About Donpastor (twitter: @@donpastor82)

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Someone stole the Princess submitted

Posted by (twitter: @@donpastor82)
Monday, August 24th, 2015 7:46 pm

Finally submitted my game in a somewhat playable state. You can play it HERE.

sstp14

Warning: EXTREMELY unbalanced!

SSTP is a rogueLITE game, in which your target is to kidnap back your princess, freed from prison by a the pesky humans.
Fight your way to the surface with your claws and your fangs.

Cool concept art, right?

Cool concept art, right?

Features:

  • 10 levels.
  • Most tiles made by me.
  • Potions.
  • Radomness.
  • Carnage. Lots of.
  • Openable doors.
  • An intro. Kind of.
  • Music and sounds.
  • Bugs. Or features. Whatever.
  • Ludicrously unbalanced.
  • Did I mention potions?
Cacodemons are SO lovely...

Cacodemons are SO lovely…

I must be crazy for trying to make a roguelike game in 3 days without prior knowledge about the implementation.
Sadly I had to cut so many of the planned features in order to finish this behemoth before the deadline that instead a oguelike ended being a rogueLITE. Features like:

  • Map generation. Ran out of time so I made 20-something maps by hand and put them into an Array. At least the map is randomly choosen. This is the most important one as random maps are a defining feature of roguelikes.
  • Mutations. There are five monsters and, while they have different stats, I would have liked for them to have unique abilities (summoning minions, fire breathing, far-reaching tentacles, etc.).
  • Levitation (foes can see you but can’t attack)/Invisitility (foes neither see or attack you).
  • Chasms and lava pools. Again, no time for that although I drew the tiles.
C'mon, I deserve a vote for this

The Enterprise? I deserve a vote for this

And remember: if you find a bug you are wrong because it’s a feature XD.

I’m in!

Posted by (twitter: @@donpastor82)
Tuesday, August 18th, 2015 1:56 am

This is going to be my second LD (jam)! My weapons of choice:

  • Lots of Coffee
  • Javascript + Phaser
  • Intel XDK as IDE
  • Pitzik4’s GoTile as a starting point for tilesets
  • ProMotion / GraphicsGale / Paint .NET for editing tilesets and rest of graphics
  • Bxfr for SFX
  • cgMusic > MuseScore for music (I’m not good with music)
  • Tiled for creating maps
  • Did I mention Coffee?

Things that will make this experience more difficult/fun:

  • I’m on a trip with my family. Can only code at night
  • Very limited internet access
  • Can’t stop watching Doctor Who episodes. Really!

Of course, I wouldn’t be able to do this without my family’s support.
Good luck everyone!

Using texture atlas

Posted by (twitter: @@donpastor82)
Friday, April 24th, 2015 3:19 pm

One of the main issues people have with Pocket Squad is loading times. I mostly fixed that problem by relocating all the asset loading into a separate state BEFORE reaching the main menu. But, as everything in life, it could be improved (while allowing me to learn something new).

I joined all the smaller sprites into a texture atlas. A texture atlas has the advantage of being a single image, thus only needing two http get requests (one for the image file and other for the data file, more on that later). A texture atlas looks like this:

A texture atlas

A texture atlas

A texture atlas may contain images of different sizes, thus there’s the need of having a way of knowing what the coordinates of the contained images are. That’s why there is a .json file that describes the contents of the atlas. This is how it looks:

{"frames":[

{
    "filename": "lives0.png",
    "frame":{"x":0,"y":0,"w":56,"h":16},
    "rotated":false,
    "trimmed":false,
    "spriteSourceSize":{"x":0,"y":0,"w":56,"y":16},
    "sourceSize":{"w":56,"h":16}
},
{
    "filename": "lives1.png",
...
 etcetera

Now, for loading a texture atlas in Phaser you need a line like this in the preload() method:

preload: function () {
    game.load.atlasJSONArray('sheet', 'assets/gfx/sheet.png', 'assets/gfx/sheet.json');
}

And this is how you assign a specific image of the atlas to a sprite:

var mysprite = game.add.sprite(20, 20, 'sheet', 'lives0.png');

Another possible way:

var mysprite = game.add.sprite(20, 20, 'sheet');
mysprite.frameName = 'lives0.png';

For compiling the sprite atlas I used a free utility called SpriteSheetPacker together with a plugin for exporting to Phaser I found in this forum thread. So, what’s the final result? Even faster loading times!

You can try this fix in the updated post-LD version.

Audio bug fixed

Posted by (twitter: @@donpastor82)
Friday, April 24th, 2015 6:01 am

Several users noticed that ingame music sounded a bit distorted in Chrome. I’ve fixed the bug (it was really a Chrome thing). So please, try Pocket Squad (and the post-LD updated version) and drop a comment if it worked for you.

Lovely, isn't it?

Lovely, isn’t it?

Fixed weird jumping

Posted by (twitter: @@donpastor82)
Thursday, April 23rd, 2015 3:43 pm

I just fixed a real lame bug that didn’t allow the main character to jump while running. The fix only applies to the post-LD version of Pocket Squad (as it’s a bit game changing).

It was a case of a misplaced else if statement:

 if (this.cursor.right.isDown) {
    //move right
 } else if (this.cursor.left.isDown) {
    //move left
 } else if (this.cursor.up.isDown && this.player.isTouchingFloor) {
    //jump
 } else {
    //stops player movement
 }

So you were only able to press left OR right OR up, but not two keys at once. Easily fixed with:

 if (this.cursor.right.isDown) {
    //move right
 } else if (this.cursor.left.isDown) {
    //move left
 } else {
    //stops player movement
 }

 if (this.cursor.up.isDown && this.player.isTouchingFloor) {
    //jump
 }

Sound bug fixed

Posted by (twitter: @@donpastor82)
Thursday, April 23rd, 2015 1:37 pm

I’ve fixed the annoying music looping bug in Chrome in both the LD and post-LD version of Pocket Squad. According to the rules I’m allowed to fix small bugs even after the submission date, as it doesn’t add any new features.

sshot9

The much improved post-LD version

 

Post-LD update

Posted by (twitter: @@donpastor82)
Wednesday, April 22nd, 2015 5:58 pm

I’ve followed several suggestions and added fixes/features to Pocket Squad. I’ll leave a link for the updated version on my entry page. This is what I did today:

  • No more loading when dying or going back to main menu. All preload is done BEFORE the main menu.
  • Two more enemy types
  • Expanded map
  • Parallax scrolling
  • Optimized image size a little bit so load times are faster

Still to-do:

  • Final boss
  • A second level
  • Fix sound issues with chrome
  • Better controls

sshot8

Finished!

Posted by (twitter: @@donpastor82)
Monday, April 20th, 2015 5:34 pm

I had less than two hours to work on my entry today. I spent most of the time adding some polish, like proper game over / victory screens, fixing particles or adding a preload bar.

Overall I’m happy with what I’ve archieved in so little time (I think less than 20 hours in total – fatherhood is not easy).

So, this is it. Pocket Squad, my first LDJAM entry. See you @ next Ludum Dare!

pocket

First timer

Posted by (twitter: @@donpastor82)
Friday, April 17th, 2015 8:17 pm

So this is my first try ever.

Didn’t have time to prepare, so you’ll probably see lots of geometric shapes and awesome programmer art.

What I’m planning to use:

  • Phaser.js
  • Brackets (I know, real men use notepad)
  • Paint.net / Gimp
  • Sfxr
  • LMMS or (most probably) some kind of music generator

Maybe I’ll succeed, maybe not… anyway I’m sure it’s going to be bloody fun 😉

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