About Hamumu

I AM NEAT!

Entries

Hamumu's Trophies

The Most Games in a Montage Award
Awarded by jolle
on August 20, 2010
The LD to "Chart Topping" Kongregate Award
Awarded by PoV
on March 17, 2010
I Made a TV Show Award
Awarded by PoV
on May 9, 2009
The Awesome Walking on Instructions Award
Awarded by Redbone
on April 20, 2009
The bats are coming out of the ground award
Awarded by Cosine
on April 20, 2009
The Violent Friendly Dog Item
Awarded by demonpants
on December 17, 2008

Hamumu's Archive

Timelapse + Journal part 2!

Posted by
Monday, May 4th, 2009 8:09 am

Behind The Dumb Episode 7 is available now!  Thanks to the handy extended voting, it is available before voting is over!  Of course, again, I filmed it all during the 48 hours, but didn’t edit and release it anywhere close to that time, so probably not valid for voting.  But I hope you enjoy seeing what kind of sandwich I ate, in one of the most epic cliffhangers since Sylvester Stallone’s Cliffhanger.

My ‘timelapse’ and journal part 1

Posted by
Monday, April 27th, 2009 8:02 am

Behind The Dumb Episode 6 is out at last!  It’s the first half of my timelapse and journal for LD14!  Check it out.  You don’t need to rate it, because while I did FILM it all during the weekend, I certainly didn’t have it all edited and ready by then.  And the second half won’t be out until voting is over anyway.  Still, it should be amusing to some.

Short Fuse 2 – Final

Posted by
Sunday, April 19th, 2009 4:32 pm

Short Fuse 2

Short Fuse 2: The Escape

Here’s my LD14 entry.  It’s flash, so just click here to enjoy! Source is at this link.

I’m sad that I am going to get stomped in the Journal category, considering I spent the whole weekend documenting the development in great detail for my Behind The Dumb video series. But no way will I have that edited in time, so I’ll just take my lumps, and you be sure to check that out when it does come out next weekend (a different episode is coming out this week). I’m also recording a timelapse (hi timelapse! You are watching me type this!), but I’m just going to incorporate that into the episode too.

Two Roads

Posted by
Sunday, December 7th, 2008 1:56 pm

two roads title

Two Roads is my entry for LD13 – Roads. It’s extremely simple to play, and you’d have to be sick in the head to not have the most fun ever in your whole life enjoying its extremely innovative and immersive gameplay.

POST COMPO UPDATE!  This is not cheating!  You can go ahead and download the 17mb compo edition below, or you can be smart and download the 5.4mb post-compo edition instead!  It’s the exact same in every way, except all the sounds are changed to OGG files, and all the images have been converted to 256 color.  The only code change was to change “wav” to “ogg” in the sound loading code.

Win32 download: http://hamumu.com/goods/ludum/tworoads.zip (17mb! It must be good!)

Obviously I slacked off a lot this weekend, since this is only my second log entry… oh well. I hope you enjoy my game! It was a unique experience creating it.

Saturday Morning, First Screen

Posted by
Saturday, December 6th, 2008 6:51 am

Sat Morning LD13 I have a functioning screen that you can press ESC on, and a font that prints!  It’s miraculous!

I bounced zillions of ideas around last night, never found anything that struck me square in the face until I gave a moment’s thought to Night Of The Cephalopods.  It’s not a very good game, and I don’t think it does anything very impressive in the realm it sets out to impress in, but it’s a fun idea: having the game narrate things as the player does them.

Well, my game is no action game, in fact it’s a point & click adventure.  So narrating that is more akin to building a story that is being read to the player, based on their actions.

Or in this case…. a poem.

I chose this project because it will be *extremely* easy technically, yet a huge challenge in terms of content.  I’m going to have to invent rhyming lines that work in various sequences so that any path you take continues to conform to the poem’s meter.  Basically, I chose a project that I will have fun making as opposed to something you will have fun playing.  But it’ll probably amuse you a time or two.  It’ll certainly be interesting.

So prepare yourself for Two Roads: An Interactive Poem.

