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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
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    Posts Tagged ‘haxenme’

    May as well do a self-review

    Posted by (twitter: @https://twitter.com/)
    Monday, December 17th, 2012 12:28 am

    Somethings went right, some things went wrong, but they came together in the end to make my entry. For example, in the middle of the dare (Saturday at 7pm GMT) the game I was working on glitched and the tiles loaded from the TMX level file were incorrect – in this case it was a good idea to restart the game with a different concept.

    Concept:

    Whilst the idea of running over cats is an original one, it needs a story.

    Controls:

    Shown at the main menu, but some other keys like ‘p’ and ‘enter’ for pause and ‘space’ for jump exist.

    Mechanics:

    I wish I had added in a few more kinds of cats and animals, but I probably would have ran out of time.

    Mood/Lighting:

    The game itself, is very upbeat, but I suppose it’s got a dark undertone considering you just run over cats.

    Graphics:

    I did the lazy thing and used mtPaint to make pixel art, but they turned out alright.

    Humour:

    Did pretty well here considering the game consists of running over cats.

    Overall:

    It was a good experience that benefited me in management of time etc in game developing. I look forward to the next Ludum Dare.

    End of the day for “A day in the life of The Minotaur”

    Posted by
    Saturday, December 15th, 2012 10:10 pm

    The Minotaur is a little tired…

    The game design is almost complete: You are the Minotaur and every day is the same, the nice people of Crete send you a virgin to sacrifice and warriors show up to defeat you… mmmm… warrriors.

    screenshot03

    “A day in the life of The Minotaur” is a board game (yes like the ones with dices) x Roguelike. The board generation is procedural and you move throwing he dices. If you face a bifurcation you have to decide which way to follow. A cell of the board can have an item or an enemy. You win when you find the virgin and sacrifice her…

    Done:

    • Board random generation
    • First version of gfx
    • Board scrolling
    • Simple HUD
    • Dice throwing
    • Minotaur movement
    • Goal and new level

     

    Left to do:

    • Enemies, treasures and energy (are already there but they do nothing) so if you land in a cell with gold, for instance, you should get gold coins :P
    • I may implement a combat mini game
    • Much better HUD
    • Sound effects
    • Epic Music
    • Dice animation
    • Cut scenes or at lest lines.

    You can try it here: v0.3

    See you tomorrow!!!

    A day in the life of The Minotaur

    Posted by
    Saturday, December 15th, 2012 8:44 am

    Good morning!!!

    Changed sprites… no coding at all.

    Maze

    Please try this version here proudly made with HaxeNME

    Good luck!!!

    Come at me bros!

    Posted by (twitter: @https://twitter.com/)
    Monday, December 10th, 2012 10:44 am

    This will be my first Ludum Dare, but no worries. I’ll be using HaxePunk with Haxe NME so I can port my game effortlessly, and it will be quickly prototyped. This should be fun, however I will only have around 18 hours of game-making time. I’ll be tweeting as I make it at @tophattedcoder.

    Tools:

    • Language: Haxe
    • Framework/Libraries: HaxePunk and Haxe NME
    • IDE: MonoDevelop
    • Graphics: GNU Image Manipulation Program, Inkscape and mtPaint
    • Audio: Sfxr (isn’t WINE the greatest?)

     Goals:

    • Experience.
    • Something to show off about.
    • Make revised version of game, sell it on major game marketplaces.
      ???
      Profit!

    IM IN! [edit]

    Posted by
    Wednesday, December 5th, 2012 3:31 pm

    This will be my second Ludum Dare… do I continue with Haxe or should I go for Gameplay3d? Haxe all the way! Also it looks like I’ll be teaming up with my good friend Omen.

    Looking forward to meeting fellow LD’ers at Crashspace in LA. Will any of you be there during the day on saturday?

    We’ve been putting together an app skeleton to keep from having to write a bunch of boiler plate.
    Anyone interested can find it on Bitbucket

    Game Console Story (Day 2 – First Half-Day)

    Posted by (twitter: @Eldaryze)
    Sunday, August 26th, 2012 5:47 am

    3/4 of the time limit has passed, but I think to be on time.
    My game progresses gradually, here the current state of progress :

     

    I just have to finish the code then i’ll can compose a music and enhance the graphics.

    Game Console Story (Day 1 – Second Half-Day)

    Posted by (twitter: @Eldaryze)
    Saturday, August 25th, 2012 6:03 pm

    So, what’s new after another half-day ?

