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Creepy Nailed Head Award
Awarded by Benjamin
on December 23, 2011

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Go go go

Posted by (twitter: @jonathansemple)
Friday, August 23rd, 2013 6:51 pm

Alright, I’m in. It’s been far too long since I’ve finished something for LD, so let’s do this.

I’ll be working in c++ with SFML. Using GIMP for graphicals. No idea what other sorts of tools I may use for other sorts of things (sounds? how do people find time to make sounds?).

Took a bit longer than I wanted getting things set up and ready to go, but I did it. Here’s a bit of SFML basecode I’ll be using. I more or less blindly tore it out of another thing (that I haven’t looked at in a month or two), but it should work well enough so I can avoid recoding some basics. Fairly minimal, a basic game class with a loop and one game state at a time, plus some entity and sprite animation code.

Time to go make a late supper while I think on the theme (by late supper, I mean like it’s almost 10:00pm late).

Stupid Microphones (An Empty Room post compo)

Posted by (twitter: @jonathansemple)
Saturday, January 7th, 2012 11:17 pm

In making An Empty Room, my Ludum Dare 22 entry, I foolishly overlooked the fact that not all microphones are the same. This means that different microphones give different results when Flash calculates a microphone’s activity level, which is what I use to gauge microphone volume in An Empty Room.

Then it came to my attention that some people couldn’t play my game, because, regardless of how much noise they made, they were unable to make enough to start the game.

The game works great on my laptop, using my laptops internal microphone, since that’s what I tuned the game for. In fact I cranked Flash’s gain way down so that my laptop’s microphone gave reasonable levels, instead of always maxing the activity level to 100%.

Sort of a foolish oversight on my part. I even had a second, usb, microphone which I used to record sounds, that I could have tested with, but it never occurred to me to do so. Testing now, my usb microphone does seem to give slightly lower levels than my laptop’s internal.

Anyways, I went and made a post competition version of An Empty Room. This version has a configuration menu that lets you adjust Flash’s microphone gain, so that should solve the problem of people not being able to start the game. Otherwise the game is essentially the same.

Feel free to ignore this version for rating purposes. There’s less than two days left in the voting period anyways.

I toyed with a couple other methods of solving the volume problem, but this seemed like the easiest solution that was reasonable. The effect of gain on volume is not linear, which makes automatically adjusting the gain to match the desired levels a pain. And since Flash seems to round off the activity level to an integer percentage (capped at 100%) using lower baselines for quieter mics would result in less precision.

The other option would have been to calculate volume myself directly from the samples instead of simply using Flash’s microphone activity level. I have no idea how Flash calculates it anyways. Doing things myself would involve me figuring out how exactly to do so in the first place and would require me to rework who the effects are calculated in game, since I would be using a different measurement than Flash’s vague percentage. Which is far more extensive than I wanted to make this little update.

An Empty Room’s entry page is here, which has links to both the compo version and this new version.

An Empty Room. Done.

Posted by (twitter: @jonathansemple)
Sunday, December 18th, 2011 7:56 pm

I may have abandoned my first game, but I finished the second. The entry page is here.

I actually already posted this screenshot. Probably should have grabbed a new one.

Accounting for the time I spent sleeping, etc, I probably spent around 13 hours on this game. It uses the microphone as its only control method. I haven’t really play tested it. Most of my testing was done with debug controls, so I only have a vague¬† idea of how well the game actually works. There’s no scoring or anything in the game, and it doesn’t track the time you’ve survived or anything, so I guess it’s a little pointless as is.

Doing the microphone stuff turned out to be quite easy using Flash, so that was nice.

I am reasonably happy with how it turned out I suppose.

And now for something completely different

Posted by (twitter: @jonathansemple)
Sunday, December 18th, 2011 1:20 am

So, about 4 hours ago (midnight here), with 22 hours left in the competition, I decided to scrap the idea I was working on and make a different game.

The original idea was a turn based strategy game, where, essentially, your units would gain bonuses for being isolated from their teammates. I knew that was over-ambitious to begin with though, and it was taking to long to get the basic control system working, so I gave up on it.

My new idea is much simpler, and I think I can get it done in the remaining time (even accounting for sleep). So far the game looks like this:

my voice just echoes off these walls

This is a hint about the gameplay:

Sure…Alone it is

Posted by (twitter: @jonathansemple)
Friday, December 16th, 2011 7:26 pm

Well, I think I can come up with something to fit the theme. It’s got a few vague ideas floating for me. So I’m in.

Gonna be working with flash, flixel style. The Gimp for arts. If I get around to doing any sound I’ll probably end up recording things with a microphone.

New Version: how to be a girl

Posted by (twitter: @jonathansemple)
Tuesday, May 17th, 2011 6:41 am

how to be a girl, my LD20 jam entry, has been updated. I suppose I could call it ‘how to be a better girl’ now, or something. I dunno.

The game’s jam page is here. Or you can go straight to the updated version here.

After recovering from LD20 I decided to spend this past week adding to how to be a girl in an attempt to make it feel more complete.  So what did I do?

