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October Challenge 2013
Ludum Dare 26
Ludum Dare 25

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Alpha release!!

Posted by (twitter: @mkpictures)
Tuesday, October 22nd, 2013 3:13 pm

Hey guys, I’ve worked a lot on the game the past few days, and would like to have your opinion on the game, and I also want to know if it’s working great on other computers than mine.

So, here’s the MinimalShmup Alpha Version 0.1:

Special Power!

Actual features in the game:
– Power Switch System:
You have 4 powers, with common gauges that fill by shooting on enemies.
– Bomb Power: You suppress every shot on the screen for a short amount of time
– Shield Power; You have a shield that protects your ships during 2.5 seconds, preventing you from dying.
– Special Power: Your ship shoot a lot of homing bullets that kills almost everything on the screen.
– Discover Power: There are treasures in the stages, that reward a good amount of points. Will you sacrifice some of your safety so make more points ?

– Gamepad/keyboard support:
The game is currently supporting xbox 360 gamepads / arcade sticks and also keyboard.
– Xbox: RT to shoot, X to power switch, Y to use your power, Start to pause the game.
– Keyboard: Space to shoot, X to power switch, C to use your power, ESC to pause, arrows to move.

What’s still in development:
– Fixing bugs.
– More enemies.
– More patterns.
– Tweaking the scoring system.
– Local leaderboard.
– Musics.
– Better graphics!

For the moment, the level 2 is still empty but the boss is working ( even if nearly impossible to beat ). Also, there is no music, because I prefer to improve the gameplay first. The menus are a bit weird too.
So, that’s why I need to get the more opinions/bug reports possible, to make it the best the fast I can. I don’t want to release an unstable game or that feels odd or that isn’t fun.

Download it here
Don’t hesistate to comment on the game! I’ll respond as soon as possible.

MinimalShmup update();

Posted by (twitter: @mkpictures)
Sunday, October 20th, 2013 3:32 pm

Hey guys,
some news about MinimalShmup.
It’s now time to think a bit about what happend this week-end.

As I say, I thought about releasing a beta this Sunday night.. It’s not going to happend.
Why ?
I worked as hard as I could, something like 25 hours and maybe I could do it if I didn’t find a crappy bug in the game.
At some point ( it looked random in fact, I still don’t know why it did that bug, and I don’t even know if it’s really fixed now.. ) when loading the stage 2, the sprites were absolutely not the right ones.
I think it was because at the beginning I was loading the levels from text files, and then I added a .tmx file parser to load my level created with Tiled Editor, and because it was loading a bit from the .tmx and a bit from the text file, it did some weird things.

Now it seems to be working, but I wasted few hours fixing this, I lost my mind, felt like crap and wanted to burn anything around me.
I also underestimated the amount of time needed to make the menus, and spend some time to try optimising the rendering.

So now, it’s working, but there is a lack of content, and I still need to make the musics for the 2 firsts levels, so I decided to not release anything now, and wait to work on that.

About what was added since the last update:
– I added and fixed the special power, the bomb power and the shield power. It’s working great, and I’m still tweaking the scoring system, but I really enjoy playing it ( even if it took me a while to not die on the first level xD ).

Because I really need to see if the game is working on other pc’s than mine, I’ll still put an alpha version of the game on Monday or Tuesday, so you can comment on it and help me to fix bugs and improve the gameplay and stuff.

Now it’s time for me to sleep, see you guys for other game updates!

Yay, video!

Posted by (twitter: @mkpictures)
Friday, October 18th, 2013 3:33 pm

Okay, I implemented some scoring, and I still have a shitload to do though…
Here’s a video of what it looks like for now. I’ll change the sprites, reactivate the hitboxes ( and recheck them, ’cause it’s weird ).
It’s playing pretty well with a gamepad.

For the week-end now, I’ll do some more stuff of the game like:
Add the menus, reactivate and debug hitboxes, make real levels ( and not that crap with copy pasted enemies apparitions ), change the sprites, add the almost final scoring system, debug more, and a lot more things.

And I’ll release a beta version on sunday I think.

So, here we go for the video, enjoy:

MinimalShmup news#2

Posted by (twitter: @mkpictures)
Tuesday, October 15th, 2013 10:11 am

So, a small post about what’s going on for MinimalShmup.

Because of the courses, I can’t work as much as I want, but the game is still being improved.

