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It’s Raycaster Time!

Posted by
Saturday, December 10th, 2016 6:26 am

This Ludum Dare, I’m using my very own programming language, Odin, to develop the game with. This will be first “game” I’ve made with this language but I’m feeling ambitious. This language is pretty much a modern C and I’m having to make the standard library as I go along!

The basic raycasting is done with texture mapping but I’m using the Wolfenstein textures at the moment rather than my own.

002

I’m Doing Something Crazy

Posted by
Saturday, December 10th, 2016 4:32 am

I’m doing something crazy, I’m doing everything from scratch and when I mean from scratch, I’m literally using my own programming language, Odin.

This language is pretty much a replacement for C and I have yet to create much of a standard library for this language. I’m going to have to stick with windows and the Win32 API to get most things done.

And to top it off, I will be doing a 3D software renderer, from scratch.

I’m that crazy!

Transmog – Not a Pokemon Clone™

Posted by
Sunday, April 17th, 2016 5:17 pm

Transmog

Not a Pokemon Clone™

© 2016 Ginger Bill

Controls

  • Move: [up] [down] [left] [right]
  • Action: [z]
  • Back: [x]
  • Specialized: [x] [c] [v]
  • Change Colour Palette: [1][2][3][4][5][6][7]

Features

  • Software Rendered
  • 2 Bit Colours (4 Colours in total)
  • Swappable Colour Paletts
  • High resolution 160 x 144 display
  • Awesome graphics (Well I’d like to think so)
  • Windows Only (Yes that’s a feature)
  • Not a Pokemon Clone™

Background

One day, you awake to find that there are sentient shapes that have gained fighting abilities! You must work your way through the wild and tall grass and get to the end!

Tools Used

  • Language: C
  • Compiler and Debugger: MSVC2010
  • Text Editor: Sublime Text
  • Engine: Punity Engine (by Martin Cohen)
  • Paint Program: Pyxel Edit
  • Music Program: N/A (Did not have enough time)

Things Missing

  • Ability catch and tame Transmogs
  • Catchy Theme Tune
  • Sound Effects
  • World Map
  • Bicycle
  • Copyright Infringement

Dare to be Retro! – Boss Fight is Nearly Done!

Posted by
Sunday, April 17th, 2016 1:17 pm

6

I’m loving making this game, the boss fight is nearly done and then it’s on to adding the sound effects and music now!

Pretending I was programming for the Gameboy was fun!

  • No heap allocation
  • 2 Bit Colours (4 in total!)
  • 160×144 Resolution (Who needs more than that, really?!)
  • Swappable Colour Palette
  • “Awesome” graphics (If I don’t mind me saying)
  • Simple controls

This is totally Not a Pokemon Clone™. Most of the content is missing for one as I made this in a weekend… Also it’s no where near as good.

Dare to be Retro! – Transmog Battles!

Posted by
Sunday, April 17th, 2016 6:32 am

5

I’ve finally started work on the actually battle mode! The Transmogs are clearly the best drawings evar!

I’m not sure I should all be to capture other transmogs yet or just defeat them.

I’m also not fully decided on the name. I dunno if Transmog is good name or not. I will decide later!

Again, this definitely Not a Pokemon Clone™.

Dare to be Retro! – Today’s Progress

Posted by
Saturday, April 16th, 2016 5:23 pm

4

Now with text! Multiple swappable 2-bit colour palettes for the amazing high resolution 160×144 display. Also an incomplete battle mode! Most of the engine is done so tomorrow will consist of making/finishing the game!

All done in C with help from Martin Cohen’s Punity Engine (a modified version).

The is totally not a Pokemon clone… *shifty eyes*

3

The Gameboy-esk idea is working nicely! I’m love the retro feel!
It now has the ability to swap to 4 different colour palettes!!

  • White
  • Beige
  • Green
  • Blue

I may even add the colour RED soon!

The game not has the ability to swap to multiple maps/room, scroll and centre rooms appropriately and also change mode when you head into the grass tall weeds.

This is surely not a pokemon clone…

2

The game is coming along nicely. The map mode is nearly finished and now has the ability to change maps and collide with things. On to battle mode I think.

4 Shades of Grey (only 12.5 as good(?) as that other thing).

Still not a Pokemon clone… *shifty eyes*

Dare to be Retro.

Dare to be Retro – Progress so far on Transmog

Posted by
Saturday, April 16th, 2016 6:25 am

1

I’m doing this entirely in C and in a full retro style!!!
Features:

  • 4 colours!
  • Hi resolution 160×144 display (who needs more right?)
  • Sprite rendering
  • State of the art C89!
  • Definitely not a clone of Pokemon…

Need to create game mode switching and the transmog battles!

Dare to be Retro!

If I’m In – Dare to be Retro!

Posted by
Friday, April 15th, 2016 2:14 pm

If I’m in, I’m gonna go fully retro this time. The entire game will be written in C and will be using the Punity Engine (https://github.com/martincohen/Punity/).

This means that I will be using at the most a 320×200 resolution or most likely 64×64 because who needs more?

Martin Cohen’s Punity Engine uses a 8 bit colour palette which means I will be restricted to 255 colours (1 less because 0 is transparent).

I love doing these retro styled ones as they actually help me be creative and be productive and have fun!!!

Dare to be Retro!

Party like it’s 1993 – Mode7-like rendering

Posted by
Saturday, December 12th, 2015 6:48 pm

I almost forgot this that I have mode7 style rendering now for floors and ceilings.

006

Party like it’s 1993 – Point & Click Console!!!

Posted by
Saturday, December 12th, 2015 6:43 pm

005

I’ve got item name recognizing, unique sign post text, and animated sea!

Party like it’s 1993! – Item Grabbing

Posted by
Saturday, December 12th, 2015 1:06 pm

004

Item grabbing is nearly done. I just need to add the ability to drag and drop into and from the inventory system.

TODO: Armour/Weapon System; item use; enemies/mobs; level loading; level changing; sprite animations.

003

This is quite fun making a game as if I was 1993! I’ve got 3d sprite rendering done, a depth buffer, and a custom cursor.

Now I need the item system, inventory system, and ‘drag & drop’ item system.

Retro Style – Text Console

Posted by
Saturday, December 12th, 2015 9:33 am

I am making a retro-style point and click dungeon crawler thingy-ma-bob. I’m gonna party like it’s 1993!

I am using the growing theme but I don’t know if I should I use the 2 button controls theme as well.

I’ve got a basic text console up and running and now on to creating art for the sprites.

002

Got my framebuffer and C++ Hotloading code working

Posted by
Saturday, December 12th, 2015 5:12 am


I’ve got my framebuffer working so that I can do software rendering and I have got C++ hotloading so the code recompiles on the fly and the game updates in realtime!!!

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