Posts Tagged ‘gosu’
UPDATE: Windows binary added.
Well I was counting on working down to the last minute, but I have to quit for the day so this is going to be the final version, 5 hours before the deadline. The game is “done” in the sense that you can win and lose, but I wouldn’t really call it complete, there’s a list as long of my arm of things that need to be fixed up and added. All the art is placeholder, which especially hurts. Spent waaaaay too much time on the tech.
So overall, success! I made a game in 48 hours. This was my first LD and I had a blast, I’m definitely doing this again. And I’m definitely going with a simpler game next time. I think Solar Lift has some good ideas, but 48 hours wasn’t near enough time for me to experiment and pull those ideas out into a polished, enjoyable game experience.
The game is written in Gosu with Ruby. Intro is lacking, so here’s instructions: the goal is to rescue stranded people off the plummeting planets before they are consumed by the Advancing Wall of Doom. WSAD moves, left mouse shoots, spacebar fires your super laser blast. Rescuing people charges your laser, bullets are unlimited.
>> OS X Download <<
>> Windows Download <<
Last night I wasn’t too happy with my mockup:
But I even switched to C++ because it allowed me to add some features that I wanted to do for a while. Also, I ate delicious tempeh burgers:
And suddenly, my game looked a lot better! I also had some ideas for more interesting gameplay last night, so today I’ll hopefully be more productive:
Say hi to my desk, which I hope to see only when I do Photoshop work:
Other than that, coffee shops and the university will probably be where I am most of the time, meeting up with pythong and mathias. Wee!
- Ruby (1.8, sadly)
- the Gosu library—<plug>just released version 0.7.13!</plug>
- Photoshop + Wacom
- I’ll make this list
- a bit longer to make it look
- like I am well-prepared
So be very afraid! … *runs to the mall to buy some pizza*
After having participated in LD5 some years ago I’ve finally found the time and motivation to enter again. Once again, I’ll be using jlnr‘s Gosu gamedev library for Ruby. As my coding skills are a bit rusty at the moment, I hope to regain some programming and time management practice (apart from enjoying a fun contest!)
Here’s my pretty basic workspace:
The compo will start at 5am German time so i think I’ll go to bed early and sleep til 8am. Also hope to resist any persuasions by my friends to go out Saturday night
Will be posting updates here, maybe some on my twitter. Good luck to everyone!
Hey folks- finished my game:
- Windows build
- Mac build
- Source (linux build instructions in readme, requires Gosu available from RubyGems)
You’ve received 4 scrambled images of possible cryptids:
Use your Crypto-Computer ™ to unscramble them!
You have 1 minute to complete your task before the
evidence is lost forever. You will receive a
30 second bonus for each cryptid you discover.
Each cryptid image is made up of 4 individual pieces.
Unscramble each cryptid by clicking on the numbered boxes
to rotate a distinct piece of the puzzle image.
* Left mouse button for clockwise rotation.
* Right mouse button for counter-clockwise rotation.
Here is a current screenshot from my simple cryptozoology puzzle game. It is coming along fairly well schedule wise. I have 3 of 4 crpytid puzzles completed and just need to draw one more so that is good. I still need sounds and maybe score a little game soundtrack for it too later. Need a menu, perhaps highscores just for practice coding that and still searching for a title I like.
I’m glad that I finally picked a game scope that allowed me to have something playable early on and really gave me time for polish, tuning, and asset creation. As this is my 4th LD (2 full, 2 mini) maybe I’m FINALLY learning something about scope. If anything, I probably went too far on the side of simple but we shall see.
You are the Hero trying to reach the head of a runaway train to get to the locomotive. You start at the caboose and work your way along fighting off the bad guys who have taken the train over. You have to be careful not to fall off the train cars or get swept off the left side of the screen with a disconnecting train car. Also, don’t get shot! You can get hit 3 times before you die.
Use left/right/up arrow keys to move and jump, spacebar to shoot
Use Gamepad stick and button 1 to jump, button 2 to shoot.
BUGS / FEEDBACK:
I’d love to hear any bug reports or feedback as I’ll be developing this game for a while longer still. I listen to all suggestions and do work on these projects long after the compo deadline. I will likely post an updated version before too long that is post-compo.
This was my 3rd attempt at the 48hr competition format. I think I am fairly pleased with the results. I love how these competitions really let you bootstrap a concept in a really short amount of time. I spent 35hrs of the past 48hrs working on this game! While some people might not ever get why anyone would want to ‘work’ so hard on their weekend– it is SO worth it!
