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60 sausages per second

Posted by (twitter: @axebane)
Saturday, April 18th, 2015 2:52 pm

You are about 90% sure your boss is going to fire you today. You really don’t want to lose this job, so you might want to bring something to work to distract him:  a sausage cannon.

Just set that sausage cannon to 60 sausages per second and hold down the trigger. If your boss can’t finish saying “You are fired” because he is distracted with some tasty sausage from your sausage cannon,  you can keep your job for another day! Just be careful about hitting any of your coworkers with a stray sausage. They might be a vegetarian after all!!

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A big thank you to everyone who tried my game!

Posted by (twitter: @axebane)
Monday, December 29th, 2014 7:18 am

Only 12 hours left to play and rate the games for this Ludum Dare #31!

I want to personally thank everyone who tried my game, Deadly Dungeon, and especially for taking the time to also leave feedback. I am really quite proud of the game, and for the last few weeks I have been hard at work on a “post-compo” version. I’m hoping I can release a playable demo of the “post-compo” version very soon. It will have actual 4-directional movement, a larger first-person view, secret rooms, respawning monsters, doors & torches, and much more!

Here’s a glimpse of the upcoming “post-compo” version:

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screenshot of the upcoming “post-compo” version

If you haven’t already, please consider giving my game a try and rating/reviewing before the 12 hour deadline is up! Thank you, and I look forward to joining you all again for Ludum Dare #32!

Deadly Dungeon is done after 72 hours of delving.

Posted by (twitter: @axebane)
Tuesday, December 9th, 2014 1:06 pm

I’ve survived my second Ludum Dare! I had an awesome time, and I really feel like I made a better game than last time. I’ve always been a huge fan of old-school dungeon crawlers like ADOM, Daggerfall, Lands of Lore, D&D Warriors of the Eternal Sun, Shining in the Darkness, etc. so I had no trouble staying motivated while creating Deadly Dungeon:

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This time I decided to go for the 72 hour jam from the very start (last time I intended to finish in 48 hours, but ended up needing an extra day) and that helped keep my stress level much lower because I knew I had more time to work with. I built the game in GameMaker Studio, and all the art was created using the built-in image editor. Recently I bought the HTML5 plugin for GameMaker, which was awesome because it is even easier for people to try my game this time around! I did have to make some optimizations to the collision detection to make it run smoothly in the HTML5 version, but other than that it was ridiculously easy to develop for both windows and HTML5 at the same time. Yay!

I wish I could have gotten more features into the game, like secret rooms, spells, a blocking mechanic (I created the sprites for it, but didn’t have time to implement blocking) more monsters, furniture/torches in some of the rooms, and more. But I’m still very proud of what I managed to complete. The gameplay is simple, but I did refine it a ton. Hopefully the results are worth it. There is even a small “easter egg” in the form of a special monster type that only shows up rarely. See if you can find it!

Thanks for reading, I had a wonderful Ludum Dare, and I hope you did too!  😀

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Running out of time, but I just MIGHT make it!

Posted by (twitter: @axebane)
Sunday, August 24th, 2014 12:06 pm

6 hours left to go, and I have almost all of the basic game in place! Docking mechanics are working, player can die if they take too much damage, player can speed up by holding down shift, which also affects the “fuel remaining” and “distance to goal” calculations. game can be paused with spacebar, and there is a main menu.

About to start coding a very basic menu for getting a transport mission while docked. I wanted to have lots of other dock services, like repair/refuel and upgrades but for now I’ll just try and get the core gameplay finished to allow the player to choose from a few different transport missions, then fly to the next station to deliver the cargo. Other features, like random encounters, deployable attack drones for the player, pirate ambushes, etc. will have to be added after Ludum Dare #30. I just don’t think I have time to get those in, but I really want to after the competition. Feel free to follow me on twitter:   www.twitter.com/axebane  for updates about my game, including release info if I end up making a full game out of it.   😀

Oh, and the title is still undecided. Working title is:  Bald-Faced Space Truckers

Been really enjoying this event, and I’ll be looking forward to the next one!

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Half-time Report

Posted by (twitter: @axebane)
Saturday, August 23rd, 2014 4:49 pm

Almost 24 hours in and I am doing good on the visual side of things, but the game logic is still very much incomplete, but several basic functions are working, like fuel consumption and distance to target, which are both affected by the player’s speed. Also have a bit of random generation for asteroids in the foreground (including random movement speed & rotation speed) and planets + stars in the background.

I got a full 8 and a half hours of sleep last night, but tonight I may try to get less so I can cram more code in over the next 25 hours. I need to create a simple system for choosing jobs (riskier cargo will be more profitable to haul, but could get you in trouble with the law) and handling job completion. Current idea involves a simple “playerDocked” boolean that will start out “true” which prevents the player from moving or using fuel. Once a job is selected from a menu, the player’s ship will be released from the docking pad and can be controlled. Overall gameplay style I’m aiming for is a cargo transporting game where the player cannot fire weapons directly, but can deploy drones or possibly hire mercenaries who can fire weapons (in case of pirate ambush, which will not be main focus of the game, but will certainly happen).

Working title:  “Bald Faced Space Truckers”

 

Screenshots:

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Getting really pumped!

Posted by (twitter: @axebane)
Friday, August 22nd, 2014 10:35 am

I’ve been brainstorming some ideas and I think I have a few good ones for three of the themes:  Isolation, Connected Worlds and Day & Night so here’s hoping one of those wins the voting. Can’t wait to see what the theme ends up being.

Also, I was just listening to music and the song “The Distance” by the band Cake came on my music player and MY GOD it is PERFECT for how I feel about this Ludum Dare! If you have that song I highly recommend giving it a listen as you prepare for the Dare. Here’s a snippet of some of the lyrics:

“Because he’s racing and pacing and plotting the course

He’s fighting and biting and riding on his horse

He’s racing and pacing and plotting the course

He’s fighting and biting and riding on his horse

He’s going the distance

He’s going for speed”

First time entering Ludum Dare (or any game jam for that matter)

Posted by (twitter: @axebane)
Wednesday, August 20th, 2014 9:00 pm

First time ever entering a game jam, but it wont be my first time finishing a game.

However… the only game I actually remember finishing was a text-based game on Turbo Pascal a couple decades ago (around 1998) and I only showed it to a few friends, so the main reason I’m entering is to force myself to keep a game project VERY SMALL so I can actually finish it, bugs be damned! After-all, one of my favorite games of all times was Daggerfall, and paradoxically it is also one of the most bug-riddled things I have ever seen (aside from that one scene in The Temple of Doom with the giant centipedes, but I digress)

Can’t wait to see the theme, and then get to brainstorming and making some sprites!

Language/Editor/IDE: GameMaker: Studio
Graphics: The built-in sprite editor in GameMaker
Music: Something simple, maybe even record some guitar bits myself.
Sound effects: Bfxr (just discovered this earlier today, so awesome for retro sound effects)

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