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Get motivated to compete in the foodphoto compo or timelapse compo!

The Results Are IN!! Congratulations mrfun, mjau, hamumu, and everyone else who competed!!
Time to hand out some trophies!!


Sneak Peek: Happyponygate

Posted by Hamumu
May 15th, 2008
Well, I guess I did make that WoW-style talent system, after all! I call it Skills though, to fool people into thinking it's different. I just had so much fun building up the ideas for the different skills, I went with it.

This shot shows the Pause screen, if you flip it to the Skills tab (see tabs at the bottom). Obviously, the skills don't have icons yet - those boxes won't be blank! The headers will also be nicer looking than that plain green font. I'm also going to have little dots running up the sides of the icons to show how many points you've put in, instead of the numbers they currently have.

So, how it works is simple. If you played WoW, you already know all of this, but basically, there are 4 Skill sets - Choco, Cute, Snuggle, and Sweet (okay, that part's not in WoW). As you can see, the skills are greyed out below the top row, until you spend some points. You need to spend 5 points in a given skill set to unlock the 2nd row, 10 points for the 3rd row, and so on. That encourages you to pick one set and focus on it, so you can get to the good stuff at the bottom. Unlike WoW, every skill can have 5 points in it. You hover the mouse over a skill to see the details.

You gain 1 Skill Point per level, so it's possible to get 98 Skill Points (maybe a few more from missions, I am not sure), and there are currently 52 skills (2 of which are not yet invented...), so that means you could put about 2 points in every single skill, if you wanted to be extremely widespread. You definitely wouldn't do that, I hope, and so if you max out one set, that's 65 points spent, leaving you enough for a smallish investment in one other set (enough points to get all the way to the bottom of it, though, should you choose!). I like that, very much a choice to be made. And you needn't worry about making bad choices and ruining your game - this is no RPG. You could probably win it without ever spending a single skill point. Not that it would be easy! But I will probably add a Skill Reset you can buy for lots of Canadian moolah. I always hate to do that, because it discourages you from playing the game over - why do that when you can just reset and try out a new build right away?

Anyway, here's a little inside stuff about the four skill sets:

CHOCO - Obviously chocolate-based (chocolate, caramel, nougat, nuts). Critical Hits with Choco attacks cause Stickiness, which slows the victim for a while.

SWEET - Sugary stuff that isn't chocolate (lollipops, cotton candy,... I can't think of any offhand, but there's a million things!). Critical Hits with Sweet attacks cause Tooth Decay, which is exactly the same as poison in other games (you turn green and take damage for a while).

SNUGGLE - Love stuff (hugs, hearts, cupid arrows, gifts). Critical Hits with Snuggle attacks cause Heartwarming, where the victim leaves flames everywhere they go for a while (which in turn hurt others that step on them, as well as the victim itself).

CUTE - Cute stuff, surprisingly (bunnies, kitties, puppies, rainbows). Critical Hits with Cute attacks cause Awww, which temporarily swaps the team of the victim, so they help you out for a short time (AKA mind control).

Each of the four skill sets has a certain emphasis (besides generally working to improve the attacks and critical effects of its type, and defense against those things), although it's a little bit muddled:

CHOCO - defensive things, like more life and taking less damage, and getting healed.
SWEET - raw damage, and enhanced speed for obvious reasons (you know, sugar?).
SNUGGLE - also damage, but a bit of a focus on super powers (see below).
CUTE - focused on making the Awww effect powered up to the point where you are sort of having an army fight for you.

Each set has 2 Super Powers in it. Those are special abilities you can click on to activate (all other skills are automatic effects, not something you use), that do something super like raining hearts down all over the screen. They also work with the set theme, like Choco has healing and invincibility for powers, Cute has a summon power and one that Awwws everybody around. Super Powers are only limited by a timer - Each one needs a long while to recharge after use.

There you go, a pretty technical design-based sneak peek. Now, if you are intrigued by these skills, how about making up your own? It's the latest Happyponygate Contest! Enter now!

