Ludum Dare 15 Timelapse
Here is a timelapse of my entry. It shows some of the game at the end.
Here is a timelapse of my entry. It shows some of the game at the end.
Ok, guys. It’s that time of the weekend. Download Put the Ball in the Basket and give it a try. Windows executable only for the moment; linux and possibly OS X builds later this week.
I swear, the hardest part of LD is naming my damn entries. Of course, that’s usually because they’re not worth naming. Here, though, the problem is different. What do I call this thing?
I also tried very, very hard not to use the phrase ‘build the level’ anywhere in the help text. Because by total accident I did LD #9 instead of LD #14…
Been having a bit of trouble with matching up bitmaps to physics objects, so I re-wrote all my renderers to draw wireframes and solid colors instead of gradients and bitmaps. Solid 40fps, and you can switch between quality levels on the fly — a nice side-effect.
Bugs fixed, everything’s in place. Time to start whipping out some gameplay.
Unfortunately, I just spent the last hour reading up on the history of Texas’ annexation, because our sly governor just dropped the word ’secession’ in a public forum. omgwtfbbq. He’s clearly floating the idea for personal political gain, but still…the phrase “We have an excellent union, no need to dissolve it. But…” hasn’t appeared in serious American political discourse in, what, 150 years? An odd notion to even entertain.
I’ve spent most of today drawing some tiles and getting super-realistic-blob-bouncing-physics to work.
Here’s all I have to show for it in screenshot land.
I promise you there’s a game here, I know what’s going to happen, how it’s going to fit into the theme and all that crap. First though I need to add particles… (They are the most important part of any game.)
As the end of day one approaches dauntingly, I’m getting progressively more hopeful that I might have something to show by the end. Saying that, I have very little to show-off at the moment, as there is absolutely no finese to anything I’ve been working on – it’s all just a jumble of quads in various sizes and colours. FUN!
It took me ages to come up with a decent idea (I wasn’t particularly pleased with the ‘roads’ selection) but I’ve managed to cobble together some sort of LittleBigPlanet -vs- Tetris rehash. It’s very hard to explain, but suffice to say I’ve spent a lot of this evening getting Cars and Helicopters working to a decent degree. I’ll start doing some more regular posts over the course of tomorrow (this should be a good-time for time-lapse work shots!). Here’s what my project current looks like, go on. Laugh.
Anyway, my iPod is in the red (battery wise) – so when it dies, I’ll goto bed! Best of luck to those Brits/Europeans out there still working!
I need help with collision code. I want to keep the player from falling through floors, pretty much. Help?
EDIT: Okay, I’ve got some good collision detection, but there’s something wrong with my moving code.
bool checkCollision(SDL_Rect &movable, double &vx, double &vy, SDL_Rect solid, bool move) {
int moveLeft = movable.x;
int moveTop = movable.y;
int moveRight = moveLeft + movable.w;
int moveBottom = moveTop + movable.h;int solidLeft = solid.x;
int solidTop = solid.y;
int solidRight = solidLeft + solid.w;
int solidBottom = solidTop + solid.h;int clipLeft = max(moveLeft, solidLeft);
int clipTop = max(moveTop, solidTop);
int clipRight = min(moveRight, solidRight);
int clipBottom = min(moveBottom, solidBottom);if(clipLeft == clipRight || clipTop == clipBottom)
return false;if(!move)
return true;int clipWidth = clipRight – clipLeft;
int clipHeight = clipBottom – clipTop;if(clipWidth solidX) {
// moving to right
movable.x += solidRight – moveLeft;
} else {
// moving to left
movable.x -= moveRight – solidLeft;
}
} else {
// moving along y axis
vy = 0;
int moveY = moveTop + movable.h / 2;
int solidY = solidLeft + solid.h / 2;
if(moveY > solidY) {
// moving to bottom
movable.y += solidBottom – moveTop;
} else {
// moving to top
movable.y -= moveBottom – solidTop;
}
}return true;
}
Please help! If you’re interested in seeing what’s happening, here’s the program: http://files.chocoboheaven.com/uploads/Guests/files/85267_PaintWorld.zip
Hello! This is a competition entry. It is a simple game where you shoot cannonballs at a tower. Eventually, the tower will succumb. You get more points for letting blocks hit the ground before the top of the tower does.
