About Almost (twitter: @AlmostMatt)

See also: https://ldjam.com/users/almost/games

I'm a U Waterloo grad, Google software engineer, and Indie game dev on the side. I have a bunch of previous personal projects on my personal website

Entries

 
Ludum Dare 32
 
Ludum Dare 29
 
Ludum Dare 25
 
Ludum Dare 18
 
Ludum Dare 17
 
MiniLD 13
 
Ludum Dare 15

Almost's Trophies

So Many Flames
Awarded by madk
on May 2, 2010
The "I'm Stuck in a Pit of My Own Creation"
Awarded by GBGames
on September 2, 2009

Almost's Archive

Submitted what I had after 48 hours

Posted by (twitter: @AlmostMatt)
Sunday, August 22nd, 2010 9:22 pm

Submission page is here. It’s a shootemup in which you can commandeer the enemy ships.

http://www.ludumdare.com/compo/ludum-dare-18/?action=rate&uid=1168

It'd be easier to just steal the big ship, silly player

It'd be easier to just steal the big ship, silly player

This was fun. My game isn’t very finished, as a bunch of the little features and polish are missing, AI is boring, there is very little variety in ships, and the ship spawn waves are on loop. Also, I never got around to making the pretty laser do damage, and a useless weapon isn’t much good so it’s removed from the ships. I’ll probably do some of these things later, and then get lazy and not properly finish the game. However, it is playable in it’s current state.

Lasers and stuff

Posted by (twitter: @AlmostMatt)
Saturday, August 21st, 2010 7:21 pm
LD18 take3

I think I may be abusing flash's glow filter

You can play what I have so far  if you want, though it’s still really rough. Both units autoshoot and turn towards the mouse.

Little Progress

Posted by (twitter: @AlmostMatt)
Friday, August 20th, 2010 11:45 pm

So I hate physics engines and I want engines to apply an impulse to the ship that both pushes and turns it. I made up a bit of physics that sort of makes sense to me and I’m ok with the result.

I tried to put an interactive flash thing in this post, but it disappeared when I hit publish.

Am I doing something wrong?

Am I doing something wrong?

(more…)

My LD History

Posted by (twitter: @AlmostMatt)
Thursday, August 19th, 2010 8:38 pm

I like this trend.

Not very many, I know.

Not very many, I know.

This is what everybody else voted, right?

Posted by (twitter: @AlmostMatt)
Thursday, August 19th, 2010 8:12 pm
Caption

It's not too late to change your vote!

Oh hey, it’s this time again

Posted by (twitter: @AlmostMatt)
Monday, August 16th, 2010 7:38 am

Yup. The time when 100 people make declarations of their intent that very few people read. So here’s mine:

This’ll be my third ludum dare, using the Love engine previously but I’ve recently taken to FlashDevelop. No flixel, since I’ve little ot no experience with it. My plan is to try to make a unique game in a day or so and then spend the rest of the time working on levels, art, and self recorded sound effects.

FlashDevelop for code

Paint.net or SketchBook for art depending on whether or not I go for a handdrawn style

audacity for recording, sfxr is boring

TinyArmada PostCompo

Posted by (twitter: @AlmostMatt)
Monday, June 7th, 2010 6:14 pm

Ok, so ludumdare 17 was forever ago, whatever.

Ages ago I started a postcompo version of my game but then became busy and put it off and forgot about it. I’ve just picked it up again and done some work on it such that I am happy enough with it.

As well as a bunch of bugfixes and minor tweaks, changes include:

Healing over time when near a friendly building. Visual improvements and shore rendering. Improved mapmaker  ensures that players are a minimum distance apart, and that no cities are stuck inland. Victory / Defeat messages. Fire varying in size according to how much damage the unit has taken and the size of the unit.

So no, nothing super different, but enough to make it better.

It looks like this

It looks like this

Download it: (Windows, 1.8MB)

Tiny Armada Post-Mortem

Posted by (twitter: @AlmostMatt)
Sunday, May 2nd, 2010 10:23 pm

Well, it’s been a week.

This was my second ludum dare, and it was fun. I took a much more ambitious game design this time than I did for my first one, and it made things interesting in I think a good way. Although there are loads of ideas and features that I never got around to implementing, my game is playable and looks a lot better than I expected it to.

The good:

I made an RTS in 48 hours. Also, it’s kind of fun.

The random island generation looks cool and saved me the time to create a map editor and a bunch of interesting maps.

The AI is actually pretty cool. All of the “essential” features are in (fire, selection, training, movement, pathfinding, combat, fire).

