About Vinyl Pixels

Entries

 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 29

Vinyl Pixels's Trophies

Vinyl Pixels's Archive

Units!

Posted by
Monday, August 24th, 2015 2:03 am

Before going to work, I’ve made some nice progress. I have most of the units drawn and working in the game. Time advancing works properly, and proper units are spawned in proper times. Also added the club guy for tribals :)

immo

It seems I’ll be jaming :)

Posted by
Sunday, August 23rd, 2015 3:31 pm

Enough for today… gonna go to sleep early and continue tomorrow early in the morning.

Added the main monster parts that need to be defended. Added building taking damage and being removed if HP fall to 0. Fixed the way humans target stuff. All 6 units visible (although they all throw spears – even the knight, cavalry and balistas :D).

To do:
-more projectile types
-more units
-intro screen
-win / loose screen
-audio
-nicer looking level
-spawning units according to the current year
-properly working exploding eggs, tentacle, acid pool and spike

PICO-8_8

Progress.

Posted by
Sunday, August 23rd, 2015 11:28 am

Monster tentacles and stuff finally start looking like a monster :)

Time to add player bits taking damage!

PICO-8_5

Progress Report

Posted by
Sunday, August 23rd, 2015 7:51 am

I’m doing a tower defense game in Pico8. Puny humans try to kill an ancient immortal that nested on Earth thounds of years ago. As time progresses, units will go from stone age through medieval, modern up to sci-fi. You can evolve and grow limbs in order to kill the attackers.

Sooo… Basic building menu is in. Basic firing and projectiles mechanics are in. Monster projectiles kill the humans but not the other way around 😉 I have the stone thrower, spear thrower and a knight working in game as of now (with 3 more medieval units drawn and animated).

PICO-8_3

Posted by
Saturday, August 22nd, 2015 11:13 am

I’m in, and I’m using PICO-8.

Having a chilled out session and after 3,5 hours I have this:

PICO-8_1

Just a test of placing non-existing monster parts on the level, and testing states for humans (they die after idle state just to check the animation :)).

Critical fixes.

Posted by
Sunday, April 26th, 2015 8:19 am

So it turns out that unCAVEntional wouldn’t let you start o_O.

So… I fixed the standalone builds and added a web-player while I was at it.

Enjoy!

Not the best jam on my part…

Posted by
Monday, April 20th, 2015 5:57 pm

… but all in all I’m pretty happy with the result, and the challenge it gave me.

Zrzut ekranu 2015-04-20 o 23.43.17

Zrzut ekranu 2015-04-20 o 23.38.02

Zrzut ekranu 2015-04-20 o 23.39.57

Bedungeoned! Emergency Fix for Online Multiplayer.

Posted by
Tuesday, December 9th, 2014 9:57 pm

Using my right to small, post-jam fixes :) Turned out, that a single wrong parameter in Network.InitializeServer, made it impossible to join games if people were behind NATs. Hope it works now.

multi

[ Try it! ]

Ready!

Posted by
Monday, December 8th, 2014 6:04 pm

And there’s even audio and online multiplayer!

bb

Submission page.

Press “C” for the super-secret 3D mode! :)

Progress report.

Posted by
Monday, December 8th, 2014 3:01 pm

Well, Single Player seems to be polished enough. Now on to fixing the multiplayer bugs and adding proper multiplayer scoring.

Btw, what do you thing about the 3d view?

be3d

Bedungeoned!

Posted by
Monday, December 8th, 2014 11:40 am

Since I missed the 48h deadline, the fight continues for the Jam!

Lots of folks were confused as to how the gameplay works, so I added a nice tile switching animation. Enjoy!

bedungeoned2-compressor

It’s gonna be a close one :)

Posted by
Sunday, December 7th, 2014 2:49 pm

Less than 5 hours left and still hands full of work.
Added PS3 Controller support for 4 player local multiplayer.
Also, after quickwatching some youtube Unity3D networking tutorials, I managed to actually create an online game! (Nothing syncs correctly yet, but the connection is there, and exactly the same level generates for the host and client).

online

 

Now back to coding…

Proper controls!

Posted by
Sunday, December 7th, 2014 9:04 am

Today, the first thought I had after waking up was: “Man! The controls are terrible!”.

So I’ve added the mouse for your proper top-down shooter experience:

Walk with arrows or WSAD, aim with mouse.

Left click to shoot fireball, right click to swap tiles. For webplayer’s sake, you can also drag between two tiles with the left mouse button to switch them. Still, you can only swap the tile you are standing on, with a nejghbouring tile!

Below you can see smaller monsters that can be killed with fireballs, and bosses that can’t. All monsters die on tile clearing and are still rather dumb :)

labirynt5-compressor

So much to do, so little time left :)

Progress Report. Fireballs! (and Fireball immune Bosses)

Posted by
Saturday, December 6th, 2014 5:41 pm

Playing with Unity particles for the first time and they’re awesome! :) Made a neat fireball! With smoke, explosion and all!

Also added monsters, here represented by a rather slow “boss”. Bosses are immune to fireballs. How do you kill them then? By clearing the tile they are on! :)

labirynt4

Unfortunately my poor raycasting skills make the monsters a little bit dumb at the moment :) They are supposed to follow you when they see you, and continue to the last point they saw you at if they can’t see you anymore. Of course they have to check if they can see the last point they saw you at (because level geometry might have changed) and that last bit doesn’t seem to work… Also it seems that the fireball flying at their face stops them from seeing you and freezes them in place :) Also, I guess I’ll have to think about some idle movement / patrol mode.

But for now: off to bed, to regain mana 😉

 

I spend to much time playing what I coded :P

Posted by
Saturday, December 6th, 2014 11:02 am

Progress so far:

labirynt2

Guess I should start adding enemies and loot.

Progress report ;)

Posted by
Saturday, December 6th, 2014 2:27 am

General idea: dungeon / labirynth mixed with a match3 game. As you walk through the labirynth, as long as it creates a proper match, you’ll be able to swap the tile you are on, with any of the neighbours. Matching tiles will then be cleared and new random tiles will be put in their place (no falling tiles). An algorithm that makes sure that walls / passages on neigbouring sides are the same, randomizes the geometry not only on the cleared tiles, but also on neighbouring tiles.

Zrzut ekranu 2014-12-06 o 09.13.10

Not sure how far will I go with this idea :)

Now it’s time to get some sleep…

[cache: storing page]