I’m In!

Posted by (twitter: @ddrkirbyisq)
April 16th, 2015 2:22 pm

Hey there, DDRKirby(ISQ) here!  You might remember me from my entry from LD29, Ripple Runner.  This will be my *9th* time doing LD!

Last time I ended up with Labyrinth, a short 2D puzzle platformer with pixel graphics.  It ended up taking 7th place overall!  (Despite it being one of my weaker entries)

For Labyrinth, my goals were:

Make something with a simple and clean art style – I failed on this front and ended up just using pixel art again.  I still have yet to make a game using basic shapes and a clean/minimalistic aesthetic.  For Labyrinth, pixel art was the right choice though, so it wasn’t really a mistake.  Just, hopefully I get to do this at some point.

Don’t stress out about results – Yeah, I did this.  I didn’t even expect that much because I ran out of time and felt really rushed at the end due to having a false start.

Feedback and critical thought earlier in the design process – Yes, I did this too.  In fact I had an initial idea of a dungeon that would change in shape and have this narrative where you start out with a friend and then you lose them and then the story gets wrapped up somehow blahblahblah….but then I ended up trashing that idea completely after I figured out that it wasn’t really working.

For this time, let’s try to:

Make something simple, dammit – Should always be a goal…even if I don’t end up with something simple in the end, it’s always best to start off small and add fancy stuff later.  Just, more fun that way!

Don’t stress TOO much about the initial idea – Last time I think I actually ended up tried to overthink things and that’s what led to something forced and unnatural; I think I still need to spend a good chunk of time thinking about a fun idea that will work but once I have that I can just try to run with it and see what happens.

Code with extensibility for multiple resolutions and input types – I’ll be working with haxepunk this time, so there’s the possibility of cross-platform builds!  If I want to support mobile devices and such, I need to code in a way such that I don’t lock myself 100% to a particular resolution/input type, so I’ll at least make *some* effort to do that.  I know a lot of people were requesting Ripple Runner be a mobile release, for example.

Tools/frameworks I’m using this time around:

– Haxe with Haxepunk, deving in FlashDevelop.  This’ll be my first LD using haxe!
– FL Studio for music/audio
– Labchirp for additional sfx
– GIMP for graphics/art
– No map editor, even if I do end up with some sort of game that wants a map editor, trying to integrate one with haxe is just tooooo risky.  I’d rather roll my own ascii text solution or something.
– Paint tool SAI if I decide to be experimentalllll and actually draw things (but I probably won’t).

Protip for any people who are attempting to use haxepunk: I’ve found that the following combination of library versions will make things happy:

HaxePunk: [2.5.3]
hxcpp: [3.2.37]
lime-tools: [1.5.7]
lime: [2.1.3]
openfl: [2.2.8]

AFAIK the latest version of HaxePunk is not yet compatible with the latest releases of lime/openfl.  This took me a while to figure out but I’m glad I have it all squared away before the compo starts.  As an aside, I also tried to find a good IDE for haxe+haxepunk in OSX but everything I tried didn’t really pass the test…which is fine since windows is my primary platform anyways.  Flashdevelop will have you covered.

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3 Responses to “I’m In!”

  1. akifox says:

    That’s the real basic library for Haxepunk. There is a lot more which can be useful, from hxColorToolkit to Actuate.

    If I can suggest on Mac I use ATOM (by GitHub) which is an amazing hackable editor for any language or text files you use, Haxe included. There are some extension which integrates the building process.

    Be sure to compile (or test) your projects with -Dv2

    lime test mac/windows -Dv2

    this because haxepunk is not compatible with OpenFL3 (like most of the stuff since OpenFL3.0.x is a new release, few weeks old) and that options force using the legacy OpenFL 2 even if you have OpenFL 3 installed.

  2. Lynx says:

    Glad to see you’re in again! I always enjoy checking out your stuff and learning from the audio master!

    (even if that audio master bumps me to 3rd place…grumble grumble…)

    Hahaha, just kidding, can’t wait to see awesome game you come up with this time.

  3. johnfn says:

    Good luck! I found that Sublime Text 3 was a pretty solid haxe dev environment on OSX. With the proper plugins, you can get some pretty nice autocompletion going.

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