Don't forget also that the Happyponygate Boss Contest is still going on too.

Sneak Peek: Happyponygate

Posted by Hamumu
May 13th, 2008


If you are PurpleKoopa, you know what I accomplished today. If you're not, you may not realize. This shot actually depicts PurpleKoopa's house, in the game! So I've implemented the utility to import peoples' buildings. And I have to say, putting this one in was an ugly pain, because it actually resides right on the dividing line between two sectors. The top row of the roof there is on one map, and the rest of the house is on another. There was a lot of guesswork and moving around of pieces. I'm sad that there's an entire row of houses in that position. I need to work on my placement better.

The cookie, by the way, is what I'm using temporarily as a crosshair. I need to get some graphics for that... Also, you can see that the guns now shoot marshmallows as advertised, and what you can't see is that the marshmallows come out of the right place. I devised a system of 'firing points' for the 16 facings of your character, and so while I'm testing the game, I can press some keys to adjust the current firing point, and it saves that out. It now looks a lot better than it did when I calculated the firing point automatically.

One stupid little thing I've done is vaguely detectable at the bottom. Since the enemies fire the same bullets you do, I wanted to differentiate them a little, so you know what to dodge. So the enemy bullets flicker dark and bright (you can see one really dark marshmallow, and two really bright ones). This has the added advantage of making them stand out visually.

Tids & Bits

Posted by Hamumu
May 12th, 2008
Firstly, this weekend marks the sad day when I got 100% complete on Ratchet 4 (for the second time), so I am now officially out of Ratchet games unless I get Size Matters (which I hear is unwise), or a PS3. Or I re-get #1, but to be honest, the thought of all the mini-games makes me loathe to do it.

Guess that just leaves WoW to entertain me! I've really really been enjoying that of late, teaming up with a friend of mine across the country on the rare occasions when our schedules match, and getting my guys up to level 40 where new and exciting things happen (horseys, and usually some other good stuff, depending on your class). Really, I have gotten almost nowhere in months, but I am enjoying it. I'm changing my strategy from moving all 10 characters up 2 levels at a time, keeping them in sync, over to picking 2 guys and just focusing on them until some unknown future point. That will be nice, because I won't be doing the exact same quest five times right in a row, it'll be spread out. I also read a lot of exciting news this weekend about Wrath Of The Lich King which makes me quite excited about that. I may end up sacrificing poor Dedmanwalkin to make room for a Death Knight when the time comes. We'll see.

Today in Happyponygate news, it's starting to feel like a game. Don't get the wrong impression, as it isn't even in anything close to the realm of alpha, and won't be for a very long time, but it feels more functional now. I have most of the first sector map done, and I can wander around that blowing up streetlights and gunning down poor Marshmallow Soldiers, and both my gun and I gain experience. Originally, you had to feed your gun jellybeans to level it up, but that was extremely awkward and annoying, since you had to go into your inventory and drag them to the gun one at a time. Now they gain XP as they inflict damage, and that is a lot more fun.

I spent a couple hours today also drawing up a talent system exactly like WoW's (with 4 talent trees, one for each element). There's still a ton of holes in the game design and I've toyed with a million different things to do in terms of how you improve and advance. This is just the latest. I have no idea what the final outcome will be, all I've done so far is write down the talents in a lovely color-coded spreadsheet. Spreadsheets are my favorite toy.

Originally, I really intended this game to be an outright parody of the game it is similarly named to, and so I had based a lot of things around that, but one by one, those things are melting away. Then it started turning into GTA, and now I'm debating whether you will be able to drive cars! I do want there to be, but even if they control well, they really require a hugely expansive world to make driving worthwhile, which is a massive commitment in map-making.