Babby Of Towlr

Posted by
Friday, November 7th, 2008 7:17 pm

YOU CAN’T FRIGTH BACK AGAINST BABBY OF TOWLR!!!

I did a cover of PoV’s Towlr from LD12. Good luck figuring out how to defeat it.
Download it (Windows only, 670kb)

Ninja Kitty Vs. The Nukebots (final)

Posted by
Sunday, October 5th, 2008 7:45 pm

It’s done! It took longer than the alloted time by quite a bit, not to mention I massively cheated (about half the final code is from existing work, not new). But it’s fun, in a weird and weird, weird way. It’s a goofy game. But it’s got skills and leveling up, so that makes it good. it’s also very hard with most of the maps I found, but they all seem winnable if you got ninja skillz.

Enjoy Ninja Kitty’s neverending battle against the horrid Nukebots.

Download: Windows EXE (660kb)

Ninja Kitty Vs. The Nukebots

Posted by
Saturday, October 4th, 2008 3:57 pm

Here’s a screen! You can’t actually get hurt yet, but I can tell it’s nearly impossible so far. Kitty is a ninja in the shinobi style – that means he can teleport dash through the air freely. And he clings to walls and ceilings and throws stars. The only controls are left mouse to dash to cursor, and right mouse to throw stars.

Nukebots, of course, contain nuclear explosives inside. So killing one will cause an explosion that will hopefully help you, but might kill you too. And all those yellow blips are the absurd amount of firepower the robots currently have. They also have way too much life, or you do way too little damage. The color of the Nukebot tells you its abilities. The less green it has, the faster it moves, the less red, the more life, the less blue, the faster it shoots (I know less is weird, but there’s logic to it, I think).

This design supports absolutely any colors you want, not just the official ones! Of course, black=walls, white=space, and FF00FF=player start. But other than that, it’s all robots. And those big colorful blocks make for an awful lot of robots.

MiniLD3 – My Tool Ideas

Posted by
Friday, September 5th, 2008 5:51 am

I’ve got two ideas for this weekend.  I’m pretty sure I’ll do #2, but it sounds hard, with lots of math.  I don’t like math.

#1 – Pixel Editor

This is a unique idea.  It’s a paint program, with features intended for pixel art, lots of zooming and whatnot.  So what’s special?  Well, it can ‘render’ in various ways.  Think of the Puppygames type of look – big pixelated things, but they’re done up all nice in photoshop with glowing outlines or whatever.  You can take your pixel creation (zoomed in to at least 2x) and render it with several different effects, saving your work in a 32bit png:

– An outer glow around it in whatever color you like

– ‘Tetris blocks’ (each pixel is a shiny block rather than a single color)

– An overall highlight, treating the whole shape as one huge tetris block – if a pixel has no left neighbor, shade its left edge, if it has no right neighbor, brighten its right edge, etc

– ‘Piping’, highlighted stripes on the internal edges of the shape

– Other!?

I think that would be a really cool tool for making that nice modern-retro art.  Almost a SFXr for graphics, in a way.

#2 – Hitsuji Editor

I saw people talking about doing this in the chat too.  They called it a manikin editor.  I just want to take the concept of the editor I made for my long-ago LD entry Hitsuji and make it nice and more powerful, so you can do freeform creations instead of sheep holding swords.  The concept is to make models by stringing bitmaps together with pivot points, then you can rotate and translate them all (scaling would be nice too).  Then you make animations for them, and it stores it all much like a 3D model, only it’s 2D.  Then obviously you can put that in a game and animate it all nicely and smoothly.  I love how it’s trivial for such a model to transition from one animation to another.  I could see a lot of potential for games made with these types of characters.

#1 sounds a lot easier than #2, and it’s more original.  But it’s definitely not as useful…

Rise Of The Owls

Posted by
Sunday, August 10th, 2008 6:25 pm

Rise Of The Owls

It’s a TD game that takes place inside a tower. You will enjoy it if you learn the hero abilities! It’s fairly easy to win (though sometimes it seems insane) once you know how, but to get a high score requires great skill and daring.

win32 version: Click On Me (1.12mb)

If it doesn’t work for you, you can try the command line argument “opengl” to run it in openGL instead of DirectX. Probably won’t help, but hopefully it works anyway!

