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Ludum Dare 36
 
Ludum Dare 34
 
Ludum Dare 31
 
Ludum Dare 30

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Outstanding Depiction of Facial Hair in a Video Game
Awarded by JJEvil
on December 14, 2014

deadpixelsociety's Archive

Abacus Fighter (Definitely Not Online) – Finished

Posted by (twitter: @deadpxlsociety)
Sunday, August 28th, 2016 4:36 pm

I’m done! With time to spare! I might slowly be getting better at this.

Online play didn’t happen. I thought about it and decided that I was being a little too optimistic. So rather than very likely destroying my codebase in the process I’d just finish up a bit early and be happy with that. I would have liked to support different keybindings this time around, but I didn’t set myself up for that well from the start. Sorry to anyone with keyboard layouts wildly different than mine! I’ll try to be better next time.

So grab a friend or loved one nearby and give Abacus Fighter a shot: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=3308  Hope you have fun! :)

winner

Abacus Fighter (Still Not Online) – Day 2 progress

Posted by (twitter: @deadpxlsociety)
Sunday, August 28th, 2016 12:17 pm

Back at it again today with my abacus entry. Spent the morning working with sxfr and putting some simple sounds together. Found something decent, tweaked it in Audacity a bit and added it as the sound for when beads are pushed around. I like playing with the pitch of sounds to add variety without the overhead of more sounds so this time I made the pitch change depending on which row you are on. It makes it feel a bit musical.

Speaking of music I decided to try and tackle that head on this time. I have no ear for this kind of thing, but I rather like what I was able to cobble together using beepbox.co. You can check it here if you are interested! Something is better than nothing!

Also, I’ve been working on general polish. The first thing I wanted to change was how you added beads to your opponent’s side. Before the way it worked is you removed beads from  your side and if you had none left in that row you could then add some to the other guy. That was clunky and not as fast-paced as I wanted. So I implemented a simple double tap instead. So now you can double tap to kind of PUNCH a bead over to the other side.

To give that better feel I added screen shake (yay!) and animated the arrow smacking the beads.

shake

The last feature I added was the ability for a player to shake the abacus itself which randomizes the beads all over the place. I wanted the players to have a way out of an almost-losing situation. Though twice may be too much. Maybe it’s be better to have it as a single panic button that the players have to fight over (who can reach SPACE first?)

The rest of my day will be spent on adding some particles, and then trying to shoe in net play at the last second. :)

 

 

 

Abacus Fighter (Online?) – Day 1

Posted by (twitter: @deadpxlsociety)
Saturday, August 27th, 2016 6:39 pm

Woke up this morning unsure if I was going to participate this time, but I had an idea. So I did a little researched and mocked something up in Inkscape and decided to give it a go after all.

My Ancient Technology is the abacus. I got a local multiplayer game where you and your friend complete on an abacus to make the target number. First one there wins. You can sabotage your opponent by pushing beads over to their side to ruin their calculation.

All the basic game play is here. The rest of my time will be spent on 1) polish, and 2) simple net play (time permitting).

abacus-fighter-day-1-square

 

It’s true

Posted by (twitter: @deadpxlsociety)
Monday, January 4th, 2016 9:15 pm

1 heart = 1 less minute to wait

Mini-Postmortem

Posted by (twitter: @deadpxlsociety)
Wednesday, December 16th, 2015 1:07 am

 

I was half-way through writing a monster post here, but decided to retry with a nice tidy summation of my thoughts while creating Roto this compo:

  • First time finishing a compo entry. So, so, so much harder than a jam (for me), but oh my so much more rewarding.
  • Being a solo dev who can touch on art, music, sound, level design, and game mechanics while tying it all together with a cohesive theme in 48 hours makes you a god in my eyes. You’re amazing.
  • Music is really, really hard. I thought I could ‘wing’ it, and I really could not. BeepBox helped, but I have neither the talent nor the training to do anything useful in that arena.
  • Practice a little bit of everything if you want to solo these.
  • Scope remains one of the most important things. I found what helped me was to set in stone two separate lists: must-haves and nice-to-haves. If you don’t finish must-haves you don’t have a game to submit. Once that list is done then start pulling out your favorites from the nice-to-haves.
  • Polish belongs on the must-haves list.
  • You don’t have to be an amazing visual artist to make your game have some visual appeal. Simple tricks like drop shadows and squash and stretch animation do wonders. I like how the aesthetic of my game turned out, and I load zero external graphical assets (other than a font file. So I guess that’s actually 1).
  • Progression in your level design is important. Ramp the player up, introduce new concepts in an appetizing way and THEN hit them over the head with it.
  • It helps immensely to watch someone play who hasn’t spent the past two days playing the same levels over and over.

A huge congrats to everyone that finished, and a hearty round of applause for everyone who even tried. This is hard, but so worth it! See you again in April.

Roto

All Aboard the Hype Train!

Posted by (twitter: @deadpxlsociety)
Sunday, December 13th, 2015 9:31 pm

WHEW! That was… intense. I’ve completed 2 separate Ludum Dare entries before this, but they were in the jam format working with someone else. This was my first real attempt at the solo compo, and my first time FINISHING solo. I’m so ecstatic right now, and I hope you all are just as excited for your own accomplishments! FREE TICKETS ON THE HYPE TRAIN BOYS LET’S GO!