It also creates an issue - if you can just run down the monsters, using your guns is foolish. Running them over is a lot safer and you can just buzz through the whole game. On the flipside, if you can't run them over, cars are useless, as you smash into a monster every 3 feet. I actually do intend to upgrade you from no-roadkills to roadkills (remember, conventional weapons - cars included - have no effect on Happy Ponies!) during the game, but I wonder how well it can work out on either side of that exchange. It really messes with the Crimsonland/Alien Shooter vibe that is the one focus I have never lost from the beginning. You need hundreds of guys pouring at you from every direction to make that exciting, and whether you can run them down in a car or not, that is a conflict with the idea of cars. Either the car can't ever get anywhere, or it's far and away the best option at all times (of course, you won't be able to run down every monster, bigger ones will be more like a head-on collision, so there will be excitement in terms of trying to avoid hitting those). I don't know, I think it may work out... your car can take damage as you hit guys and you eventually need to get out. But there will always be so many cars around... Well, we'll see how it goes!

Oh, and of course, on the other side of that issue, I've made a huge list of different cars and missions involving certain cars. If you read that document, you'd think that's what the entire game is about! I love the idea of those missions, so it seems cars are important. But if they are remotely well-balanced, will driving missions be possible at all, given the endless hordes of badguys? Probably not. Quite a tangle, this is.

Sound

Posted by DrPetter
May 10th, 2008

I put up an article on basic sound synthesis yesterday. It had been requested by some folks. Touches on fundamental aspects of sound in general as well as more specific details relevant to classic retro waveforms and the kind of stuff sfxr does.

Splosions

Posted by Hamumu
May 8th, 2008
Semi-productive day in the other-computer mines. Now blowing up trash cans and dumpsters yields nice little explosions. But better than that, when ponies and their minions die, they fall over as usual, but then they vaporize in a puff of blue stuff. It's just a nice little effect, I like it a lot better than the previous "blink to death because apparently this is Double Dragon." Besides those various explosions, weapons actually have the right graphics now! Well, some do. The only one I am actually testing, the H.R. Puffencrush, certainly does. It fires big chunky marshmallows which are much more fun to see than the old red dots.

In addition to visual splendor, damage is now inflicted properly - the game actually knows at long long last that the marshmallows are Sweet Damage, and thus they have a 1% chance to cause Tooth Decay (and 150% damage) on impact. That was a major overhaul of half the files in the game, since damage used to simply be a number.

And if that weren't enough for you, along with some bug fixes, there's now an infinitely long highway leading out of town. Feel free to walk down it for all eternity. You will not reach America (and it's not some Escheresque trick where heading back up will send you right back to town - you really are however many miles away you walked!). But I am somewhat tempted to have it end in a border station at some point. Guess you'll never know unless you walk down it! For a long time. I'm debating how you'll appear in the game. Remember Rocket Keychains? Those are based on the model of Bouapha's rocket ship as seen (pretty much only by me) in SpisHulk. Maybe his rocket should be landed on the road there, indicating that that's how he arrived. Either that or he should have a car, but then there are issues of what kind of car he would drive, and you'd be able to drive it down the infinitely long road. Maybe if you drive far enough the game ends with you giving up and leaving London to its fate. Kind of like the beginning of Karateka. You can sure lose that game quickly, especially if your joystick isn't calibrated right.

Sneak Peek: Happyponygate

Posted by Hamumu
May 7th, 2008
Today's sneak peek demonstrates the user interface of Happyponygate, as well as what was going to be a very secret enemy. I've decided to display this enemy today in honor of the holiday we are celebrating today. If you don't know what I mean, then you surely don't know what this enemy is, either! You'll just have to find out. The monster's still going to be secret in game - you may have seen it now, but you don't know how to encounter it in the game!


Obviously the monster is just pasted over the screen, not actually in the game at the moment. But I think it turned out great - it's remarkably close to the concept art I used, right down to the oddly tentacular roots! Anyway, this is the on-screen interface as well. The big block at top is the life meter, and all the white bars are meters for different things (all full at the moment for testing purposes). Weapons go in the slots down the side, click on them to select. You can also select with the number keys on the keyboard (and - and = for weapons 11 and 12). Click Menu to visit the menu (same as pressing ESC), and the intentionally blank spot is for something else you will find out about someday.

That's it! Nice and simple and easy to use.