Lunch time

Posted by
Sunday, August 10th, 2008 12:33 pm

Let’s get eclectic!  For lunch, it’s pizza, egg rolls, and corn on the cob.  I’m not a giant pig – this is food for two.  Iced tea for the lady, pineapple juice for me.  Speaking of giant pigs…

My cat is so fat, he needs two chairs.

Eight Hours To Go

Posted by
Sunday, August 10th, 2008 10:59 am

Can’t show a screenie since I am currently working on the offline computer, the only one with decent art programs on it (stupid Vista won’t run PSP9 or Max5).  Thusly, what I am doing now is art!  I’ve got lots in so far, though endless hours spent doing it.  Six in fact.  Still need some stuff for the buttons you click on and the title screen, and the treasure the owls are stealing, then I guess art is pretty much done.  Then I’ll need to get some challenge/point/structure to the gameplay, and some sounds.  That should pretty much do it.  I’ll need more heroes than I have to reach that point, but I’ll just reuse my existing art for those, because man, I’ve made a lot of little heroes.  I think about 8 unique characters.

I wanted the game to include a skill tree for boosting all your heroes, but I think that’s something for later.  You’ll have to be content with the strategy/luck involved in which heroes you get.  Not much luck needed at this point, since the pool of heroes currently is the same as the number of rooms at the inn, and you’re allowed to have multiples of the same.  I want to change that, but can’t until there are a whole lot more heroes.  Which probably won’t happen by the deadline.

So I’m off to do that.  I’d also like to have more than one kind of monster, but that too will have to go by the wayside.  Hordes of ordinary owls is interesting enough for now!

Sunday Breakfast

Posted by
Sunday, August 10th, 2008 10:52 am

In classic autumn colors, it’s a delicious crunchy, nutty, raisiny cereal, with a side of the world’s finest juice (right, PoV?).  My wife was really upset to find I had put the juice in that cup.  She really hates when the food is the same color as the vessel.  But it’s all so lovely and autumnal!

Two Meals

Posted by
Saturday, August 9th, 2008 6:51 pm

Lunch: LD baked potatoes with sauteed veggies on top.  Hard to tell that it says LD, but I swear it does.

Dinner: grilled cheese with tomato soup and horchata.  We tried burning LD into the bread by putting butter in the shape of the letters, but it cooked evenly anyway.

Who doesn’t like life meters?

Posted by
Saturday, August 9th, 2008 3:18 pm

Progress on all fronts simultaneously (except art and sound).  This shot depicts the Inn Menu open.  As you can see, many of the bunks are occupied with clones of Archie the Archer, since he’s the only hero in the game.  The cursor you can’t see is on one of them, eliciting that handy tooltip that describes him.  At the top of the tower is a vast collection of invaluable treasure.  Hidden behind the row of bunks, you can just barely see that the owls now have life meters for your convenience.  Every few seconds new heroes come to the inn, and ones leave, giving you an endless array of heroic selections.  Of course, they’re all Archie right now.

I guess the next step is to let the owls steal the treasure.  They drop it when they die right now, but I don’t actually know that, since they can’t pick it up in the first place yet.

I’ve Got Game

Posted by
Saturday, August 9th, 2008 11:35 am

Well, by “game” I don’t mean something you can play.  But it is something you can watch as all the (temp art, in case there was any doubt…) elements function as intended: the owls ascend the stairs and even descend again if they reach the top.  The archer as you can see fires arrows at them.  He can even kill the first one before they get past him!  The excitement is palpitatious!!  Things are going well, I think, though I am dreading the actual real implementation.

My game is this: tower defense, inside the tower itself.  Eventually, there will be a pile of gold that the owls are stealing at the top.  You of course strew archers, chefs, and yetis about the tower to stop them.  The twist is that instead of buying generic units, you buy specific heroes as they show up visiting your inn (so a random element to that).  So you might dump Archie the archer after a while for Blog the barbarian.  The end goal is something with 100+ different guys (some not too different, like an archer who does more damage or fires faster than another), and a lot of wacky variety.  Don’t think there will be 100 of them by tomorrow, though.

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