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MiniLD #58

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Oddest Jobs – Update 2

Posted by
Sunday, April 19th, 2015 1:45 pm

The game is starting to look pretty good. Almost all functionality is implemented. Now it’s just a question of content. I need more levels and I’m suffering because of my own choices 😀

A lesson for next time: don’t use too many separate tilesets. Even if your levels have several background layers, use just one tileset for all of them. It’s hell trying to keep drawing only the right tiles from the right files only to the right layers. Hell, I tell you. I’m really happy about how the faked shadow thingies turned out however! They make my coder graphics almost bearable 😀

This is what it looks like now:

Oddest Jobs

Posted by
Saturday, April 18th, 2015 5:27 pm

It took me almost four hours to figure out what to do with this theme. You are Odd Job, MI6 agents are after you and all you have is your razor-rimmed bowler hat, and possibly some other hats, if I have time 😀
Lots of coding done and lots of fighting with the phaser framework as well 😀 Damn stairs, damn animations, damn collisions, gahh! Some animations have been drawn already, but they just refuse to show up in the game. Tomorrow: better enemy AI, dying, objectives, levels. Musics and sounds too, if I have time.
oddestjobs

I’m in!

Posted by
Tuesday, April 14th, 2015 1:16 pm

First time in the actual LD with the intent to finish. I loved the mini challenge and am pretty psyched to see how will I do with an even more limited time.

It also seems I started to bug my friends too late about it and so I’ll probably go at this alone in compo mode. Coder graphics/musics incoming 😀

I’ll be using:

  • Code: Sublime Text 3 with Phaser (javascript). Here’s my starting codebase: ludumdare32.zip (960kB, mostly Phaser)
  • Music: Figure, Take, Nodebeat and possibly Audiobus2 with Garageband to combine stuff from those. (all ios stuff)
  • Sounds: bxfr, the mic on my iphone/ipad and audacity
  • Graphics: SpriteSomething (on mac and ios), Pixen, Seashore
  • Other: Tiled for tilemaps (if needed)

Pongstruction: Phew, finished it, at least kinda

Posted by
Sunday, March 29th, 2015 12:17 pm

Gahh, life came in the way and didn’t have as much time as I would’ve liked to finish this one up. It has three levels, menus, you can lose the game and win the game. No sounds and the graphics are not really consistent with each other, but I can live with this being my first Ludum submission :)

http://ludumdare.com/compo/minild-58/?action=preview&uid=41000

Hope you check it out and get at least a little bit of a kick out of it (I did making it) 😀
Cheers! See you at the actual ludum dare!

Screenshot 2015-03-29 22.04.21

Pongstruction Day 4

Posted by
Tuesday, March 24th, 2015 12:58 pm

Ha! Progress, finally!
Moving enemies, nice-looking debris, a “win state” 😀

I still haven’t quite figured out the hazards. I guess losing the ball would be one, but when the enemies are shooting, my brain can’t handle it. I can’t take care of the ball with the magnet and watch out for the lasers too. Needs thinking.

Tomorrow, levels!

Also, I wonder if making daily posts is too spammy?

Pongstruction, procrastination day :D

Posted by
Monday, March 23rd, 2015 12:44 pm

Gahh, got caught up doing stupid stuff, like painting debris to a graphics element, so I can have permanent “damage” to the battlefield that doesn’t add to the drawing load. I wanted to have the cannonball make persistent trails and blood from the enemy units 😀 Oh well, at least there are enemy units now, they don’t do anything, but perhaps tomorrow!

Also have to wonder what to add as hazards for the paddles. Maybe the enemies will fire from inside the castle. Maybe they’ll try to stop the cannonball. Humm.. Let’s see.

Stuff added: some new graphics (not final, turned out bad), debris drawing, cleaning up the code a bit, changed background into a single image.

pongstruction_3

Pongstruction, end of second day

Posted by
Sunday, March 22nd, 2015 2:30 pm

Haven’t had as much time to code as I wished, but I’ve been progressing. Had some inexplicable issues with phaser and collisions with tiled layers, which were fixed once I figured out I had to tell which layers the collisions are happening in.

Now you can pull the ball towards a paddle with the magnet beam!

So far in the game: movable paddles, destructible blocks, indestructible blocks, magnet beam and it’s charge and cooldown timers. Lots of sparkly particles too!

Next it’s time for moving enemies in the “castles”. I’ll have to also see to some better suited tiles for the castle walls. There is also a possible performance issue on how I’m drawing the background layer to the game. Should probably have it as a single repeating image rather than a tiled layer that has a bazillion tiles.

pongstruction_2

Pongstruction

Posted by
Sunday, March 22nd, 2015 8:56 am

It’s my first time participating (at least with the intention of having something finished at the end). I started working first on a basic pong game, but then wondered how I could spice it up a bit. Then I started thinking: what if the player is both (or more) paddles? What if the enemy is at the center of the field?

So I guess this is heading the way of an army crushing game with the ball acting as a cannon ball-type thing. Let’s see where it goes from here.

I am using Sublime Text to edit javascript with Phaser and the graphics are from the Kenney asset pack. So far, I have controllable paddles, background, and the ball that bounces around and gravitates towards the paddles. I’ll probably turn the gravitation into an activated power.

pongstruction_1

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