I got much done today already, as you see in the picture. How did such a miracle occur? Quite simply, and I don't know how I didn't come up with this plan before. I realized that since most of my development tools only work on my old computer (non-Vista), it was ridiculous that I tried so hard to work on the new computer. It's always cramped my style dramatically, and I would procrastinate doing any art or sound for weeks and weeks just because I knew I'd have to go over, turn on that computer, fire up the needed programs, do the work, transfer the results over, and so on. So today I decided to move the code over there, and just do all the work there! The difference is splendiferous. That computer is also not connected to the internet, making it even more ideal for not slacking off. That is probably the reason I avoided being there before. I like to slack off.

Sol Hunt has given me a deadline on this game - it's supposed to be in a playable complete-ish state (not necessarily even beta, just something worth playing) by the time her school gets out. I have 5.5 weeks. I have a lot of work to do.

Perdon!

Posted by Hamumu
May 6th, 2008
Ay! No he blogado mucho! I don't even know if that's conjugated right. But I do know blogar is not an actual Spanish verb. It means "to blog" in Jamulish.

So, results are in for LD48 #11! I did well. I got 1st place in Humor, 2nd place in Theme, 3rd place Overall, 5th place in Polish, 5th place in Audio, 6th place in Graphics, and far too low to bother even calculating in Technical, Innovation, and sadly Fun. I also got insanely low ranks in Food, Journal, and Timelapse, but I didn't try to compete in those.

I got a lot of comments that my game was really nifty but not fun. Oh well, I am happy with it! And the first place in humor is a triumph (note: huge success!), because it really was intended to be a joke in video game form. Looks like it worked! I thought it was fun to play too (though I can really understand not thinking that... all it was was trying to click objects quickly). Many people lamented the fact that you start over when you die, but my defense is twofold. First fold: the whole game can be completed in under a minute (and by "can be", I mean "must be", because you'd lose if you took longer!), so really how bad is restarting? And second fold: I made it work that way (and with a simple fade out rather than any kind of "GAME OVER") intentionally, so that it would seem at first glance that all you do is watch a leaf fall and then it returns to the title screen. The actual game is supposed to be sort of a secret... a really really obvious one, but nonetheless, a bit of a surprise. It's supposed to appear to be some kind of snooty art garbage, but then you subvert that by blowing it apart. I was going to have big gunshot noises too (I also considered having your clicks be used to target nuclear homing missiles), but that would ruin the surprise at the 4th level, since you'd already be in ridiculousness at that point.

So no, commenters! I do not regret the restart on death! I shan't repent! It's funny because I am a stickler for playability and ease of use, and I would never make a restart-from-the-top game normally, but this joke game truly calls for it. Although one commenter did mention limited lives, that would be nice (but again, they'd have to kick in on level 4 or something, or they'd ruin the joke).

By the way, the words that many people can't understand in the game are: "THE K IS SILENT!" (bad Sean Connery impression), "WHAT A DRAMATIC CONCLUSION!" (bad Strongbad impression), and at the end is an outtake from when I was recording rhino noises, where I am laughing and saying "Rhinos don't sound like that!". That's because I was actually making cooing noises, something I probably should've included in that sound clip. Come to think of it, that final rhino should've cooed as it fell.

So that's that game. Another game just finished was our first try at Heroes Mafia. It was so awesome! My wife thought I was crazy because I'd run around the house shouting out strategies and plans, and how things were working. I was a bit excited about it. I am dying for the next game of Heroes!

Paper modeling kicks buttocks

Posted by mrfun
May 6th, 2008

Why buy your kid toys when you can make ‘em? Fun to construct and play with - and no guilt when you chuck ‘em into the trash!

Cosmo and I have a moderately cool town going on:

Of course Akiko saw what we were doing and totally put us to shame with a super detailed 9 page fish-market design she found:

All you need is the right paper and a color printer! All the designs are free.

Man, I can’t wait for 3D printers to make it big…

PS: My LD48 entry won! I want to put together a post-comp “special edition” and do the things I ran out of time on, hope to get to that soon. Damn my laziness.