Well.. my working title is evolving a little from “Monochrome Train”. Anyway, here is the update:
I have been working like mad during this miniLD#6. I worked 12 hours on Friday, 17 hours yesterday, and now I have a little over 5hours left to at least wrap up the gameplay. At this point I’m going into triage mode again like many LD format competitions force us. In a last minute rabid attempt to cram and adjust all the critical features that will turn a project from a demo into a game. This being my third LD type event I have yet to feel that I’ve suceeded within the timeframe. Not sure this time will be any different yet but at least a big difference is that this time I have been able to play my game a LOT more during creation. Probably to the detriment of the timeline a little. I guess that is a good sign though. Anyway, 8am EST is almost here and that is when my crunch time begins. I have made a critical todo list to accomplish during this time and we’ll see how it goes!
- score file handling to support matrins compo requirements
- detecting most primitive form of ‘you win’ condition when reaching locomotive at head of train
- enemies – spawning, moving, fighting, dieing, dodging (of some type)
- simple player / enemy animations for the logic I have coded so far (right now there is no animation)
- simple event sounds
- tiny train like soundtrack loop (update: DONE @ 9am)
- how to page? I am confused on this because due to the matrin framework requirement– I was planning on using his idea of the 400×400 image in his framework to provide how tos… but I also want people to be able to know how to play if they just download this level from the blog without the loading framework.. so there is the connundrum of sorts.
- animations for train wheels and locomotive parts and steam cloud
Current screen shot above and current windows build here. Use arrow keys (left/right/up) to move or gamepad stick with button 1 to jump.
Seeya all on the other side!
If you look closely.. you see the hero of the monochrome train!
I have now added three train car types of various heights. You can now fall off or in between cars and die. The train cars detach from the train when they hit the left side of the screen. The velocity of the car is transfered to the hero so he drifts with them correctly. He can now jump between all the cars with the jump from lowest car to highest being possible but tricky. The game is over if you fall off and die or if you get swept off to the left of the screen. You are supposed to advance to the head of the train but there are no enemies yet or win condition. Only death…. and that is not handled gracefully.. if you ‘die’ the game ends abruptly.
Use arrow keys to move left, right, and jump! ESC to quit.
I just finished implementing parallax scrolling background objects for my game. There is currently a nice cloud layer, a far plateau layer, and a near plateau layer all that move by in different speeds based on their distance. I’m really quite happy with it so far.
I find I am not making much gameplay progress because it has been so relaxing for me to watch the train and dessert go by. I have to start implementing some game play now!
Here is the latest test exe if any windows users wanna check it out! Left and Right arrow keys move viewport. ESC to quit.
Well, things are getting off to a slow start this morning as I have been dealing / fighting with 20%+ packet loss on my cable modem…. *sigh* Anyway– after a few hours it has cleared up for now.
On the monochrome train front, I have been sorta zoning out watching my current tech test demo. There is no gameplay yet, but I like how it sets the stage for the coding yet to come.
I currently have a wide world of train landscape with cactuses, rocks and tracks. Populated with a boxcar only ghost train right now. The train chugs along to the right and will run for approximately 2-3 minutes (not locked down yet) before crashing.
The player (yet to be drawn / coded) has that amount of time to race from the caboose to the train engine to hit the brakes! There will be obstacles of various types along the way (yet to be drawn / coded).
In this demo, you can press the left and right arrow keys to move the viewport back and forth. When you stop, it keeps its slow advance. My current idea is that the viewport moves just *slightly* faster than the train so that if you don’t creep along with it you will also get swept off the back of the screen and fail that way too.
I’ve been laying down the code since my last post and I already have a screenshot to post. Basically the traincars currently come flying out of the left and head to the right past the various cactus, rocks and other western detritus that I will hopefully add for ambience. I’m really liking the look of it so far.
Now, I have to code a player cam to track the train cars through the world coords.. fun fun!
First of all, thanks so much to everyone who left feedback to me in the ratings area. I have taken a bunch of the suggestions that people made and have worked more on improving CoMuTor in the past 2 weeks. Here is the latest work in progress of a post compo version of CoMuTor. The readme file contains all the changes that I made so far based on my own and others feedback. I welcome further feedback in the comments on this post for anyone that liked CoMuTor enough to try and play it again. I’m just having fun working on aspects of polishing and modifying this silly little game. I look forward to more Ludum Dares!!
Changes from compo version:
– added visual score feedback and level indicators
– added 3 minute time limit
– made it harder to eat people
– points scale with faster/smaller vehicles
– rebalanced point system
– rebalanced timing / car release system
– vehicles have different speeds now
– added people to vehicle sprites
– broke out car and suv sprite body for better coloring system
– crushing gas trucks no longer counts towards crush count
– vehicles running into you no longer spawn people
– adjusted menu instructions to reflect new changes