Posts Tagged ‘screenshot’
I wasn’t really sure if I’d be making anything this weekend. I’ve spent most of my time watching others on Twitch.
I’ll be adding a 2nd player and some particles. Not really sure if I’ll get to a titlescreen or anything. I need to clean up my website too. Forgive the ugliness at TrentSterling.com
I am definitely NOT on schedule. The way that I am implementing the theme is really crucial here… and if I can’t make it work, then I will miss the theme entirely. Jam? Compo? We’ll see what kind of time I have left…
Finally finished the five first levels. Still not much of a puzzle, but it’s something.
Move with the arrows, jump with ‘x’ (if you have the powerup) and restart with ‘r’ .
Any feedback would be greatly appreciated!
So, spent lots of time and work on the sort-of-game idea I had for the theme. Math was involved and sketching occured, evidence can be found here:
All in all, I feel pretty good about how the game is coming along, haven’t started making it look good yet. Gameplay goes first.
There are a couple of command line switches you can use:
-b Rebind all controls before starting the main loop
-r WxH Specify resolution
-m 0-100 Specify music volume
-s 0-100 Specify sound volume
Standard controls are WASD, and if you’re using -b then you can bind to both keyboard and joystick controls. It’s been tested with both an original Xbox Controller S and the Xbox 360 controller.
Also, I know that something is strange about collisions, at times they don’t seem to register at all. This is a bug that I’ve spent too much time trying to track down, and so sort of decided to leave it there until it becomes a more pressing issue.
If you happen to have a 32-bit Linux system, then you could try to build the game yourself. The source is available on Github (C++) and it uses CMake to build, you might need boost and SFML 2.0 (Don’t know if the RC works since I’m using the latest git myself).
There’s a small issue with the CMakeLists file so you might also have to set Kunlaboro_BOOST to On in your cmake cache for it to build properly.
Hope that you’ve enjoyed reading this (And maybe even enjoyed what exists so far of the game). Please comment.
This is Ace, reporting to bed.
I’m making so much progress it’s CRAZY.
More on my blog, nothing playable yet.
It’s almost halfway and and my game logic is kinda sorta there. I just got done recording a pile of sound effects, since the majority of my content is audio in nature. I need to sort through them and edit them and then I can actually get into the meat of the game.
After 12 hours of coding (with some breaks) this is what I got so far:
With the exception of one of the animations, I think I have all the coding done. The graphics aren’t great, but they can pass if I don’t find time to sharpen them up tomorrow. If necessary, I can put in the levels / character speeches and call it a game. Of course, tomorrow I’m going to try to add some polish:
1.) Smooth out the controls a bit.
2.) Intro / Finish Screen
3.) Sound Effects
4.) Polish the UI (rounded corners, amirite?)
If I can do all this, I’ll be happy. If I knock these things out, I can try working on…
5.) See if I can spice up the graphics some more (there’s only so much that I can do )
I’ve settled on making some sort of abstract roguelike-like. Here we see the player, an enemy, and the exit to the level below.
Movement and progression through levels is in, and not a lot else. Hopefully a resistance to adding graphic detail thanks to the theme will give me a better chance at making something of the rest of the game. And also the Dreamhack Open has finished now, that’s going to help…
Someone made me breakfast. Sooo lucky
So, 2AM here and I am up since 8am… Weird I am not dropping dead yet.
Though I was making breaks and clocked something like 10 hours behind computer so far.
Anyways, satisfied with progress so far, almost all tech stuff done, adding sounds and stuff.
Basically for tomorrow tuning sounds and making tutorial levels is left, + there is bunch of bonus features to try to add.
Also as I use Adobe AIR both Android and Web version coming up fine and without slowdowns.
Good luck everyone and till tomorrow ;)
After the first day, we’ve got quite fun game coming up:
It’s a minimalistic food chain ecosystem simulator, with you being its lowest part. However, thanks to pheromone distribution, you can control bigger creatures and keep the races from going extinct and thus the whole ecosystem in a balance.
There are no sounds yet, no title screen. The rules are explained at the link above.
We are Eatacay (concept, graphics) and Jarnik (gameplay, programming).
It’s the end of a great day. My game is quite done so tomorrow I have a full day for polishing And most important, the game is fun!
I managed to implements all my ideas, I composed some music for the game for the first time and I really like the result and the live stream was really fun (big thanks for my friends and family ).
Watch my live stream: http://www.twitch.tv/galman33
Follow me on Twitter: https://twitter.com/galman33
My character lives in a lonely world where it can shoot semitransparent red spheres. #LD26
I did sleep, but today arrived here my new laptop -and the Jorney collection-! That’s good news and bad news, I would be able to develop more quick and with more horsepower and so I may be able to do a livestream later .
On the other hand I have to backup my old files, software and everything, because I am going to deliver my other laptop. Yep, mi dev computer was a laptop, but, the new one, it is a Gaming Laptop.
My supersecret concept is to been able to use those spheres that you can see in the pic to move the character, just using physics, the spheres will grow and then pull you in, applying forces towards theirs centers. That way you move.
So, I think I will do something like a curious platformmer. Albeit, I want to give the player a special type of mood, something tranquil would be nice.
Well.. after almost a full days work… I’m here
It looks exactly the same as it did last night… however, menus, and levels, and collisions, and powerups and a whole lot of little things are in place.
Just a couple minor things on those front to clear up tonight…
Hoping that clears the way for a full day of polish and audio tommorow.
I think I’ll take a break now, but first a screenshot of the title screen:
This also reveals the name of the game, so you’re getting two for the price (screenshot) of one! The mechanics are all coded and working, art is done, it’s possible to lose, and I’m happy with it so far!
After a break, I’ll finish the ending screen and win condition, and tweak the gameplay a little.
I’ve done a lot of progress since the last post, and probably i’ll finish the game soon.
Basically the game i’m making is definitively called “Earth Defender”, here’s the main plot.
You are the first space division commander, a hero who must save the world from an alien invasion! You are the only one who can defeat them and save the world…!
Full story will be uploaded at the end of this competition ^.^
Second screenshot of the day. This will be Earth Defender main Menu!
Here’s the list of the things i’ve done or i have yet to do!
Storyboard Graphics and art(Almost done)
- Music and Sounds
Code and Framework(Almost done)
- Easter Egg ?? (The next post will be about it ^.^)