Posts Tagged ‘progress’
I don’t have an animation where he holds a gun. Je just stands there and the bullets just come directly from his crotch and spread in every direction like he is ejaculating. Turning them yellow would not make it better.
I don’t know how to film it and make a .gif from it so you have to wait until the end of LD to see this animated. I probably won’t fix it because the fix would cost to much time.
Last night, while lying in bed at 2:30 trying to fall asleep, I ended up designing most of my game in my head. I’m not sure if the design is sound, but it seems like all the pieces fit together. I’ve got a LOT of work ahead of me if I want to finish everything! Here’s a screenshot. You control the guy with WASD and the fairy with the mouse. I’m using a HaxePunk port of a lighting engine Noel Berry made for FlashPunk, which is really nice! Here’s a link to that: http://forum.haxepunk.com/index.php?topic=343.0
5 AM now, and I have to sleep
But I’m happy that I did some good looking progress:
I found a very nice parallax background class for Libgdx, and managed to sort out the back end of sprite loading for my fliers.
Next in the plate is difficulty progression, and finishing out the weapons and basic enemy types, and after that I can start working on polish
I guess things are coming together!
Been coding now for eight or so hours, got the basic features in already. Now I just need to add some proper AI and a nice world for it all to happen in…
And actually draw some proper art I guess, though I doubt that will work out.
Level one of my Bat-simulator is now playable at http://aardal.nu/Ludumdare/
So far the mechanics for movement are roughly figured out, and the first level is mostly done. Most of the dev time so far has been tilemaking and deciding what game mechanics I will need to meet the theme.
Our intrepid bat needs to enter the fort of the beaver-hipsters. But why?! – Well I need to make the rest of the levels for that.
You can now actually play the game.
The graphics are horrible though because the enemies flicker because there is no solid pathfinding implemented yet.
Next I am going to implement a health bar, limited running and I will balance the weapons. At the moment you can shoot with your fists. I’d like to implement some explosives.
The arena looks very boring and I need to find some more interesting blocks for decoration. Maybe some cheering people.
I am not motivated enough to implement a new running animation because for that I need to draw 24 images by hand. Those three monster images I made took enough time already and they should be around 8 images for a walking animation.
I’ve been working on the player ships’ abilities and got the tractor and repulsor beams working. The tractor beam acts like an (intentionally) clumsier version of the HL2 Gravity Gun and can hold an object at a set distance in front of the player, as seen with the asteroid in the gif. It works by constantly sending pairs of projectiles (the glowing green things, which hopefully I’ll have time to replace with something smoother looking) forwards; the left projectile moves whatever it hits to the right and towards to the player, while the right projectile moves whatever it hits to the left and towards the player. If they hit when they’ve only just been created, they push the object away instead so it stays at a safe distance. The repulsor beam works similarly, but always pushes away from the player.
I still haven’t done the cloaking device though, because I have yet to make enemies that would be affected by it. Enemies, levels, and UI are my next steps.
The game idea I decided to go with is that you’re the only crew member of a ramshackle submarine. You have to dash between posts to prevent the thing from sinking. So far, it gradually fills with water, and you can operate the bilge pump to drain it. This probably makes it the only Ludum Dare game with an operatable bilge pump.
I mostly just like saying bilge pump.
Right, progress to report! I am pleased.
The game is pretty much about a Space Assassin sent to end the war for the greater glory of Empire Earth. You only get to bring one piece of kit with you, though. Will it be a knife, or a stealth cloak? Or maybe you’d prefer a pack of cigarettes?
So far I have the introduction, the main planning screen, an inventory system, stats as well as imagemaps generated from dictionaries.
I am very pleased with Ren’pys screen language. It is awesome.
Right. New attempt at posting screenshots:
I have made battle system and menu so far, just wondering if I should make mazes with these guys in or just battles like this. What I am going to make is some missions, more enemies, deaths and shop.
Taking a break right now…
I decided to make a LD48 game too! It’s about trying to dock a spaceship into a fuel station with realistic Box2D physics for extra QWOP-iness. You have one tiny fuel tank and limited electric charge. The realistic physics make it hard to simply move and dock, but you still need to dock to the station before you run out of electric charge or fuel.
The fuel station and fuel/charge gauges aren’t implemented yet, but you can fly the spacecraft with WASD.
Here’s a screenshot:
Here is a playable demo: link
I used Blender3D for the graphics, Box2D for the physics, and Flixel as a game engine.
Happy coding everyone!
I’ve been working on and off today on some Socket.io JS programming, in the hopes of making a mini-multiplayer game for this Ludum Dare. A bit of a change from the graphics heavy 3D games I usually aim to make, but a nice change nonetheless.
After about 3-4 hours – I had a nice blank file (<– this tweet seems to be broken right now?) and 1 line of code. Looking at things now, a few more hours on, and I can at least say I’ve made something so far which actually does something.
So not hugely confident I’ll be looking at something playable in the next 34 hours, but I did manage to get a simple chat program working using sockets to send/recieve data via a server script to/from multiple clients. So… thats something! Its my first time using socket.io so progress has been slow, havent even looked at the game-engine side of things but I’ll be seeing what magic I can make happen with Phaser.io tomorrow.
Current state of the to-do list (red line was where I was hoping to get to by the end of tonight – so close):
Now, time for sleep! (pulling an all-nighter on the first night is the worst move you could make, for anyone currently wondering about this!)
That’s right; love her or hate her, you only get one mom. She cleans up your mess, and for what? Twenty years later you’re off with another woman! Mom’s of the world, we salute you.
I did not set my ambitions high; this is my first game jam and I wanted to make something I knew I’d get done. I’m not going to win an award but at least I can say I did it and gain insight from others.
#YOGO Mom! is a simple game where you are set against the clock to clean up the mess left behind after a LD48 event by your indie dev husband or child. I’m about 60% complete, with graphics and menus the main obstacle to tackle between now and the end of ludum time as we know it.
… and it complies with the #NOKILL side quest.
It has been really great following everyone’s progress via twitter, you are all amazing, don’t stop now!
I have made some progress in my game for LD48. It’s not main game mechanics, it’s actually menu and level choose (with moving sun and block of dirt). I am still little sleepy after waking up 3 hours ago so this kind of a warmup…
What I have accomplished so far:
Find an idea: I am going to make an arena-battle game where you get only one weapon each round.
Setup: github repo created, engine files copied and basic configuration running.
Spinning wheel: I made a spinning wheel which appears each round but at the moment it just picks a random weapon and does not spin.
Map: The map is generated because my engines (shitty) map editor only works under windows and currently I have not installed BootCamp.
Art: I tried to do some hand drawings but I failed so I use pixel art. The images are heavily oversized at this resolution and I don’t know how big I scale them.
Having to relearn a bit of math, I wish paid more attention in linear algebra!
Going from this (click for GIF):
At the moment it uses a relatively quick line-intersection algorithm which performs pretty well with two polygons, but I’ll have to see how it scales up with some more of them, heh.
Which ship will you take?
Hi all, just an update about #speccyjam; Many more games were started but in the end 22 games were submitted
The developers and myself would love for you to go and play the games, and also share them / Like them / Tweet them / and comment on them (each game has its own Facebook comment section)
You can check them out here: