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Final day for Furni-Chore

Posted by (twitter: @AgentParsec)
Monday, January 2nd, 2017 1:23 am

There’s still time left to play/rate my compo entry, Furni-Chore.  It’s a fun, easy-to-learn puzzle game with mellow music and 15 levels.  Try it out!

furnichore_ss3

“Furni-Chore” post-compo analysis

Posted by (twitter: @AgentParsec)
Wednesday, December 21st, 2016 3:11 pm

furnichore_ss3

THINGS THAT I LIKED:

  • I managed to get all of the furniture placement rules to work properly, along with showing the player all the valid placement points.  It even removes invalid furniture whenever you pick up something that it requires.  While making this, I was so worried that I wouldn’t get it all to come out right, but it did in the end.
  • This is probably some of the most mellow music I’ve written, and I really enjoyed listening to it while playing the game.  I hope others do as well.
  • I made all of the sound effects myself through the microphone plus some sound editing, which I’ve done in the past.  I think I will continue to do this, since I’m starting to get pretty good at it.
  • I made a level editor to help speed the process.  Without it, it would have taken me much longer to make all the levels, and I wouldn’t have had time to make the 15 that I had.

THINGS THAT I DIDN’T LIKE:

  • The aforementioned level editor is very rudimentary, and always saves to the same filename (which has to be manually changed in order to be inserted into the game).  If I had more time, I would have made it more user-friendly and included it as part of the actual game.  I think including a level editor would have helped push the game up to the top.
  • It’s in the code to allow furniture that is pre-placed and can’t be moved, which could allow for interesting puzzles.  I didn’t have time to actually make any puzzles using the mechanic though; I was lucky enough to get the current 15 levels done in time for the compo to end.
  • I keep feeling like I made level 14 too hard.  People have beaten it though, so maybe I’m just being paranoid.
  • The way to tell the attributes of furniture is to hover over it or check on the slight color tint.  I think having actual different graphics would probably be preferable, but I didn’t have time for that.  It worked out, but it does add to the confusion.
  • I really wanted the sofas and chairs to auto-rotate to face properly, but I just didn’t have the time to implement it.
  • I also had a TV planned that had to be against a wall facing a sofa, but I cut it out after I realized that checking facing was going to be very difficult to accomplish with the way I had everything set up.

THINGS FOR THE FUTURE?:

  • This could make for a good completed game, maybe for mobile devices.  It just needs a facelift and a slew of additional puzzles and furniture types, and also some more furniture attributes.  I would definitely want to have the aforementioned TV put in.
  • Someone suggested to me that it might be possible to have levels procedurally generated.  I agree that it’s possible, and I might look into it if I decide to take this anywhere.
  • If I continue with this, finishing up the level editor is a must.  I’d really like people to be able to make their own puzzles and share them.

LD37 Entry: “Furni-Chore”

Posted by (twitter: @AgentParsec)
Sunday, December 11th, 2016 7:19 pm

I’ve uploaded Furni-Chore, my entry for LD37:

furnichore_ss3

Arrange furniture in the room, following all the rules for each piece of furniture.  There are 15 levels in all!

Multiple Jam entries?

Posted by (twitter: @AgentParsec)
Friday, August 26th, 2016 8:27 pm

Hey, would I be able to write music for multiple Jam entries, or is that frowned upon?  Does anyone know?

If so, maybe this time around I’ll just write lots o’ music for people.

Or, maybe I could make some assets for anyone to use?

Any Jam groups need a composer?

Posted by (twitter: @AgentParsec)
Friday, August 26th, 2016 8:12 pm

I don’t think I’ll be entering the compo this time around, I just don’t have any ideas for the theme.

But, I’d be willing to participate and write some music for a Jam team that needs it.  Reply here if you’d like a musician on your team.  I’d prefer a team that has entered the Jam before (and maybe just used stock music previously).

Symblyx — Post-Mortem

Posted by (twitter: @AgentParsec)
Sunday, May 8th, 2016 7:59 pm

24 hours left!  Still time to try out my compo entry, Symblyx:

symblyx_ss1

The Good:

  • MUSIC!  I think this is probably some of my best non-dynamic music I’ve written for LD.
  • The sliding of the rows was something I wanted to get used to doing, since I may need it for future mobile games.  I’m pleased that I managed to get it to work (semi-)flawlessly.
  • Graphics:  They were simple, but they worked.  I also managed to get the still-unnamed character on the side of the board animated pretty well, all things considered.  I also like how the bubbles in the background and the random shapes flashing in the corners looked.

The Bad:

  • There’s a bug in the sliding code that causes some problems for people.  I think I know what’s causing it, but unfortunately I also know that I’d have to completely change the way I did the slide for it to work.  At least most people don’t seem to be having the problem (it’s triggered by low framerates).
  • I wasn’t very clear in the instructions, but you can slide rows and columns by clicking and dragging.  I thought it was intuitive, but in retrospect, it would really only be intuitive on a mobile platform with a touchscreen.  On the computer, I guess there were better ways I could have implemented the sliding.
  • If I had thought of a way I could have made the music dynamic, I would have done it.  I tend to write dynamic music a lot, so this was a change for me to write a simple loop instead.  As I mentioned above, I still really like it; I just felt it could have been even better if there were a dynamic element to it.
  • I spent 27 hours in all on it, and even though there were bugs, I just kind of stopped after that.  There were plenty more things I could have done to spice it up a little bit, such as more animations for the character, more sound effects for clearing shapes, etc.

 

Anyway, thanks to everyone who played it!

Chromaestro on iOS

Posted by (twitter: @AgentParsec)
Friday, April 29th, 2016 2:51 pm

I finally released “Chromaestro” for iOS devices (iPhone/iPad) last week.  Those of you who enjoy my music in my Ludum Dare entries, check it out!

Chromaestro

Chromaestro Lite (free)

A fun puzzle game, featuring Chromie the cat! Connect Green Gems to score points; the longer the path, the more points you earn. Red Gems will block your path and can create pits, while Blue Gems will restore tiles and give you a bonus. The positions of the gems will create music as you play the game!

Trailer from last year (graphics are very slightly modified, but the gameplay is still the same):

Symblyx — Finished

Posted by (twitter: @AgentParsec)
Saturday, April 16th, 2016 11:45 pm

27 hours is a new record for me finishing a game.  Here’s “Symblyx“:

symblyx_ss1

I’d do more with it, but honestly I can’t really think of anything else.  More puzzles would be about it at this point, but I already think the length of the game is fine for Ludum Dare.

And yes, I wrote the music in it.

Already?

Posted by (twitter: @AgentParsec)
Saturday, April 16th, 2016 10:04 pm

I’m already done with my entry.  This has got to be the fastest I’ve ever gotten EVERYTHING done.

I think I’m going to take the extra time to scour it for any bugs I may have missed, and maybe add in some special effects or something.

Nightlight — Postmortem

Posted by (twitter: @AgentParsec)
Sunday, January 3rd, 2016 1:49 am

This is my first time entering the Jam instead of the Compo, and I did it with Tifu, a friend of mine that usually enters LD by himself as well.  Together, we made our entry, “Nightlight“:

I handled the programming, sound and music, while Tifu handled the characters, graphics and level design.

 

Things that went well:

  • I loved the theme Tifu and I came up with while brainstorming ideas at the beginning.  Focusing on the “Growing” aspect, we implemented it three different ways: the growing fear, the doll growing in power, and the overall theme of the child growing up.  I feel that anyone who makes it to the ending will be able to fully appreciate the theme.  Also, though we didn’t specifically use the “Two Button Controls” theme, we did make a reference to it by naming the doll “Two Buttons”.
  • I really like how the visuals came out.  Tifu had enough time to create separate animations for the main character for both normal and scared states, and I think little touches like that help add some additional charm to the game.
  • Everything came together well for the sound, from the constant sound of rain outdoors to the intermittent flashes of lightning, and even very subtle things like the main character’s footsteps becoming louder with faster movement.  Anyone familiar with my previous entries knows that I like putting in dynamic music, so of course I had it increase and decrease the intensity of the music based on the fear level.
  • I’ve never coded a dialogue system before, and while it wasn’t perfect, I’m glad I was able to get it working.  Using different fonts and colors for the text made it easy to tell who was speaking when multiple characters were talking.
  • We were just barely able to get both the intro and outro completed before time elapsed, and I’m glad we did, as it would have felt very incomplete without it.
  • The four photos that the player has to find are adorable; Tifu did a great job with them.

 

Things that needed improvement:

  • While doing the movement coding, I had the semi-brilliant idea of making it so that as the player got more afraid, the main character’s movement speed would become gradually faster when moving towards light sources (or outlets while carrying the nightlight) and slower when moving away from them.  It made sense in a realistic sort of way, but in practice, I realized too late that no slowdown at all should have occurred.  As a result, some of the runs in the game ended up being more difficult than expecting, and the very first room of the game unfortunately ended up being difficult to pass (not a good first impression to make).  Unfortunately, I’m worried that some people may not have successfully passed it due to the difficulty, and this may have had an impact on the ratings they gave.
  • As most LD entrants know, running out of time is the greatest problem.  While I’m glad we finished a complete experience, there were some things that were cut for time.  Most specifically, the doll (Two Buttons) was originally going to show up throughout the house to hound the player at random and not-so-random points, but we felt that this was secondary to the rest of the game, and focused on getting the core gameplay done first.  As a result, there aren’t any scares as we had originally planned.  In a way though, it kind of still works: there’s a constant fear of something scary happening that never comes, which fits in with the realization that it’s all in the main character’s head.  (I kind of wish we at least had time to implement the TV scare.  Tifu had animations ready for it, but I just couldn’t get it programmed in.)
  • Originally I had set up a system by which light sources would cast shadows and consequently produce unlit areas that the player would still end up being in the dark and afraid.  In practice though, it didn’t look good with the perspective we chose, so I ended up cutting it out.  The only way it would have worked was if the perspective was directly top down, and I think I prefer the RPG-style top down we went with instead, since it allowed for more expression on the characters.
  • I’d like to have put in a dialogue system that typed out what was being said, like most RPGs do (instead of having the text just appear), but this feature was very low on the priority list, so I cut it very early in development.
  • With how much time everything else took, I didn’t have time to make a proper opening and closing theme to the game.  This is the first time I’ve ever had to cut music from an LD entry.

 

Anyway, there’s still time to play it if you haven’t yet.  We hope everyone likes it!

LD 34 Jam Entry — “Nightlight”

Posted by (twitter: @AgentParsec)
Monday, December 14th, 2015 9:16 pm

This time around I teamed up with Tifu, and our entry is “Nightlight“:

 

 

A child, afraid of the dark, must face his fears to stop an evil doll from growing in power…

Enjoy!

No Mini-LD here

Posted by (twitter: @AgentParsec)
Friday, September 25th, 2015 9:31 pm

I had an idea for the mini-LD, but unfortunately what I didn’t have was time to work on it.  I barely got started, and the mini-LD is almost over, so I’m giving up.  However, I may complete the idea at a future time anyway, since I like it.

Beast Of The Woods — Continue?

Posted by (twitter: @AgentParsec)
Wednesday, August 26th, 2015 11:29 am

Reaction so far to Beast Of The Woods has been very positive.  Even though it’s a pretty short game, all things considering, I was wondering if anyone thinks I should try to develop it just a bit more, as a post-compo version.  In particular, I think it could use some improved graphics, but even if I keep the graphics the same, I think it would be fun to make some kind of multiplayer version (one player is the beast, while the other is the human).  Anyone who’s played it, do you think I should go for it?

Beast Of The Woods — Post-Mortem

Posted by (twitter: @AgentParsec)
Monday, August 24th, 2015 3:23 pm

I think this is one of my better Ludum Dare entries!  I’ve been learning a lot from doing these, and I hope it shows.

Beast Of The Woods

beastofthewoods2

 

GOOD THINGS:

  1. Music:  As always, I think I did well capturing the tense atmosphere here, with the music that escalates as you get closer to your prey.
  2. Sound:  I made all of my own sound effects for this, and had to get creative.  For the footstep sounds, I crinkled together some brown packing paper with a plastic bag.  For the gunshot, I recorded a hand clap and modified it slightly.  Everything else was modified vocal recordings.  I’m beginning to think I’m getting good at making monster sounds, based on this and my Dreamshift entry a few LDs back.
  3. AI:  The humans have the most advanced AI I’ve programmed to date.  Granted, I’m not much of a programmer, and I’m sure others could make better AI, but given the timeframe I was working with, I was extremely pleased with the results.  I got the humans’ movement and decisions to feel somewhat natural.  I also decided within the last 6 hours to modify it to allow more than one human out at a time, and was relieved that I managed to implement it without having to change much.  This is also the first time I’ve gotten pathfinding to work reasonably well (Downbeat had some issues).

BAD THINGS:

  1. Graphics:  Always an issue for me.  I got the lighting and stuff to come out okay, but I’m still not good at making textures.  Hence, all of the pixelated ones in the game.  One of these days I’ll get better at that, I hope.
  2. AI:  There were still a few more things in the AI that I would have liked to tweak to make certain parts more unpredictable, but with the deadline looming I just decided there wouldn’t be time to mess with it anymore.

 

Overall though, I’m quite pleased with the results, and I hope others are as well.  If anyone can kill all 18 humans in the game (I did it once myself, so I know it’s possible), let me know!

Beast Of The Woods — Finished

Posted by (twitter: @AgentParsec)
Sunday, August 23rd, 2015 6:05 pm

Finished with 2 hours to spare!

Beast Of The Woods

beastofthewoods2

You must stalk and kill humans that venture into your woods.  If they see you, they’ll shoot you.  Can you kill all 18 of them?

I had a lot of fun with this one, and I think it’s one of my best entries to date.  Enjoy!

In…?

Posted by (twitter: @AgentParsec)
Tuesday, August 18th, 2015 8:35 pm

Well, I couldn’t really find a Jam team to join, so I’ll probably go solo and do the Compo again.

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