    - I made all the graphic assets. Here are some icons :

    - I’ve done a mock-up (This is not the  newest, I designed the latest version on paper) :

    - And a few lines of code. :)

    Game Console Story (Day 1 – First Half-Day)

    Posted by (twitter: @Eldaryze)
    Saturday, August 25th, 2012 6:57 am

    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 :

    Mario&Sonic

    First dare!

    Posted by
    Tuesday, August 21st, 2012 4:58 pm

    Hi folks. This will be my first time participating.

    I’ve decided to forego any use of Unity and give HaXe a whirl instead! I plan on using NME and HaxePunk.

    I’ve started some app/game scaffolding:
    HPScaffold

    Haxe Planets: Feedback-based post-compo version

    Posted by
    Saturday, April 28th, 2012 10:43 pm

    Thank you all who post comments in my entry

    Based on the feedback my game that is a one button platformer.

    • It’s too hard
    • Needs check points
    • Needs a better hit box collision
    • Needs to control the height of the jump
    • One button mechanism doesn’t work when facing enemies

    So, I createad a post-compo version that adds:

    • Checkpoints
    • A proper hit box in the collision algorithm
    • A few optimizations
    • Double jump

    I think that the game now is a little too easy, but if you want to test the new post-compo version you can do it here.

    Best luck!!!

    Tiny Crash Landing – Postmortem

    Posted by
    Saturday, April 28th, 2012 7:29 am

    Here’s my brief Postmortem for my game Tiny Crash Landing.

    Play the game Here:

    In game screenshot of Tiny Crash Landing

     

    This is my first game I’ve made for Ludum Dare! I had to be part of the 10th anniversary.

    What went well:

    Art – I spent around 5 hours the first day doing the main tiles and character art+animation. I used Photoshop for doing animation for the first time, it’s not that well suited to it, but I didn’t want to download and mess around with any new software. I’m quite pleased with the character and animation, especially since I did it in a few hours.

    Music – I think I spent about an hour making the music and sounds. I’m glad I made the music before I began programming, otherwise I would not have had time for it at the end. I mostly randomised some notes and played around with SynPlant and added some filters and stuff until it sounded ok!

    Sound Effects - I mostly used sound effects in place of proper presentation, since adding a sound effect is a lot easier than adding a proper intro/outro screens. The only difference between what happens when the player wins or dies is the sound effect!

    Programming – I liked my decision to use Haxe/NME I haven’t been using it more than a couple few weeks but I think it’s very easy to pick up for ActionScript users. I got a lot of code written, but most of it wasn’t gameplay code.

     

    What did not go well:

    Programming - I completely ran out of time regarding the code! I probably spent around 3/4 of the time doing code, but didn’t really get enough done to make a complete game. I think the biggest problem was I was coding everything from scratch, so I spent most of my time writing a blitting renderer, collision code and a scrolling camera etc and not enough time on actual gameplay.

    Missing Features – I had no time to add an options menu with a mute option, or reconfigure keys. I had planned on having enemies, that is why the guy can shoot, but has nothing to shoot at! I also planned on having procedurally generated maps that wrapped around, I also planned on having a minimap that revealed as you explored. Story was also a main part, but I will save that for the post Ludum Dare version.

     

    Feedback:

    I haven’t had a lot of feedback yet, but all of the feedback I’ve received so far has be very positive and constructive over all. I’m very pleased that people have complimented my art and audio!

     

    What I would do differently next time:

    Use a game framework, or make my own! I should have used a framework like Flixel or Flashpunk so I could focus on writing game code instead. My goal before next Ludum Dare, is to get familiar with Flixel/Flashpunk so I could use them in a 2 day jam.

     

    Until next time:

    I would like to work on a post Ludum Dare version of my game, with story, extra characters, proper procedurally generated maps, enemies etc.

    Thanks for reading, now I’m off to play and rate other people’s games!

    Haxe Planets: Android version

    Posted by
    Tuesday, April 24th, 2012 8:01 pm

    Hi all,

    For LD23 I decided to use Haxe + NME to develop a multiplatform game.. so my game it’s a one button multiplatform platform game :)

    I had two issues regarding Android version: scale and sounds.. the scale issue was solved by reading the documentation, and the sound issue was an incorrect asset type declaration.

    This is my entry running in a Samsung Galaxy Tab:

    You can download the Android version or try the flash and cpp version here

    Good luck to all!!!!


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