About Eniko (twitter: @enichan)

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Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 25
 
Ludum Dare 24

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Eniko's Archive

Ultra Hat Dimension crash-on-startup issues resolved

Posted by (twitter: @enichan)
Sunday, May 3rd, 2015 11:50 am

Ultra Hat DimensionIf you haven’t already you can now try Ultra Hat Dimension — the premier hat-based puzzle game — more easily than ever. I’ve updated the latest build to automatically work around two crash-on-startup issues the game had. I’ll explain the problems and the solutions in more detail below if you’re interested in learning from my mistakes.

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I am so totally in you, Ludum Dare. *creepystare* o____o

Posted by (twitter: @enichan)
Friday, December 13th, 2013 8:32 am

Obligatory I am in post! I may or may not be doing hourly minute long vlog updates, haven’t decided yet. I think they could be very funny, but, yeah.

Tools of the trade:

  • Visual Studio 2012 + TypeScript
  • Custom WebGL 2D game framework
  • Photoshop (I seriously need a better program for pixel art, recommendations!?)
  • cgMusic + GXSCC
  • Audacity
  • Virtualdub

MidBoss first official release

Posted by (twitter: @enichan)
Saturday, February 2nd, 2013 12:50 am

Today I released MidBoss (v0.5 beta), because stuff might still change and/or break) as a feature complete game. It’s an overhauled, rebalanced version of my LD25 game, and my January entry for One Game a Month.

MidBoss is a game about possessing your defeated enemies in order to become stronger. You play the weakest of the dungeon denizens, an imp with no ability other than possessing other creatures. Your goal is to defeat and possess increasingly stronger creatures, unlocking their abilities for yourself and becoming stronger as you go along, and eventually defeat and become the dungeon’s ultimate endboss.

Features now include:

  • Possess your enemy and gain their strengths and skills
  • Dynamic music system with more frenetic music to accompany action
  • Line of sight and fog of war systems
  • A total of 15 monsters to defeat and 10 skills to unlock
  • Randomly generated dungeon floors
  • Single-file save and resume
  • Permanent death, if you die your save is gone (save-scumming is available)
  • Full options menu including key rebinding

If you like it or have feedback, feel free to leave comments here or let me known on Twitter @enichan. Also in case anyone’s curious, here’s my 1GAM profile.

MidBoss: post compo version

Posted by (twitter: @enichan)
Wednesday, January 9th, 2013 9:51 pm

midbosstitlescreen

 

Click on the image to get it!

MidBoss post compo version

So, MidBoss did fairly well in the ratings. I won’t bore you with the full overview, but it came in #81 in fun, and #91 overall. Pretty good! I kind of wish I hadn’t taken Sunday off, maybe it would’ve done better as a compo entry than a jam entry. It’s not like I actually spent the available 72 hours on it, but oh well.

Since the competition I’ve been working on the game, to polish it up and make it more playable. The post compo version is now ready and you can get it here. Keep in mind that I intend to change core gameplay mechanics to make the game easier to balance and maintain in the future! New features include:

  • Dynamic line of sight and lighting
  • Save/resume feature (save scumming is available)
  • Dynamic music system
  • Options menu (also for key rebinding!)
  • Various bugfixes

And that’s not the end of MidBoss, I want to keep developing it further, so if you have any comments or feedback, or want to keep updated on progress, please follow @Enichan!

 

MidBoss: born from impulsiveness

Posted by (twitter: @enichan)
Monday, December 17th, 2012 10:56 pm

(post compo development of this game can be found here)

I made it!

MidBoss

MidBoss, the roguelike with a theme of possession of defeated enemies is a reality!

So the fact that I managed to complete a game on my own for the jam is pretty funny, when you think about it. After participating in the last dare with less than stellarly fun gameplay results, I figured I wouldn’t be able to participate this time due to being on study exchange in Japan and being super busy. In fact I forgot about Ludum Dare until by chance someone asked me if I was entering, last friday. I had nothing better to do, so I figured I might as well.

