About bitslap (twitter: @slapmybitsup)

Entries

 
Ludum Dare 37
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
MiniLd #54
 
MiniLD 50
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 23

bitslap's Trophies

Artistic Genius
Awarded by alyphen
on December 12, 2015
Epinephrine award (for playing Dr. Nick's LD23 warmup)
Awarded by kdrnic
on April 9, 2014

bitslap's Archive

Sewer Monster City log 2

Posted by (twitter: @slapmybitsup)
Saturday, August 22nd, 2015 8:45 am

smc_mockup

Anarchist punks have taken over the city. Are you bad enough?

River Monster City log 1

Posted by (twitter: @slapmybitsup)
Saturday, August 22nd, 2015 6:02 am

River Monster City
Platformer

Tools:
Game Maker
Pro Motion 6.5
Audacity
Famitracker
Bfxr

Some sketches of the main character.

monster

Post Compo shortlog

Posted by (twitter: @slapmybitsup)
Wednesday, April 22nd, 2015 6:41 pm

Starting my micro post compo log here.

Popular demand decided area of improvement. The one i neglected the most.

Several improvements
* new shield hitbox (is actual hitbox)
* vertical and horizontal shield affects bullets differently
* Player+shield hitbox vs bullet = loose shield
* Player-shield hitbox vs bullet = die
* Throw shield up

Gif displays the the new behavior.
newcollisions3

Play original here

Linux/mac osx ports added, also post mortem.

Posted by (twitter: @slapmybitsup)
Wednesday, April 22nd, 2015 6:01 am

Shield Maiden has gotten a linux and mac port

Post Mortem:

Cons.
I failed on player VS enemy interaction. I didnt create a knockback that was managable enough to telegraph being hit.
I also didnt polish on the shield so that it could be used better for protection.
I masked this with instadeath.
My code was so weirdly wired that it would have been tedious and time consuming to ease the player into death while clearly showing what caused the death.

Pros.
The platforming mechanic was transfered to almost all moveable objects and allowed for some fun interaction.
The boss took me <1 hour to make because its a copy of the little jumping sentry.
Also artwise i had a great wind behind me resulting in some clean and clear looks.

/bitslap

Shield Maiden by bitslap is finished

Posted by (twitter: @slapmybitsup)
Sunday, April 19th, 2015 7:53 pm

I Finished Shield Maiden.
Lots of stuff i didnt have time to implement.

Play it HERE


lol

Day2, no title, lots of design to finish.

Posted by (twitter: @slapmybitsup)
Sunday, April 19th, 2015 6:46 am

Not much to say, i will work hard on content (level design + enemies + ai) until i have about 7 hours left.

Last 7 hours is for polish.

elevatorlol
day2

I got stuck in some kind of player mechanic polish trap. I will leave it for now and move on to some of the games content. Whatever that will be…

progress5

Some Progress again, still no title :(

Posted by (twitter: @slapmybitsup)
Saturday, April 18th, 2015 3:39 pm

I have added some smokefs and impactfx for several actions as well as a subtle shake.
I didnt really think about loosing your shield so i added a function to retract it if you attack without it.

progress3

Shield finished.

Posted by (twitter: @slapmybitsup)
Saturday, April 18th, 2015 12:46 pm

Ok i did fix the shield bounce for walls as well.
It was pretty easy becaise i first check horizontal collision and vertical afterwards.
I just reverse speed on horizontal impact and add a slight upspeed.
I only turn off the shields knockback when it lands on the floor, that way its only dangerouns with its moving.
First i experimented with only 1 shield knockback per flight but noticed how fun it was to do trick shots 😀

This is mostly due to using the same code for moving and colliding as i use for the character.

Also added a parallax with a simple line:
background_x[0] = view_xview[0]*.5

shieldbouncelol

Working on the shield bounce back for a more strategic combat

Posted by (twitter: @slapmybitsup)
Saturday, April 18th, 2015 11:34 am

I had some troubles regarding the shield bounce back but sorted it i think

I didnt plan a head so the current solution might break as i add complexity.
I want the same effect for walls as well.
Also i want to restrict the behaviour to “once per flight” so it doesnt get out of control 😀

shieldbounce

Shield Maiden (working title) work in progress

Posted by (twitter: @slapmybitsup)
Saturday, April 18th, 2015 10:12 am

Working on game

Using a method for creating a collisionmap over tiles that are in a specific layer
Getting room width and height then creating collision objects whereever there is a tile in layer 0.
I will end up with a couple of hundred objects so i am unsure about performance later on.

For movement and physics i just move x/y around and stop when i find a collision object.

shieldtest

Untitled shield maiden game now with animations

Posted by (twitter: @slapmybitsup)
Saturday, April 18th, 2015 7:49 am

Rough WIP

animation_wip

Bitslap is progressing, so far unnamed shield game.

Posted by (twitter: @slapmybitsup)
Saturday, April 18th, 2015 6:41 am

Some early concept for my shield maiden game

stage1concept

Bitslap is in (video lol)

Posted by (twitter: @slapmybitsup)
Friday, April 17th, 2015 9:54 am

1c42a638abfc2214e2bdc6a2c01dff7b

My weapons of choice:

Game Maker
Pro Motion 6.5
Famitracker/Milkytracker
BFXR
Audacity
Tiled
Tiled to Game Maker

Some thoughts about the themes:
Among the stars lies discovery. A hidden world now revealed. Creatures of the night harvest while the growth spreads day and night. Indirect controls have been abandoned and self destruction is imminent. Take only one companion on your trip to the edge of the world and power the unconventional weapon while adapting to survive. Dig deeper and deeper into the world only to discover the four elements that will be the key.

miniLD58 concept

Posted by (twitter: @slapmybitsup)
Saturday, March 21st, 2015 9:39 am

My idea so far:
Platform controls on the monkey.
Ball with gravity
Give the ball 2 different speeds, depending on passive hit on the player or if the player jumps and knocks it up.
Ball hitting crate give a point and a random upgrade for the ball and/or the player.
Each hit gives a point.
Ball hits the ground is game over.
Get as money points as possible.

This is something i thought of that i want to do and at the same time utilizes some of the features that are in the pongbox. I hope this will make it clearer for what kind of twists this minild enables.

//bitslap

Mini LD #58 – March 20-29

Posted by (twitter: @slapmybitsup)
Friday, March 13th, 2015 12:09 pm

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