Now, the game is completely working with a gamepad, I added the structure of the HUD, and I’m implementing the scoring system.

The scoring system should be like this:
– You have one normal shot that power up when you take a powerup bonus, and a special attack that you can use with you gauge counter.
– The gauge is filled by shooting on enemies and you can “stock” them. ( You can have, for example, 3 full gauges and 1 half empty ). The gauges are in fact the amount of Bomb/Special attack/Analyse you have, but you can switch between them. Imagine you have 10 gauges, you can choose to use one for a bomb or switch to you special attack and use one for it, you’ll have 9 gauges after that.
– The gauges count in the scoring system, after each level, a multiplier is applied on you gauge counter and also on your lives and on the rank.

I’m also trying to optimise everything, and I’ll work on the first level, so I’ll be able to put a beta version here.

Stay tuned for more infos soon!

bonus: a screenshot

October Challenge, here we go

Posted by (twitter: @mkpictures)
Tuesday, October 8th, 2013 10:56 am


It’s time for some challenge ? I think it’s a good excuse to make my ludum dare 26 better, and to finish it! I started on the first of October, I just didn’t write a post.
My game is a shoot’em up, I’m still in reflexion for the gameplay, but I’m also working of fixing some bugs there were in the project. Now the sprites are drawing correctly, I clarified some code, and added persistance for the bullets , so they’ll still exist when the enemy die.
I’m also adding a gamepad support ( That’s weird to play my own game with a controller ^^ ), but it’s a lot of work to rethink the movements, and to implement them without bugs.

I still have performance issues, it becomes laggy when there is more than 40 bullets on the screen, and I have absolutely no idea why…

By the way, I’m pleased to to this, and I hope I’ll finish in time, even if I have work to do for school and stuffs. *fingers crossed*

More informations soon, stay tuned!

Oh, and you can also check my blog: here

LD “almost post-mortem”

Posted by (twitter: @mkpictures)
Thursday, May 2nd, 2013 4:57 pm

Ok guys, it’s time to do a first small post mortem after that Ludum Dare 26 :)

I’m proud of what I’ve done during this week-end, not only because I finished what I wanted to do, but because few month ago, I was already working on a shmup like the one I did. The main problem was that the main logic and a shitload of programming errors. No inheritance at all, bugs, optimization problems, etc. I worked something like 4 or 5 month on that crap before giving up. So doing MUCH better during only a week was a personnal challenge for me. And I did it!!

Now, about the 48hours: I learned some usefull stuff, like using states in the main class to now the progression in the program ( like if I need to display the main menu or run the gameloop ), or like thinking a lot about the text structure I’ll use to create describe the levels. There’s actually only 2 levels in my game, because the structure made the creation/filling of the levels something horrible and I lost a LOT of time doing that :/

I know there are still bugs in the game, but with the base I own now, can think again about doing my danmaku ( and doing it for windows, linux and mac ).

So, that Ludum Dare was a great experience, for the second time I did it, my game was really better :) I know I’ll do the LD27 😀

And for you:
A video of the stage 1 of Minimal Shmup:

Don’t forget to follow me on twitter :) I’m now working on the linux “LD” version of it :) And after that, I’ll work on the REAL danmaku :)


Posted by (twitter: @mkpictures)
Saturday, April 27th, 2013 4:34 pm

It’s 1:30AM here in Belgium, I’m a bit tired but it’s ok. The code is progressing, slowly, but there’s progression.
Now the sprites are correctly positioned. A added more ennemies, and the boss is well activating when it’s the end of the level.
Now I have to do some patterns for the bosses and for the bullets of the second type of ennemies.
I also added sounds :)
I’ll add a menu if I have the time to do so, ’cause there is still mysterious crashes when leaving the game :/
I think I’ll put 3 levels in the game, maybe a 4th one if I motivated ^^
Here’s another screenshot: Minimal Shmup

A small video

Posted by (twitter: @mkpictures)
Saturday, April 27th, 2013 1:49 pm

A small video about what’s going on for my Ludum Dare :)
Sorry for the bad compression and the lag, I was also streaming while taking that capture with FFSplit.


Posted by (twitter: @mkpictures)
Saturday, April 27th, 2013 10:57 am

Haha, first screenshot! It’s a bit ugly, sorry.. those are just sprites for testing if it works fine.
I’m proud of what I’ve done for the moment, I know there is still a shitload of stuff to do, but I think I can finish it!