“Of Robots & Groglots”, Post-Mortem

Posted by jlnr
May 5th, 2008

 What worked well:

  • Building a good infrastructure: Clean object system & usable level editor = worth a lot. I only really started building levels around the 40 hour mark, and that worked like a charm.
  • Cutting stuff in the end: Music wouldn’t have helped me a lot. Not having an ending was smart too: Everyone who noticed that must have liked the game anyway ;)
  • Ruby, together with an ad-hoc autoloading mechanism, made for one of the smoothest coding experiences ever.
  • TIME MACHINE! I knew I’d need a backup system sooner or later (turned out to be true), but I really didn’t feel like bothering with Subversion because I always forget to add files etc. and it wastes time, so I just watched Time Machine do its background work every hour. Boy was that a relief.
  • Periscope: While my timelapse wasn’t highly interesting, it only took two clicks to create, so no time wasted here for a low score ;)

What didn’t really work:

  • People had various problems with the gameplay (controls, motion sickness, …), and even if I knew that earlier, I probably could not have done much about it except getting into a panic.
  • Needed to do more optimizing than I usually do, and some levels are still slow. Will revisit this and try to improve on this from the Gosu library’s side.
  • I had a cold that made thinking pretty hard. Anything that involved maths was buggy, which caused a minor panic just before the deadline. It also made IRC very hard to follow :(

Next time’s plan: Keep the solid workflow, hope that the game concept works out better with regards to the Fun, and consequently Overall category, try to be more experimental technically. Can’t wait :)

Also, did anyone play the game with a gamepad? Would be cool to know for the next time, because it was hard to decide between a small ending screen and gamepad support in the last few minutes :) Thanks!

Mondrian : an update

Posted by pansapiens
May 4th, 2008

Firstly, I’d like to thank everyone who voted for providing kind and constructive comments in the voting area. They’ve really encouraged me to continue developing this game. Keep in mind when reading my comments that I too am trying to be constructive, and I’m not trying to come across as a complete butthead. In my mind anyone who even got half a final entry completed has done an amazing thing in such a short time. Secondly, let me apologize for including a few levels that were far too hard …. actually I’m almost certain now that they were impossible.

Mondrian Level 15

So, I’ve prepared an updated version of Mondrian for those who’d like to play it. I thought I’d leave this release until after voting, to ensure that nobody could accidentally judge based on the non-48 hour version. You can get the latest version a my OMGWTF Games !!1! page. This new updated version includes: Read the rest of this entry »

Exxon on Vista (Perhaps other systems aswell)

Posted by drZool
May 4th, 2008

It’s a trap

I’ve found out that level mode is troublesome on Vista system. Running my game in a browser solved that problem. However, performance goes down a lot in the browser. To get decent framerate shrink the browser window until it feels good. Here is the game

http://enedahl.com/ld11/final/exxon.swf
Same as the exe but online.

Minim Madness V1.0

Posted by mariusz
May 3rd, 2008

Here’s a new version of Minim Madness:

Highlights:

  • Completed in-game instructions.
  • Added easy difficulty mode for people who found the original too hard. Activate it by pressing D to toggle difficulty.
  • Added playback/recording mode.

This version includes some recordings of me playing the game. There aren’t any new levels, but hopefully I’ll manage another release in another couple of weeks.

Kaaaaahhhhn!… puter!

Posted by nfirvine
May 2nd, 2008

While I was doing the compo (and before), my computer was suffering from a disease I like to call “imabigstupidjerkofacomputerandimgoingtofreezeeveryfifteenminutes”.  It made coding extra fun, but by the grace of Billy Idol, I managed to submit something.

I noticed the comments and stuff on my entry about it basically being a piece of junk, so I went back and (hopefully) fixed those bugs.  Yet my computer was apparently just being a saucy taunt-face, because pretty much right after I’d packaged and tested the bugfix release, the thing froze before I could upload it anywhere.  It now freezes about one minute after it starts, thereby disallowing my every effort to get the update posted.