That being said I’m not terribly happy with the music. I did what I could in beepbox, but I’m very meh about that part of the whole thing. Something is better than nothing, at least. So I believe.

Anyway, you can check out my entry, Roto, right here! I hope you like it. :)

ld1

Almost there!

Posted by (twitter: @deadpxlsociety)
Sunday, December 13th, 2015 2:29 pm

Need some UI in place, sound, music and I can make a playable game from this. Pretty hyped!

 

prototype4

Two Buttons – Saturday Progress

Posted by (twitter: @deadpxlsociety)
Saturday, December 12th, 2015 10:34 pm

About 1/2 to 2/3 into my Saturday session and I’ve made some solid progress. Got the base of my engine in place, level loading and object creation in place. Now I need to play with level design, add some hazards + collectibles and I’ll have hit the majority of my goals. Sunday will be all polish and nice-to-haves.

 

prototype3

Update #5 – Colosseum Brawl!

Posted by (twitter: @deadpxlsociety)
Monday, December 8th, 2014 7:36 pm

We finished! With like, 20 minutes to spare even! We wound up with a pretty tight 2D arena fighter called Colosseum Brawl. Game play isn’t incredibly deep, but it’s quick and fun. The roll in particular feels really good, I think.

sc1

 

Things That Went Better

  • After successfully completing LD30 I was much more comfortable with knowing what it takes to put together a complete-enough feeling game.
  • Ajmal was awesome at putting together assets and animations quickly, and was super helpful with feedback, ideas, and working with me throughout the whole thing.
  • Gave ourselves more time to devote to polish and nice-to-haves like menu screens, sounds, etc.
  • I tried streaming a bit more and enjoyed it. If I can continue to motivate myself to do it I think I’ll get better at the whole process.

Things That Went Worse

  • I pushed myself really hard this time and made myself a bit sick/icky feeling.
  • The theme was meh. I don’t think the theme overall contributed a lot to our game’s theme, but rather acted as a constraint on how the game was played.

Anyway, go play it!

Update #4 – Nearing the end.

Posted by (twitter: @deadpxlsociety)
Sunday, December 7th, 2014 11:47 pm

With tomorrow being the last day before submission we’re nearing completion. Most of the core things we wanted are in and working. Tomorrow is polish + finishing touches on some things (game over screen, menus, a couple of animations, sounds/music, etc). Tired, but happy with what we have so far!

ld31_8

Update #3 – Combat

Posted by (twitter: @deadpxlsociety)
Sunday, December 7th, 2014 5:05 pm

ld31_7

Basic combat is in and working alongside a minimal enemy AI. The next steps include implementing enemy rounds, scaling difficulty, points (favour), particles, start/game over screen, and… that’s a game! Should be doable! 😀

Gladiators on Ice

Posted by (twitter: @deadpxlsociety)
Sunday, December 7th, 2014 11:43 am

ld31_6

Maybe the enemies should be snowmen…?

My planet needs me!

Posted by (twitter: @deadpxlsociety)
Sunday, December 7th, 2014 10:02 am

 

 

 

ld31_4

 

Gladiators had the ability to fly, right?

Update #2

Posted by (twitter: @deadpxlsociety)
Saturday, December 6th, 2014 4:00 pm

After a few more hours we have animations finally in and working correctly (knock on wood) as well as relatively simple movement physics and jumping! Next up on the list is a proper input system which leads into state machines which leads into AI which leads into proper collision system which leads into a damage system which leads into points which leads into scoring which leads into an actual game!  WE’RE ON OUR WAY BOYS!

ld31_1

 

But for now it’s break and food time! I may stream more afterwards, I haven’t decided yet, but work will continue.

Update #1

Posted by (twitter: @deadpxlsociety)
Saturday, December 6th, 2014 12:57 pm

Last night after the theme announcement I did some brainstorming while getting together some basic boilerplate code. Grabbed a quick 8 hour nap (so much wasted time!) and woke up this morning to catch Rhubarbist to finalize what we were going to do for the theme. We settled on…

Gladiatorial Combat Arena

ld31_1

For the core playable game we’re looking at:

  • One screen, non-scrolling level
  • Constant waves of enemies pouring in from both sides
  • Fast-paced, combo-building, point-stacking action
  • Play-until-you-die-for-best-score

Nice-to-haves:

  • Various weapons
  • Various enemy types (armoured/slow, unarmoured/fast, etc)
  • Maybe platforms to take action vertical?
  • Fighter-esque combos

Anyway I’m doing my best to stream the whole process over at Twitch. Feel free to drop by if you want. Don’t mind the random bad singing.

I’m in and looking for a partner!

Posted by (twitter: @deadpxlsociety)
Tuesday, November 25th, 2014 3:31 pm

I was quite happy to have finished a game last LD, and on top of that even placed very close to the top 100. I’d like to go again and this time I’m going to get top 100!

With that said I’m looking for another art buddy to jam with me this time around. If you’re interested in tackling this with me then hit me up here or on Twitter @deadpxlsociety!

If I don’t get any bites I’ll still try it on my own, but I don’t have much hope for that.

 

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