Shoot’em up!

It’s going fine!

Posted by (twitter: @mkpictures)
Saturday, April 27th, 2013 7:01 am

After sleeping 2 hours, I can say that it’s progressing well. I got some collisions working, the ship is moving, and I have the first enemy.
Now I’ll start working on scripting the first enemy, and the first boss and then implementing the init of the levels from text files with tile map for the background.

I’ll make a video soon :) Stay tuned!

Okay, I think I’m ready now

Posted by (twitter: @mkpictures)
Friday, April 26th, 2013 5:11 pm

I’ll not begin from total scratch. I just configured my VS project, and imported my Util.h ( with something like 3 or 4 methods to convert strings into int/float and to calculate an angle ) because I really don’t want to search again the code on the web or stuffs like that.

I also thought about sleeping a bit… But I’m clearly too excited for that :/

Anyway, good luck everyone!

My working area :)

Posted by (twitter: @mkpictures)
Friday, April 26th, 2013 2:58 pm

I’m prepared for this Ludum Dare 26 :) The coffee is done, the project is ready in VS2010. And I cleaned my desktop \o/
Here is the result, where I’ll live during the whole LD

I’m in for Ludum Dare 26 compo :)

Posted by (twitter: @mkpictures)
Friday, April 26th, 2013 7:54 am

Yep, after almost forgetting it was this week-end, I’m in :)

It’ll be a really good way to get into C++/SFML again, but because I haven’t touched C++ in a while, I think it’ll fun to see what crap I’ll do 😀
Whatever, I prepared my desktop and in a few hours I’ll prepare a shitload of coffee too. Books and bookmarks are ready ( stackoverflow and SFML doc FTW \o/ ).

I’m not really inspired by the themes tho, but it’s not a bad thing, it’ll force me to improvise a lot.

I’ll code this on Visual Studio 2010 ( I hate the GUI of the 2012, so I’ll stay on the 2010 version to not loose time on searching for basic stuff ).
I wanted to make a linux version too, but for some obscure reasons, SFML don’t want to run on my fedora 16 … -_-

The sources will maybe be up after the LD48, and I’ll live on twitch too! ( No microphone, but some music :) and I’ll be as much as I can on the chatroom )

I’ll also be on the french irc channels!

See ya guys, and gook luck for ludum dare!

ps: here’s my twitter account ( some tweets in french, some in english ) https://twitter.com/mkpictures


Posted by (twitter: @mkpictures)
Saturday, December 15th, 2012 8:43 pm

Hey, here’s a little video showing what I’ve done so far.. I lost sooooo much time debugging the game, and it was only a problem because I forgot to put the ressource folder into the folder where the exe was… -_- ( Great example of what you can do with a lack of sleep 😀 )

Anyway, here it is:

Let’s kill the King

A small update

Posted by (twitter: @mkpictures)
Saturday, December 15th, 2012 4:31 pm

Hey guys.

After a bit more than 12hours of programming in a row, I’m still experiencing problems with hitboxes… ( Yep, like every time -_- ) It should be ok soon.
I learned already a lot with this, I discovered tile mapping ( I’m making my first plateform game ).

The player can walk and jump, but there is still a lot to do ( I want it to shoot, and I have to add the enemies and stuffs, but first debugging the collisions )

I’m still drinking a shitload of coffee, I want that game to be finished in something like 12hours ( I reazlly need to sleep too )

So, stay tuned!!

I’ll put some screens/videos when it will look better :)

( but here a screenshot of my first tile mapping *proud* )

LudumDare25 2012-12-15 20-27-39-70

oh yeah, and I’m still on twitch.tv/mkpictures, if you want to see me doing shit 😀
( There’s also twitter )

Here we go

Posted by (twitter: @mkpictures)
Friday, December 14th, 2012 6:25 pm

Getting prepared for this jam ( In fact, I’m not prepared AT ALL, but I’ll be ok, I think… Maybe ).

It’s a bit stressfull too, I have no idea of gameplay or what, I can’t draw, I can’t make music… That game will be ugly as hell ( as much for the eyes than for the ears, be prepared for that 😀 )

I’ll also be live on twitch:
My twitch channel

A-HaC7aCEAAXMvy.jpg large

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