one level and a bit of trial-and-error can be fun. Lemme know what you think!
Here are the tools I used:
FlashDevelop + Haxe + NME + HaxeFlixel
GIMP (although I didn’t need it very often, as you can tell by looking at the screenshot).
Step Seq. for music and Audacity to record it (Inspired by Arkeus. First time I’ve ever created music, not sure if I’m happy with it. It’s kinda short and doesn’t loop very well… but better than nothing, right?)
DAME for tilemaps
Things I achieved on day one:
- Wasting the entire day on broken pathfinding code I realised I wouldn’t really need to use
Things left to do:
- All the rest of the game code
- All the graphics
- All the sound
Panic mode: yes.
Potato inclusion: unlikely. :C
…there’s always plan B if I really can’t finish what I’m working on in time.
Finally finished the five first levels. Still not much of a puzzle, but it’s something.
Move with the arrows, jump with ‘x’ (if you have the powerup) and restart with ‘r’ .
Any feedback would be greatly appreciated!
I’ve settled on making some sort of abstract roguelike-like. Here we see the player, an enemy, and the exit to the level below.
Movement and progression through levels is in, and not a lot else. Hopefully a resistance to adding graphic detail thanks to the theme will give me a better chance at making something of the rest of the game. And also the Dreamhack Open has finished now, that’s going to help…