Posts Tagged ‘update’
Progress report -7h
Sunday, December 18th, 2011 11:50 amThese are the changes since the last report:
- Player graphics and sounds
Fix Floor borders.Arrow graphics and sounds.Arrow shooter graphics and sounds.Barrel sounds.- Save point
sounds andgraphics. - Exit point
sounds andgraphics. - Burning Effect.
Title screen.- Ending screen.
Progress report after 24h
Saturday, December 17th, 2011 7:46 pmI think i have finished with almost all the gameplay elements. Now I’m planning the rest of the graphics and starting with the sounds. So now the status is:
- Player – Gameplay done – Graphics pending - Sounds pending.
- Columns - done!
- Floor - pending. (fix border tiles)
- Barrel – done! - Sounds pending.
- Spikes Hole – done!
- Spikes Hole filling with Barrels – done! – Effect pending.
- Lava Hole – done!
- Arrow Shooters – Gameplay done! - Graphics pending. Sounds pending.
- Arrows – Gameplay done! - Graphics pending.
- Boulder Dropper – Canceled.
- Boulder – Canceled.
- Save Points – done! - Graphics pending. Sounds pending.
- Exit Point – done! – Graphics pending. Sounds pending.
- Menu - pending.
- Intro screen – pending.
- Game Over screen – pending.
- Ending Screen – pending.
I have put the Alpha1 for testing purposes here:
Half way in!
Saturday, December 17th, 2011 7:20 pm24 hours gone. Wow.
I managed to add collisions with the enemy ships themselves, and tweaked a few things since my last update post. No screenshot now, but many more more will come later.
Day 1 Timelapse
Timelapse for day 1. Time for sleep now. A day of music and polish tomorrow. It’s nearly done!
Progress report after 17h
Saturday, December 17th, 2011 12:14 pmNot in
Saturday, December 17th, 2011 3:33 amSorry gents, I got this other project that is calling my name. I think I am going to be posting updates on ludum dare anyways, and try to get something nice together for sunday night.
I am doing a kinda sorta clone of LSDJ / LGPT for iOS. Due to the limitations of multitouch, I am going to have to make some changes. Like chording isn’t possible in the same way, and things need to have more on screen stuff. I have a few ideas of how to deal with that though.
I currently have a synth that can trigger samples at different pitches, and the phrase / chain / song structure together. I need to get the looping working, but the structure is there. By the end of the weekend, I would like to have the PTCH, VOL, and FILT commands in. I suspect that I will be hard coding the samples in for the time being, just because I don’t think I can implement physicsFS this weekend. I might give it a try though.
Here is where the graphics are currently:

Look forward to demo audio links.
Warmed-up and READY to go!
Friday, December 16th, 2011 11:21 amHey!
I submitted my warm-up game “Bouncy Bouncy“. And it looks like I’m ready to go.
Also mi updated setup is that:
Compiler: GCC and mingw (for cross-compiling)
Library: SDL and my framework (GameLib)
Graphics: GIMP
Sound: Audacity and Sfxr/Bfxr
Timelapse: Glapse
Hardware: Gigabyte M912
And well; the required ”desk” shot:
I supose that makes me a couch-gamedev
A bucket of new stuff in Urth
In spite of a lack of updates things were done. Great things, wondrous marvelous things! Such wondrous and marvelous things that the human mind can not comprehend! Unfortunately we’ll have to talk about those some other time, since this post is about Urth.
As you may or may not remember Urth scored less than desirably( in LD21) in graphics with an overall 2.65. Needless to say that was given priority. Next up was audio, as that wasn’t great either. After I’ve narrowed down the priorities I’ve naturally decided to start working on something entirely different: the level editor. And what a glorious level editor it is! is it? it may be, it’s like asking a chef how good the food he spent all day cooking is. And by chef I mean amateur cook. And by amateur cook I mean someone who poured himself a bowl of cereal. Now I feel like eating cereal, but I must finish this post first.
The music… well I’ve taken the liberty of outsourcing the music to this chap right here so go and listen to his stuff (and like it!). I’m not posting the music here, you’ll have to wait till I submit the game tomorrow, or the day after. If it’s not done in the last few hours it’s not a proper jam at all.
So what have I got to show other than talk of cereal and a link to a music man? Well what’s left? The graphics! Good answer, shows you were paying attention. And what better way to show off graphics than by showing them! No, not a video, but close enough… screenshots!
Let’s begin:

The updated main menu

The pretty-fied level selection menu

The awesome-ized escape mode settings menu

Gameplay screenshot with 100% more magnets

More gameplay

This may not seem it, but it's from escape mode
There are numerous fixes optimizations and tweaks, but nobody can see them so nobody really cares. Next I’ll finish up the win-linux-osx ports and off to markets they go.
That’s it for now, until next time!
Deface progress update
Saturday, October 22nd, 2011 9:00 amIt’s been quite awhile since I posted an update, so here I am!
I have added backgrounds to the title and other screens:
No, that’s not a face in the center, although it does look like one. (It’s graffiti, so I can pretend I can draw well
Here is a picture of the gameplay:
I’ve also added (basic, not quite finished) scoring, added help and credits text, and fixed a few things that I wasn’t happy with before.
Next up:
- Music
- Kongregate API
- Final tweaks/polish
I’ve decided…
Wednesday, October 5th, 2011 11:32 am…almost nothing.
I will be using FlashPunk for my game (yes, I decided to start a new one), and will try to get the $1 via Kongregate ads.
As for the game itself, I have a few pieces of an idea, and that’s it. I’ll post more when I’ve done more.
I’m in, yes but with what?
My choices:
- unfinished visual novel engine (android) – I believe I misplaced the source
- unfinished bullet hell engine (android) – Needs everything except the actual bullet engine
- LD21 entry: Urth - Needs about 2 tons of polish
- MiniLD29 entry: Redeye - Needs about 20 tons of polish
- Something completely new – no
Puzzlestein updated
I’ve added an updated version of my entry, fixing some of the problems with the competition version. Please don’t vote based on this version.
These are some of the changes:
- Added minimap
- Grid on the floor
- Rotate avatar towards enemy on collision
- Change movement speed
- No more horizontal scrolling in sequence list
- Added an easier introduction level
- Added loading bar
Play the updated game here:
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=3796
Eggscape Update!
No more art to do ; _ ;
With all the art done, we turned our attention to the team’s logo while the programmers keep churning out code.
We are near completion of what we can do with our 72 + 4 hour time limit.
Setbacks in the second day kept us from having the game done within the original schedule but we are really proud of our overall progress.
Some stuff won’t make it to our submission build, but we’re keen on finishing this amazing project.
You can check out our Day 2 recap at http://makeaga.me. We won’t be doing a Day 3 post or Post Mortem for a couple of days.
WATCH OUT, IT’S A CODERS’ BLOCK!
The Vault is no longer impermeable
I found out today that the last level was impossible in the game I submitted last night. This was due to some last minute changes that I thought were too small to merit testing.
Oh well! It is at least good to know that players made it that far in!
I fixed that level; CLICK HERE FOR THE UPDATED VERSION.
Or CLICK HERE FOR THE SUBMISSION PAGE – the update is linked on there as well.
The leaderboards are growing, and I am both sad and happy to say I’ve been dethroned on all levels – except of course that last level on which hamburger holds the first and only score.
Puzzlestein progress update #3

Enemy AI. CHECK. Multiple levels. CHECK. Sound / music. CHECK.
I want more gameplay elements in there, and is therefore adding pushable crates. Will hopefully be able to finish that before the deadline.
Submitted, but not done.
Hey everyone!
I’ve submitted my game to Ludum Dare. If you want to check it out, here’s the link. Screenshots:
- The dialogue when you escape.
- The tunnel you escape out through.
- The first puzzle you have to solve.
- The first chamber you are in, after you are shown the puzzle.
- The game title screen.
Anyway, my game is submitted, but not done. I’m sure there will be code that needs fixing, which I’ll do during the last few hours. I’ll post my post-mortem after the 48 hours is done.
This is the first Ludum Dare I’ve actually completed with a game that resembles finished. Ah, that first time feeling
Technically, I did attempt LD 20, but that failed miserably.
After the 48 hours is up, I’ll call my game finished. Until then, I’ve got everything covered so can spend the last 8 hours with the code. And maybe some caffeinated drinks.
I was planning to do the Jam this time round, but my team are all over the country right now on holiday
See you on the other side of the 48 hours.
Eggscape!
IT’S NOT STEALING! IT BELONGS IN A MUSEUM!
“Oh, I didn’t see you there, crushing my path for survival and my dreams of becoming a famous paleontologist.
Do you know how hard it was to find this egg? And how lucky I am that these debris are falling in such a coincidental position that I can climb some of them? It’s like someone is throwing them with exact precision. But I don’t have time to think about it, actually I can’t do much more than panic and run around, waiting for more debris to fall.”
We’re Make A Game and Eggscape is our entry for Ludum Dare 21′s Jam. You can read our Day One Update at http://makeaga.me!
Onward to Day 2! It starts right now!
Breaktime / Progress Thus Far
Time for my first break! After five hours of good solid work, I’ve got a great understanding of the story and some thoughts about the game’s visual style. Anyway, here’s a working prototype of my progress so far. That camera was a royal bitch, but gosh darnit, she’s a-working! Flash AS3 Profession IDE, CS5.5
Progress report
Far from playable, far from the common man being able to identify its purpose, still nameless, but with a main character name.
Also screenshots:

screenshot 1, they revolve

screenshot 2, 2 hours later, they spin better
Protip: do not install beta versions of ubuntu the day before ludum dare
Onwards to victory!
Closing in!
Sunday, May 1st, 2011 9:43 amI am quickly approaching my self imposed deadline of “6 or 7″ and have a bit of stuff left to do. Oh noes!
I gotta make a opening screen, a help screen, and a death screen, or else this game will be completely incomprehensible.
The good news is that I now have music, and some particle effects. The bad news is that is where the polishing ends. Good thing that I meant to make it so ugly
