In all fairness, the computer’s about six years old, which I think is a pretty impressive lifespan for a laptop which I’ve worked pretty hard every day I’ve owned it.  I guess Ludum Dare must have been the straw that broke the camel’s back.

Anyway, in summary, I won’t be able to get the new, fixed, maybe-working-for-Windows version up before the voting closes.  If you can’t get it working on your system, feel free to judge it on the last-minute drunken stupor of a README and the sexy graphics in the gfx directory.

Also, I’m not going to be able to really rate anyone else’s because I only have access to computers which are not mine to install dodgy games on (no offence).

Peace out, and good luck to everyone whose computer isn’t a steaming pile of wreckage!

HypnoWalk numero tres

Posted by Uhfgood
May 2nd, 2008

sorry if I fouled up that spanish anyhoo… #3

This one’s animation looks pretty good to me, although there’s still some work to be done, I might have a few more go’s at it. stay tuned

Number 3... this one is a little better.

Keith

Sneak Peek: Happyponygate

Posted by Hamumu
May 2nd, 2008
As promised, it's a Chocolate Moose! Two, because I wanted to get a shot of him facing you. Surprisingly enough he has big googly eyes. This is also the lovely alleyway you begin the game in (it won't be full of monsters like this, though). You can see some debug text in there too, ignore that. I always feel a little guilty making the monsters just a bunch of spheres stuck together like this because it's so easy, but honestly it's exactly the result I want. That is my style, and it's just a coincidence that it's really easy to build. I love super round, super simple, characters.

The corndog diet delivers again!

Posted by philhassey
May 2nd, 2008

A notable draw-back to sitting in front of a screen all day is that I get bloated after a while.  Thus, I’ve built the corndog diet for when I wish to drop a few pounds.

  • Breakfast: yogurt + 1 cup grape juice
  • Lunch: one corndog + 1 cup water
  • Afternoon: 20 minute workout *
  • Dinner: something modest + 1 cup milk

Drops around 1/2 lb per day if I actually do it.  I usually don’t exactly do that, so I’m probably at a 1/4 lb rate right now.  At any rate, 10 down, 5 to go.  Gotta keep my body at least moderately comparable to my blog pics.

For fun, see the Corndog Patrol Flag.

* Usually about 150 jumping jacks, 7 pull-ups, 45 push-ups, and 120 sit-ups.  At a separate time Nan and I walk Cuzco the goat around the lake.

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Playtime’s Over, Punk!

Posted by Hamumu
May 1st, 2008
I feel like I've been spending far too much time playing instead of working lately, so I'm kicking my point system back into gear! It didn't last long because of some interruption or the other... I think it was when I got sick. But anyway, it was a good system that worked well for me, and I'm bringing it back! Today was my first day back on it, after yesterday indulging in too much Ratchet in the morning, and too much WoW all evening.

Today is the first of the month, so I've earned my points on maintenance type things - the newsletter is written, three addons are (almost) ready to go, new fan art is up, the monster contest is judged and done, and a new microntest is up. Oh, and I've finally finished judging LD48 entries. Right now I am working on the bills and writing a journal entry in which I am writing "writing a journal entry in which I am writing "writing a journal entry in wh... okay. Hey, and I did the dishes too!

So, I'm holding off on sending out the newsletter until I have the addons up, and I'm holding off on the addons until I get some files I am missing for one of them, but aside from that, it feels pretty productive. Tomorrow, maybe I can be productive on an actual project.

EXE available

Posted by john
April 30th, 2008

Say thanks to keeyai for making this exe!

http://xer.pixelarttut.googlepages.com/john_minimalist_house_builder.zip

Another attempt at the “Hypno-Joe” walk

Posted by Uhfgood
April 29th, 2008

I’m actually quite pleased at the walk itself, it seems to bob correctly, and the eyes seem to follow through just a little bit later than the head. That being said, there are still problems with it. Firstly his legs are way too long. They whole body should be about 3 heads high (in this case 3 brains high). The brain itself needs to be less bulky, and be fairly uniform through out. I’m going to try again, and eventually will get to something I like.