Then, I promptly decided to spend my entire sunday eating sushi and doing karaoke with friends. Woops! I was about ready to throw in the towel at that point. Unfortunately this game’s theme kept nagging at me, as well as the progress I’d made. I decided to take some time off from school and go all out on Monday to participate in the jam, and somehow, I made it! Not only that, people are actually telling me that MidBoss is pretty fun, and they want me to do a more polished version. I’m… honestly pretty shocked, since I was winging it since the very beginning.

After some insistence by a friend I’m going to try and polish this up for a post-compo version. Maybe try and make a little money off of it. If anyone has any advice for that type of thing, I’d really welcome it. I’m not used to working with the kind of sloppy code an LD can produce, but I also think refactoring most of it might as well mean I’d start over.

What went right?

I didn’t have any preconceived notions about what I was going to do, I went into it as a blank slate just looking to have some fun and maybe make a fun little game. I think not having expectations made it easier to just go with the flow and wind up with a better idea and a more fun game than last time. My code also stayed relatively clean until pulling an all-nighter started getting to me. Going out on Sunday while kind of silly did help me get out of the crunchy mindset, and so I could attack the project with renewed vigor the following day.

What went wrong?

As a consequence of being unprepared I didn’t have anything set up. A split-second decision lead me to go with Python over Xna because it’s more accessible, but I didn’t so much as have Pygame or an IDE installed. Installing Eclipse and Pydev took at least a half hour too long. Meanwhile I had to do pixel art in photoshop, which is something I positively loathe, because my regular editor wasn’t installed. I also took waaaayyy too long getting the automatic wall graphics to be correct, there’s still errors and I don’t think anyone’s even noticed them. I could’ve spent that time more productively, maybe.

Conclusion

This LD turned out with a better game, and was more fun than the one that came before it. And I’m pleasantly surprised that I made a complete game at all, so I consider this one a success.

The Joining – 3 Day MMO Postmortem

Posted by (twitter: @enichan)
Wednesday, August 29th, 2012 9:04 am

So, for our first Ludum Dare ever me and Regus made The Joining, a centrally hosted 2D shooter MMO. Against all expectations, including my own, we made a relatively complete game by jam’s end. Unfortunately a 3-day-mmo is kind of like 5-minute-cake, a cool idea, worth doing to be able to say it’s doable, but the end result is infinitely less satisfying than what you’d get if you put the proper amount of time in. While running around pewpewing evil robots is fun, a lack of players and general aim and finetuning makes it only playable for 5-10 minutes before boredom sets in.

What went right

  • We knew our tools. Despite the fact that XNA isn’t the best thing to use to get a lot of people to play your LD game, we decided to stick with what we knew in order to finish in time.
  • Teaming up with Regus was extremely enjoyable, we’ve known each other going on I don’t know, a decade and a half now, but we’ve never made a game together. Working together was great, we had complimenting skillsets and we didn’t step on each others toes or had to wait for the other to finish to continue working.
  • I’m mostly pleased with the pixel art I did. Pixel art is something I consider myself good at but I rarely get to do it anymore. Being able to do some again was very nice.
  • The game is pretty well feature complete and stable. Our code design was mostly to thank for that, until the last day when cleanliness kind of went out the window and some of my rendering functions turned to spaghetti.
  • We made an MMO, complete with combat, enemy AI, A* pathfinding and a neat sort of “level up” system. In three frickin’ days. How awesome is that? Worth it just to say we did it.
  • I got to remind myself that even if your art and particle effects are only 50% as awesome as you want, it’s still a more satisfying experience to have a bunch of half-awesome stuff and a more complete experience, then an incomplete number of perfect things. The perfectionist in me needed this reminder.

What went wrong

  • No music. I’m bad at music and didn’t have the tools or time to modify even an autotracker song. I subbed in ambient sounds instead and it works okay, but not the way I wanted.
  • We didn’t actually have time to add some features that would’ve given the game a goal, like a boss at the center, better tuned distribution of enemies, and a global win/lose condition like we planned.
  • The game wound up being not very fun. See my opening paragraph for thoughts about that.
  • I felt kind of sick after the third day cause I pushed myself so hard and my sleeping patterns are completely shot now.

Overall a lot of things went right, far more than went wrong. Our first LD experience was enjoyable, and taught me some valuable lessons, or rather reminded me of them. And it was a chance to do a few things I don’t normally get to do, like make an MMO and work on pixel art. I consider it a win, even if I doubt our game will be getting top ratings.

