About Aru Nyan (twitter: @AurelDev)
I am a self-taught developer based in Slovakia – I make games, websites, drawings, and generally enjoy a good challenge.
I make games in haxe (formely AS3.0), and am always on the lookout for expanding my knowledge and experience – if you need a programmer, or a graphic designer, let me know :)
Aru Nyan's Trophies
Awarded by N0_Named_Guy
on August 26, 2013
Aru Nyan's Archive
Yup. Just so I can say ‘told you!’
(I like them, they’re just bad as a theme :ň)
But anyway, my setup:
- Language: haXe (+ some boilerplate libraries which I seem to use in every project ever)
I have been using AS3.0, with the not-exactly-optimal Flash IDE for a while now, it is time to switch. HaXe really is a nice language.
- IDE: TextMate and Terminal
Really all you need … even makes a timelapse!
- Graphics: Photoshop CS5
Yup, hate me for it. I should finally find / make a good pixelart editor, PS sometimes feels like a bit of an overkill.
- Sound: sfxr / code-generated
- Music: code-generated, if at all present
I really hope one day I’m going to make a game with music!
- Playlists to get me through: Pink Floyd, Porcupine Tree, Opeth, …
There. I’ve been fighting off this illness for a couple of weeks now, so I had time to get ready, write some basic libraries, get used to haXe and all that. My workplace might just end up being my bed most of the time.
Goals for this one:
- Player-friendly, core concept and controls easy to understand
- A goal / finish line to the game… Or infinite with sufficient replayability + high-scores etc.
Skipped a weekend worth of revision for my exams the following morning, didn’t really get to sleep for them either (cause European timezone) but … I think it was worth it When I was coming up with the concept, I imagined the resulting game to be a little more … dark, more atmospheric. In the end it is a bit different, but maybe that’s for the better. Seems to be more fun, the different worlds are noticably different in their palettes, etc.
The good things
- it is incomplete, but I think it feels quite polished
- I certainly want to develop this into a full game (like most of my submissions …)
- I could implement the basic algorithms (pathfinding, particle systems, AI) without wasting too much time on them
- was more productive than my previous LD’s – clocked 28+ hours on my timelapse
- found out switching tasks often instead of focusing on just one for a longer time (and getting stuck) seems to help me
The bad things
- STILL I was a bit too ambitious (like every single LD ever and wanted a bit too much – a levelling system, skilltrees for the different elements, five different combat systems …
- I did spend a lot of time on making some graphics that didn’t even make it into the game
- the last hour or two before submission hour were spent tracking down a stupid bug
- I am not too good at UI design – kind of forgot about the players who don’t actually know the system – so, no HP bars for the enemies, and the fight system is a litle obscure at first
All in all, I am glad I participated in this LD, looking forward to playing + rating your games, as well as the next compos!
Total time: 22 hours, 19 hours, 35 seconds.
Frame taken every 5 seconds (16075 frames).
So YouTube removed the music immediately after I uploaded the video (nice algorithm -_-) … then allowed me to remove just the track infringing copyrights … So I did that, then the resultant video was processing for an hour or two … And, in the end, the other video was just as silent as the first one!
Yeah. So there, that’s why there’s no Pink Floyd playing in the background. I liked the music
Edit: oh goodie, now the music is back up, again. At least some of it? Edit 2: All of it. Make up your mind, YouTube! :I
Thade. As if the name wasn’t obvious enough.
Yes, I took the theme very cheaply, but that’s what it’s all about, isn’t it? … Creativeness, imagination…? … Uh. Right. It’s got a story, anyway
The first time I actually took LD seriously, even though I really didn’t like the theme. (Really, people, why ’10 seconds’? ) … That meant waking up at … 7 am! (like, 3 hours sooner than my holiday average) Weird. As always, there were some things that I wanted to implement and really did, and many more fancy things that I simply didn’t have the time to do …
What went well
- 4 minigames – lights-out, zones, pipes, sheep (a codename, I actually have no idea what this game is called)
- the level generation algorithms for zones and pipes was annoyingly difficult to implement – I went for a DFS algorithm, I guess? See source.
- an animated heart, beating and all – so I got this daft idea that instead of drawing a pixely heart and animating it … I’d just plot randomish circles on the screen at chosen points, then alter their positions and radii in sync with the ‘heartbeat’ … and oddly enough, it worked, and I kinda like the result!
- point ‘n click + 2.5d – z sort, clickmap, tiles, pathfinding … it’s hard to believe that I didn’t get stuck for too long on any of those
- timelapse – I recorded the majority of my progress, and will compile the result into a video soon enough – stay tuned
What didn’t go that well
- story-telling – so the concept had this whole idea that you, Aaron, a filthy rich guy, had a heart attack … the ER came … meanwhile, in your mind, you were playing games with Death (the name, see it??!), who’d only let you live if you realised all your mistakes… it’s safe to say that a lot of that got lost in the translation … there is a bit of dialogue, but it’s only text – originally I wanted it to be text + sketches / pretty pictures, but, no such luck
- music – … well, there is none
Phew. Finishing up at 03:22 am is no fun. But this was worth it, I believe
After the first day and most of the second one, I have something that’s almost a playable demo. *sarcasm warning* Woo, so fast!
Might as well describe the game a bit. It is called Niribu XI (kinda like a previous LD game I did, only… plus one.) You’re an explorer, exploring planets (again) and you found a very interesting planet, which you decide to call, you guessed it, Niribu XI. No, that’s not a typo. The thing that’s interesting about this planet are its cave systems – the caves change, adapt, improve to devour the raiders who would want to take the resources of this planet. So you figure, what the heck, might as well blow its brain out its geyser holes.
What a plot. So here’s what I’ve implemented so far:
- A cave generator – procedurally generates a cave system made out of a number of interconnected rooms – the rooms are filled with patterns of tiles
- Some graphics – the player, an enemy, rock tiles, map
- Few sounds (unimplemented) – just a couple of minutes of tweaking with as3sfxr
- Platformer physics
What I would like to implement before LD48 (jam) ends:
- Make the game beatable
- Increasing difficulty as you play (more monsters, better monsters, harder cave patterns)
- Items, weapons
- Music - not likely to happen, maybe for the jam version
Thar… Here’s the demo:
The controls consist of the arrow keys, X and Z (or Y for QWERTZ users). If you’re having trouble starting the game, try a refresh or a different browser.
Oh, and, I am in.
Yay, muffins … and other stuff.
I would post a pic of these delicious chocolate muffins, but… They’re mine to see, not yours!
Okay, two hours. Here’s what I made so far (without any frameworks like flixel, etc!):
- Some gfx – Yeti, Two tiles, Coins
- Collision engine
- Level one
13:43 <Aureal]rec> Well. Two hours have passed. 13:44 <Aureal]rec> Ludumdarian people, can I get 2 more? 13:45 <ratking|cooldown> one 13:45 <ratking|cooldown> one more
*gameface* … actually, nom nom nomies first.
So… Warm-up. Yay.
- Flash CSWhateverItIsThatIHaveRightNow
- Photoshop Of the same version as above
- LimeChat (for IRCs)
- Skype (for… DnDs)
- Terminal (for timelapse)
- … etc
Anyway, I threw a 5-sided die…
11:03 <Aureal> .d 5 11:03 <X3> Aureal: A 2 shows on the 5-sided die.
and got a two. A two-hour warm-up. Theme: The Ice Brokkoli Level. Yes, brokkoli, not the cheap rip-off broccoli. Courtesy of ratking.
Here we go.