Here’s the animation in a small 160×120 size, maybe closer to the way it will be in the game.
Hypno's second walk.

Keith

Minimalist Post-mortem

Posted by GBGames
April 29th, 2008

In one 48 hour period, I made a simple game based on the theme “minimalist”. I didn’t try to stay awake throughout the entire Ludum Dare competition, so the game was made in less than 48 hours.

What Went Right:

  • Used my build script to create a distributable game from the beginning.

    I have a build script from a previous project that allows me to use a single command to take my project source, build it, and create a .tar.gz file to distribute for GNU/Linux users. Towards the end of the competition, I wasn’t spending too much time trying to figure out how to get my project into a judge’s hands since.

  • Mouse control was easy to do and easy to use.

    Since I was learning SDL, I tried to make my game as simple to use as possible. I knew that using a mouse was a lot easier than expecting someone to use the keyboard, but I had never implemented mouse control in a game before. Luckily, it turned out to be very easy. As a result, the interface was very simple since you’re just moving the mouse around, and the game that this interface produced was better for it.

  • I got really involved in it.

    I had food photos and a time lapse video, and I even received two trophies, one for my eclectic food choices. Hanging out with all of the other Ludum Dare participants, even if just virtually through IRC, was a lot of fun.

  • I finished!

    Of course, finishing was also a lot of fun. While I could have used some more playtesting and would have loved some feedback before it was submitted, I think I put together a decent game in a short amount of time. It feels good to finish things.

What Went Wrong:

  • My work environment was horrible.

    A couch is comfortable…but not for marathon game development sessions! My back still hurts. I need to clean my office. Right now, I am using it as a giant inbox:

    Why I Use My Couch Instead of My Office

    I prefer development with my laptop because the CRT of my desktop is harsh on my eyes. Still, it would be nice to sit in a real chair while working. Alternatively, I can finally buy an LCD for my desktop.

  • My cats love to hang out with me.

    Even if I was sitting in my office, I know from experience that my cats would still jump up into my lap and try to rest their heads on my arm. When you’re using a laptop, there isn’t room for it AND a cat or two. Having an office door to close would help, of course, but the cats were quite a distraction for LD#11.

    Gizmo prevents me from game programming

  • I didn’t practice using SDL before the competition.

    It was a problem especially since I had decided not to depend on the Kyra Sprite Engine for future projects, but I really only used libSDL for input and creating a window prior to this project. When the first 24 hours are finished and all you have is a window rendered and the knowledge that the mouse handling is working (even if it isn’t visible), you might be afraid that you won’t have anything to show at the end of 48 hours. I did manage to pull it off, but by the next competition, I want to be able to work with less of a focus on technical details and more of a focus on game development.

  • I spent too long in the beginning trying to mock something up in the GIMP.

    Similar to the previous point, I was spending more time on technical issues than on creation. I thought I was more familiar with the GIMP than I was, and I spent a lot of my early hours fighting with it instead of just using pencil and paper. The worst part about it was that the initial idea was one I ended up discarding, and if I wasn’t wasting time with figuring out how to do some simple things in it, I might have been able to figure it out sooner.

What I Learned:

  • My kitchen goes to entropy during LD.

    When you’re focused on game development for most of your waking hours for two days, other things have to take a lower priority. One of those things was cleaning. I had a bit of a mess to deal with after the competition was over.

  • Even something incredibly simple can be a good game mechanic.

    I knew I wasn’t going to be drinking multiple cans of Mountain Dew or Red Bull, and I don’t drink coffee, so staying up for 48 hours wasn’t going to happen. I needed to work on a game I could finish, so I picked the simplest thing I could. Surprisingly, it was fun, and some of the judges have said so as well. At the end of the competition I already had a list of ideas that could improve it, and I hope to release an updated version with those improvements.

  • It’s possible to do a lot in a single day.

    Even though I spent some time learning how to use SDL, I still managed to make a game. The best part is that I can incorporate what I have learned into my personal library of code for my future projects. Also, there were over 70 games submitted, and it is amazing what some people were able to do in 48 hours. Some of them were learning how to program!