I added endings. Plural. Not that I expect anyone to put up with the game long enough to see them all (there’s three). I think the main thing I took away from the feedback I got, was the game lacked a sense of closure (it really did). I’m not sure if the endings I’ve added quite do the trick. I could probably do better. One of the endings in the game works pretty well for me, the others possibly less so. Who knows, I may come back to the game in a while and fix them up. Maybe not; they’ll quite possibly stay as they are.

I also added a couple more interruptions for a tiny bit more variety. This is a very minor addition since the interruptions are all functionally the same.

Perhaps the biggest addition, at least in terms of the amount of time it took me, is music. I spent most of the past week recording and editing. I’m quite happy with how the soundtrack turned out, so you download it here, or from the game’s website, if you want (you probably won’t like it). The download includes a couple tracks which did not find a place in the game. I would maybe have used them for a couple of the endings, except their length would have caused a fairly large increase to the game’s (file)size.

If anyone’s wondering, the only program I used in creating the music was Audacity, with a few plug-ins. The music is all thumb piano (played by me) and noise. For the most part all of the noises are recorded sounds that I applied various effects to (the only non-recorded noise is the buzzing crescendo shared by the two tracks that are not in the game).

Give it a play, if you wish, and leave some feedback, if you so desire.

Missed the competition

Posted by (twitter: @jonathansemple)
Monday, May 2nd, 2011 6:58 pm

…but hit the jam.

Entry is here.

I wish I had a rockin' top hat

I have no idea why I ever thought it possible to get this done in the first 48 hours. I have got to stop trying to make games that use a whole ton of unique art assets for competitions. That’s always where most of my time ends up going.

Would like to add music, and a bit more variety to the events. It depends on how I feel about it tomorrow, post-jam.

I said I was going to make ‘it’s dangerous to go alone, take this: the girl game’. So I did. But I ended up focusing more on the girl game theme I think.

In a jam

Posted by (twitter: @jonathansemple)
Sunday, May 1st, 2011 11:38 am

I’m really tired, so I’m admitting this is a jam game, if even, and calling it a night. If you can call it that; it’s after 2pm.

I can’t say I’m impressed with my stamina today. I’ve only been up a little over 21 hours (I haven’t really been sleeping well in general though).

Anyways, here’s another screenshot.

I don’t think I could get everything working before the end of the competition anyways, even if I was well rested.

Here‘s a very incomplete build if you’re curious. Arrows or A and D to move, space to do things. 5-9 when in the starting room do stuff (for debugging purposes).

Goodnight (afternoon?).

5:30 am…

Posted by (twitter: @jonathansemple)
Sunday, May 1st, 2011 2:38 am

…and I’ve been up a little over 12 hours and am still going strong (I think). Moslty what I’ve gotten done in the past while is a bunch more areas to explore. Like this:

Still got a lot more areas to make, and a bunch of other stuff to implement before this becomes the game I would like it to be. I’ve got a whole pot of tea in me though, and I’ll see how long I can go before the need to sleep kills me. If I don’t make the competition, at least there’s still the jam. And if I don’t make that, then I guess it’s no different than normal for me.

I am getting a little tired of post-Easter sale chocolate, however, and am wishing I had bought some other snacks (I suppose I do have fruit I could be eating).

Halfway there?

Posted by (twitter: @jonathansemple)
Saturday, April 30th, 2011 7:12 pm

Not really. I dunno.

I’m not sure I’m happy with my progress today. But it’s probably alright (so I like to tell myself) considering I’ve only been awake since 5pm (it’s 10pm now). Anyways, here’s a screenshot with some dialogue and stuff.

What I need now, I think, is mostly MORE CONTENT.

Yeah, yeah…it’s going

Posted by (twitter: @jonathansemple)
Friday, April 29th, 2011 11:27 pm

As usual for me progress is pretty slow. I think I take to long to do art (even simple, crappy stuff). But, oh well. Here’s a shot of my progress. I have drawn a room coloured entirely with shades of pink.

This is It’s dangerous to go alone, take this: the girl game (working title)

So far I have, perhaps, some of the worst code I have ever written.

Does this really count as an idea?

Posted by (twitter: @jonathansemple)
Friday, April 29th, 2011 7:11 pm

I don’t know, but I’m going to make

It’s dangerous to go alone, take this: the girl game.

Yeah, alright, I’m in

Posted by (twitter: @jonathansemple)
Thursday, April 28th, 2011 4:15 pm

So, I’m in, despite the majority of the themes I like not making it to the final round. This will be my third LD; my last was 17 and I failed to produce a single thing. Hopefully this time goes better.

I figure I’ll be using Flash and Flixel. My other option looks like C++ with SDL.

Terrible GIMP made graphics are probably the order of the day, since drawing by hand takes too bloody long. If I get around to doing any sound I’ll be recording stuff with my microphone. Might do some music on a thumb piano I acquired recently (fuck yes).

Ludum Dare, I am sorry for letting you down.

Posted by (twitter: @jonathansemple)
Sunday, April 25th, 2010 7:40 pm


Posted by (twitter: @jonathansemple)
Saturday, April 24th, 2010 12:34 am

What progress?


I Never Missed Anyone Until the Post-Mortem

Posted by (twitter: @jonathansemple)
Tuesday, December 15th, 2009 9:19 pm

Two days after the end of Ludum Dare 16 I finally write my post-mortem. And you will find it after the break.


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