Hold SPACE to power up the cannon, release to fire. Up and down changes the angle. That’s it!
Requires pyglet/pymunk. Doesn’t run too fast. All those quads to draw, and all.
Ok here is my final entry. It is far from being polished but I am up for 17 hours 12 of which were programming… My brains are messy now
So no sounds, no bunch of planed effects and sleek interface… And output codes may not be forum friendly… Not time to test and debug but mostly game works.
Also sorry for English don’t have willpower to go and check if I did some mistakes and ofcourse there are bugs and glitches
But at least I did everything I wanted from mechanics point of view. Enjoy this game and share bugs and replays here plz.
Image
Links:
Well source codes. Half of the time I was waging war with interface which resulted in really messy structure and some bad dependencies. Also I go tired of commenting so I am not shore if it will be of any use to anyone
Used Box2DFlashAS3_2.0.1 and some my utilities of my own
What went wrong
A lot of these stuff are related to the physics engine and my lack of experience with them.
What went right
Porting
So I decided to try to port the game away from xna, to OpenGL, so that more people can play it. The rendering part went fine. But then the physics lib stabbed me in the back again. It uses the xna lib. So I dug out a version that did not. But I failed again. It turns out that that lib also is xna dependent. So I tried to get the source code and remove all dependencies. But failed to grab the source. Not much energy left to de-xna it.
A helicopter physics game, made with XNA 2.0 beta.
You will need a pile of shit to get this to work, here it is:
I’ve had ppl not being able to run the game anyways, Im looking into the problem. Pls tell me if it works for you.
Anyways I hurried with the levels, Yay it was fun to make them
I hope to release a map pack soon. Unfortunaly the editor is built within director, so I will have to work on it a bit to enable the community to build their own maps, unless you got director. All sound was made with DrPetters godlike sound effect app, sfxr. Kudos to him!
Game goals: make the red box be within the red rectangle for 3 seconds to go to next level.
Controls: (Xbox360 controller should work, not tested, buttons? test them!)
Arrows <- -> Steer
ArrowUp/Down throttle
Z – Open/Close the CLAW!
X- Turbo (For making panic manouvres)
R – Reset level (Yeah this key you will know by heart)
N – n00b?
Here is bin 440KB
And here is source + editor + bin + other useless stuff 3MB
Yee haw. Finally got the physics working. It’s pretty simple stuff. Axis aligned bounding boxes, with a verlet/relaxation based solver. As far as my concept is concerned, the shapes should all be axis align. Otherwise, your multi block monstrosities would fall over in most configurations. On to the screen shot.
Next up… I don’t know yet. I might run out for some groceries (I hear there’s a no tax sale at “Super Stores” this weekend, 5-11PM). That should give me time to think.
Farseer physics lib woun’t play nice with my polygon collision meshes. I think I will have to redo them as primitives instead. Thus changing the chain-claw thing I had in mind, and perhaps make heli bowling? Man, I made my dev pipeline so awesome! Created paths in photoshop to define the collision mesh. Read the ai file with the object, all was swell.
Those pins just fall by them selvs, thats an easy win. Anyhow, Im off to bed, tomorrow I will be away a few hours on dinner. Yeah, I’ll bring my laptop!
Camera and sidescrolling implemented (not wrapping yet though)
Oh and I made a tripod, a bit small. Fixed the controls a bit by cheating. turning left n right adds forces in those directions not only changes the upforce. Up n down still needs tweeking.
The physics seems a bit unstable, (stuff act strange) I’m not sure my idea with chaingrapplings will work, perhaps I should revise the idea a bit.
Ah, great compo this was. Tons of sweet games. Unfortunately that also meant fierce competition, and I only managed to snag a best position of 3rd in Fun (which is unusual for me, as I normally do better in the technical categories).
Base idea for the game was to have the level be “swarming”, for an unexpected approach. I figured there could be loose platforms drifting around in space and you’d try to jump around between them, doing… stuff. The gameplay part of it was sketchy at best.
I suppose the better part of the first day was spent getting the platform movement and interaction working, and then I think much of the second day I just sat and tweaked it, fixing bugs. The gameplay elements and final graphics/audio were added in the last two or three hours.
Windows download: 128 kB zip (exe, data, source)
Linux port: 16 kB tar/gz (needs above file for data)
Arcade build a’la Lerc.
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