Posts Tagged ‘haXe’
No Motivation
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:
- haXe
- FlashDevelop
- Paint.NET
- Something for music (Or just no music for now)
Yeah, I finished
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
http://www.ludumdare.com/compo/minild-29/?action=preview&uid=4506
There are already some nice games
I hope you like mine too.
Now I go to bed. Good night.
Corné
Post-mortem – MoveOut
Day 1
This weekend I started with a game where you had to escape from jail by warping around, teleporting, picking up keys, and by avoiding or killing guards. That game almost worked except for the guard part (click), and I had added particles that where being moved by a fractal noise. worked most of the Saturday on that game but than i decided that it wasn’t good. And i came up with a better idea. In this game you had to get to the other side of the game. But there were walls, lots of walls that are in your way. So to get to the other side of the room you need to move those walls. Sounds very simple. So i made a level loader first (click) and added some graphics. Next thing what i did was let the player move and detect the walls. Dit a simple check on my 18×18 level bitmap if the pixel was white. If that was true you could go there. I got that to work pretty fast (click). But than I had to move the walls. I’m not very good with math… So that was a problem. how could i ever select those walls. I’ve tried some scripts where it checks the first pixel you click and than checks up/left/right/down and so fort. but that didnt work. The rest of the day i only hurt my brain more and i played some games.
Day 2
I came up with the idea that I could select them by color. So I build that. And it works. It checks every 18×18 pixels and if the color is the same as the clicked one it would be stored in an Vector. Than i made something to move those blocks and check if there are no blocks in the way. I did that a little bit too fast. now you can only move 1 block at a time. and it goes very buggy. Sandly toke too much time to fix before end of LD21. And than. a error from the compiler: Not_Found. that was all, nothing more.. 30 minutes of searching… a Compiler bug. added one line non-related code to a function and it worked again, pfew.
What i used:
- haXe
- FlashDevelop
- A modified Autotracker-C
- SFXR
- Paint.NET
- Photoshop (but nothing of that is used in the final product
)
Still i’m happy that i finished this game. It works good except for the movement and it looks nice too. Just bought a domain. pixelhead.org time to make myself to a Indie game developper.
See you all next LD
Corné
Finaly something that works :D
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.
MoveOut – part 2
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.
Version 0.1.00: http://games.corne.info/LD21/7/
Stream: http://stream.corne.info/
Restart. MoveOut
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
Run RUN RUUN development (part 4)
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/
Stream: http://stream.corne.info
Run RUN RUUN development (part 3)
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/
Stream: http://stream.corne.info
I’m in !
It’s my 3rd time !
Equipment
- Coding : haXe
- GFX : Adobe Flash CS5 and/or GraphicsGale
- SFX : Bfxr
- my lib
Second try, But now for the LD21 compo.
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.
Not much time
This weekend I have three concerts, one tomorrow and two on Sunday. I have to travel a long time through the snow to get there, I think I’ll have only about 10 – 12 hours to work on LD. I might decide to go with the jam like last time, but I’d really prefer to get something playable done during the normal LD.
Anyway, this is my desk:
I’m probably making something for Flash with Haxe, using my Haxe Base Code (new version 1.6), but maybe I’ll use Flixel instead or perhaps do something with a physics or 3D library.
If I can think of something very simple, I might try to make in in html5 (also using Haxe, but with jeash).
My tools:
- Coding: FlashDevelop, Haxe (or perhaps Blitz3D, BlitzMax, Delphi, Visual Studio)
- Graphics: Tile Studio, ULead PhotoImpact, Inkscape, Photoshop
- Sound: Nero Wave Studio, audacity
- Music: MilkyTracker, NoteWorthy Composer
- Timelapse: ETL and VirtualDub
- Internet: Firefox with ChatZilla
Good luck everyone!
Random Art Evolver
Here is a little program I’ve been playing around with (inspired by the theme Evolution, which didn’t make it again):
- Random Art Evolver (Flash)
This program generates random images based on a code (which is shown at the bottom) and mutates them. When you click on one of the images, you’ll see it in full size at the right and all images will start to evolve from that point on. If none of those get any better, you can restart the same code by clicking on the large image.
Once you have found an image you want to use for something, you could capture the screen and save it somewhere as a bitmap, but the idea is to simply save the code and use a function to generate the image at any time.
The library is for haXe, it generates a BitmapData from a given String. It shouldn’t be too hard to port it to as3 as well.
Enjoy!
Some progress
I didn’t have much inspiration for the theme, but eventually decided to make a simple platform game. I was planning to use Flixel, but had trouble getting some basic stuff to work, Flixel has changed a lot since last time I used it. In the end I went back to haXe and my own code base.
I’m using my new Wacom tablet with Photoshop Elements and it feels great! Here is my first screen shot:
sfxr for Haxe
I just finished porting sfxr to Haxe, but as a library instead of an app. Instead of generating a WAV file in sfxr and storing it in your SWF, you can now generate it while your program is loading, or the moment you need it. Why? To save space in the final SWF and to provide more flexibility, like being able to vary a sound a little depending on something in the game.
http://www.wieringsoftware.nl/ld/sfxrhx/
There are several ways to use it:
- you can start with making a sound in sfxr and save it as a .sfs file and use the load() function
- generate random sounds in your program and simply save the random seeds of the ones you like, use create(), randomize() and mutate()
- if you need to fine-tune a sound, you can also edit the individual parameters in your program
- use generate() to create the wave file in memory
- finally, use play() at any time to play it
Cat Stacker v2.0
My LD12 entry, Cat Stacker, has grown up and now features assorted fruit. Also, instead of the original tetrisy controls, you can click and drag the current piece around with no time pressure (press A and D to rotate). There are 20 levels and it get’s pretty tough. Good luck! (^ _ ^)/