We probably won’t work on the game for a post-compo version, I think. Nobody’s asked us to, which is a pretty good sign that it’s not actually wanted. Comment if you think we should, though. I’m tagging this SuccessStory even though the end result is lackluster, because… well, 3 day frickin’ MMO man.

Eniko, signing out.

The Joining MMO – Finished!

Posted by (twitter: @enichan)
Monday, August 27th, 2012 6:43 pm

I can’t believe it, we pulled it off. Against all expectations, we pulled it off. We failed to add the win and lose scenarios, but nonetheless we made a more or less fully fledged massively multiplayer online 2D shooter in 3 days! What is this I don’t even

I present to you: The Joining! Get the zipped build from the entry page or download the handy dandy setup which includes all the required frameworks. (XNA 4.0, .NET 4.0)

The story is that a race of monogendered aliens who join with each other to exchange genetic material have become complacent and reliant on AIs, and thus weak. Now the AIs have gone rogue and you have to once again join with your fellow alien type people to become stronger and defeat the AI overlord! (note: overlord not in game)

The game boasts procedurally generated terrain with buildings, a single central server everyone connects to, chat features, point and click movement and combat, and some pretty particles. No music, but I tried to compensate with ambient war sounds.

Now I have a dreadful headache so postmortems, time lapse and gameplay video will follow later. First LD, and we made it. I can’t even believe it. I’m so happy!

Second day jam round up

Posted by (twitter: @enichan)
Sunday, August 26th, 2012 7:39 pm

Kind of lame in between all the “finished!” posts, but our jam project is still in full swing. Current features:

  • Randomly generated theoretically infinite terrain with houses that have door openings, shelves and tables.
  • Being able to log on to the server and seeing other players move around, fully animated.
  • Mouse based A* pathfinding mouse movement.
  • Auto dirt to grass tile transitions.

Note the depressing lack of gameplay features. I’m pretty sure at this point we overshot and we’re not going to make it in time. Oh well, lesson learned if it’s so, I guess! Still the fact that we managed to get this much done in a server/client architecture in two days is impressive.

Now for an art dump.

And last but not least, today’s dinner:

End of day 1 progress

Posted by (twitter: @enichan)
Saturday, August 25th, 2012 6:31 pm

End of day 1 has come. I’ve gotten a single facing of the standing player sprite done. We’re displaying the map, but we can’t move the player/camera yet. I’m starting to think we’re not going to get this done in the 72 hours we have. *panic*

On the other hand, the client does connect to the server and retrieves a worldstate, and it generates the appropriate chunks then displays them. Which is pretty damn good for a days work. I’ve also gotten a bunch of the tile art done, which is also good.

Finishing in time seems like an impossible task right now, but we’ve at least still got two more days to go…

European checking in

Posted by (twitter: @enichan)
Saturday, August 25th, 2012 4:54 am

So, last night me and Regus, after grumbling about the theme for 5 minutes since it fit none of our ideas brainstormed for an hour and a half and then decided to go to bed. Turns out neither of us slept all that well, ghee wiz whoda thunk! We at least bashed out an interesting idea, which implements some features of evolution and natural selection as gameplay mechanics.

Right now I’m nursing my morning (mid-day) cup of coffee trying to wake up and trying not to think of how much time sleeping took up. Then we’ll bang out design decisions and milestones, I think, and get cracking.

One thing I can already reveal; we’ll be going online. YEEEAAAAAHHHHH!

First time LD Jam team

Posted by (twitter: @enichan)
Thursday, August 23rd, 2012 9:30 am

My friend Regus and I will be joining the Jam for our first Ludum Dare. We might be shooting for an online multiplayer game, because realistic expectations are for suckers. Although his time is limited, so if we’re short of good ideas I’ll be flying solo. Either way, the list below applies:

Language: C#
Libraries: XNA
Graphics: Blender, Photoshop, Paint Shop Pro 5
Sound: *fxr, Audacity

Amusingly this will be our first time doing LD but also our first time seriously working together after having known each other for 13 years. So here’s hoping we come up with something good, and not something bad and a broken friendship!

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