The art actually looks pretty neat. I had images for all of the units, particle effects for the fire, circles for the ripple effect that doesn’t entirely make sense and a neat lots of trees effect to hide the fact that the map is tilebased.

The bad:

The fire is currently “if hp < maxhp then BIG FIRE ON UNIT end”.

I really wanted the size of the fire to depend on the size of the unit and how hurt the unit is, but I was just so rushed for time. I also wanted units to heal over time, but never got around to it, so if a unit is hurt even once it will remain on fire until it dies.

The AI is kind of random and doesn’t really protect it’s main base very well. It also never acts offensively; if it attacks you it’s because you’re too close to its merchants.

The map generator has a habit of creating inland cities. It also has a slight chance of spawning capitals directly adjacent to each other, and a hopefully slighter chance of locking up during the map generation process in which case the program would need to be restarted.

The game never says YOU WIN or YOU LOSE even if you destroy every enemy or an enemy destroys every one of you.

The selection mechanics were a bit clunky. If multiple units are in front of your mouse ,which one is selected is random. It is impossible to double click on a unit to select all of that type of unit, which is annoying because selecting all war ships without selecting any of your merchants is something you will want to do often.

Merchants will occasionally stop what they are doing and become idle. This happens often when the AI tries to order a merchant to trade with an inland colony.

Some undeveloped features are obvious, like the fact that you can “capture” colonies, yet their ownership is meaningless.

Due to the lack of variety in game elements, the strategy is somewhat flat.

There is a total lack of sound/music.

And there are a bunch of other minor bugs that managed to persist due to a lack of playtesting.

more thoughts:

I’m very pleased with the game that I managed to create, and have been enjoying the positive feedback.

It’s been a week, and I’ve mostly been busy, but I have started on a postcompo version.

take10 crop
I’ll probably change the white player to a more contrasting color

So, as you can see in the cropped screenshot, there is some variation in the size of fires according to how hurt the unit is. You can also see  some aesthetic changes (like the shores), and an area of influence for buildings under a player’s control that provides healing to that player’s units. Also, there are no inland colonies.

[EDIT http://www.mediafire.com/file/ozfezytzyzv/TinyArmada1.1.zip]

Tiny Armada Finished for now

Posted by (twitter: @AlmostMatt)
Sunday, April 25th, 2010 9:34 pm

Look at that, it has a name now.

take9

Ok, so since I last made a post a lot has changed. The AI now makes ships and does stuff. the units and cities now look like units and cities. there is a bit of a user interface for current gold and unit creation. Paths are simplified to diagonals after they have been determined. Also, some minor tweaks all over.

Grab it here: http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1168

Stuff is working

Posted by (twitter: @AlmostMatt)
Sunday, April 25th, 2010 3:20 pm
take6

Now featuring pathfinding and gold carrying.

Well, it probably won’t be very well finished, but it looks like it’ll be somewhat playable in the next few hours. I just need to make some AI, a better UI, and make everything look better.

Health bars are ugly, Fire is nice

Posted by (twitter: @AlmostMatt)
Saturday, April 24th, 2010 10:27 pm
Fire is hot.

It burns!

Good color choice makes everything better

Posted by (twitter: @AlmostMatt)
Saturday, April 24th, 2010 8:53 pm

I’ve officially switched from the common and boring sandy beach and pale blue water style to the deep green ground and slightly green water. It looks much nicer.

Also, I have a fancy draw lots of trees as blobs thing, which I think is ok. I’ll probably do something similar to make the ground a more interesting shape/color.

The units/colonies are all placeholder graphics right now. The only really interesting thing with them is that each one is made up of two different images, one drawn normally and the other one tinted red or blue depending on the team.

take3

There’s still a lot of gamelogic to be coded if I intend to finish this, and I’m not really feeling inspired enough to work fast.

Basic functionality

Posted by (twitter: @AlmostMatt)
Saturday, April 24th, 2010 10:27 am

I slept in longer than I meant to. Anyways, I’ve started on some of the happening stuff. As you can see, the boat circles that were created at the dock squares are sailing around the sea by following paths and making ripples as they do so.

take1

Well, I have something

Posted by (twitter: @AlmostMatt)
Friday, April 23rd, 2010 8:39 pm

Islands is a boring/unexpected theme.

Anyways, my current idea looks like this:

first mockup

Almost

Posted by (twitter: @AlmostMatt)
Friday, April 23rd, 2010 6:14 pm

is here.

Let there be occasional darkness

Posted by (twitter: @AlmostMatt)
Friday, December 11th, 2009 9:01 pm

screen0

Umm, just testing an explored/not explored concept. everythings black at first, but then as the light moves around the stuff starts to appear.

Yeah, I’m still not really sure what I’m gonna do.

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