I set aside most of a 48 hour period, and I have a game, some new code, and more experience. If I could work on a project with a similar scope each month, I think it would go a long way towards improving my ability to create video games. Also, it’s a lot of fun, and I will definitely be participating in future Ludum Dare competitions.

Ker-Blam

Posted by Hamumu
April 28th, 2008
Little update on the 'Gate today. Items are now destructible! It was a little bit complex for various reasons. First, items have never had 'health' in this engine, so I had to find a way to cram that in without breaking my existing map. That wasn't really a requirement, since I've hardly done anything on the map, but I always hate to trash things. Lucky for me, that turned out to be easy once I discovered how I load and save maps (discover is the right word - that code hasn't been touched in 8 years!).

Secondly, there was a bigger issue, which is that items only occupy a single tile of space. They're an element of the map. That would be okay if they were all tile-sized, but of course they are often quite huge, like my trash dumpsters. They could of course be arbitrarily sized, treated like monsters in that regard, and kept in a list, but that means a whole lot more collision checks, and I am already increasing the number of bullets that will be bumping into things at once, not to mention other stuff like the scrolling world that just slow this game down more than previous ones made with this engine. So bad idea to do that. Instead, I did something used in a lot of the previous games - added invisible blocks that can be placed to make items get in your way over a wider area. But this time, that's not enough - you need to be able to shoot those inviso-blocks and have it harm the main item, and when the main item is destroyed, all its associated inviso-blocks need to die with it, or you'd have strange invisible obstacles left over. So I made a whole system of invisible blocks with a direction, so you place items on the map, then inviso blocks around them that point to the item. They feed the damage done to them onto the item, and when it's destroyed, they go with it.

So anyway, it all works! You can destroy items now, but there are no explosions or anything, they just vanish. Yay?

About Tiny Hawk controls

Posted by pekuja
April 28th, 2008

From reading the comments, I got this feeling that not everybody has understood how the grinds and walljumps work in Tiny Hawk. The way you do them is you have to be holding the button when you hit a rail or a wall. Most commonly, you’ll do a jump and you’ll keep holding the button until you hit the rail or wall. Also if you’re walljumping up a tall column, just keep on holding the button, you don’t need to let go for each jump. The walljump is actually kinda buggy, and won’t always work if you’re falling down. This is because the game thinks you’re landing on a tile instead of hitting it from the side. I’ll likely fix this at some point. Also if you hit a rail on the very edge, you might hit the rail but fall off instantly. I’m going to call that an unintentional feature, because it’s kind of a neat thing that you can “almost” hit a rail. ;-)

A lot of people have been asking for a button for changing directions, but I think that not being able to turn around and playing the game with just one button is a pretty big point. I’m probably not adding that in. The actual problem is of course level design. There should be more blocks around so that you can bounce off a wall if you want to turn, or climb up quicker if you fall down.

Anyways, people seem to be liking the game, so thanks for that. I hope this little explanation clears things out (if there was anything to be cleared).

The list of things I want to make but won’t.

Posted by eugman
April 28th, 2008

So, there’s a list of idea that I commonly refer to but have never written down. It’s basically a bunch of stuff I’d be happy coding in the future but is odd or hard to do.

  1. Genetic art.
  2. Sound based game. Basically no graphics at all.
  3. Music based game. Like a shmup where the music determines the enemies.
  4. Shmup where all the sprites are 4-8 pixels in width/length
  5. Online nomic
  6. Something involving multiple interacting irc bots

Sorry people..

Posted by jamports
April 27th, 2008

I must have screwed up the build somehow. It runs OK on my MacBook Pro, and I did bundle the Bullet/SDL libraries, but it seems others have had the bus error (and someone else was able to launch it, but the graphics didn’t work properly). I’ll try to fix it and post a link to the working version (if anyone is still interested…). Should be possible to compile and build it also, on any Mac, if you download Bullet and SDL.


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