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Three and a half hours in, dippin’ out.

Posted by
Friday, August 23rd, 2013 9:52 pm

I really don’t like ten seconds as a theme. I was trying to avoid thinking of it as a mechanic, “do x in ten seconds”, “you have ten seconds until y”, and that’s difficult. I was thinking space for a bit, either ten second latency between a command and reaction from the ship the player directs, being ten light-seconds away from Earth, I can’t say I’m happy with those either. I was even thinking for a bit about “ten of the second of something”, rather than time. Nothing fun.

I can’t really think up anything I like, and that’s at least partially because I’m thinking about a larger game I’ve been working on for a bit. Turns out that I was approaching Ludum Dare hoping to be able to toy with mechanics of that game, but it’s really really hard to twist what I want to make sense with a theme of ten seconds, so I think I’m going to bail on this LD and work on that instead.

Best of luck to those of you doing LD entries this weekend!

Ludum Dare, now with Scala

Posted by
Friday, August 23rd, 2013 2:24 pm

iSo.. I’m in! Again! This makes five or six, I’m not even sure anymore.

This time around I’m going to be using Scala, but interacting with the same Java libraries I’ve written for my other projects and used in prior Ludum Dare entries.

I’m going to try hand-drawing my art this time around, which I expect to go not-so-well, and then computerizing it by taking pictures of it. Failing that, I’ll probably use MSPaint (again) or go completely procedural (again).

For sound, I’m fairly sure I’ll be using sfxr, and maybe doing my own sound effects with my very (un)talented voice if I feel I have time!

 

I’ll edit this with links to my base code a bit later when I have that figured out!

DUDE, I’M DOING IT. I’M REALLY DOING IT!

Posted by
Friday, December 14th, 2012 5:40 pm

It’s that time of the year again and here I am to make more video games!

I’m going to be working off of some base code which is (as the link implies) available for whoever to use. I know it’s a bit late to put it up but I spent my morning getting my collision detection scheme working. (fun fact, last two times my lack of proper collision detection heavily influence what I made)

 

So, my tools this time around?
Milkytracker. For the making of the musics and the fancy sounds.

sfxr. For the making of the effects and simple sounds and bleeps and boops.

MSpaint. For the making of the arts and the interfaces and the things.

Java. For the telling the computer what the things I want it to do today are.

My own set of tools mixed in (under /com/ixee/tools/ !) to handle making images have transparency (because MSPaint can’t) and putting together fonts for my graphics code.

GUYS WE HAVE AN HOUR AND TWENTY MINUTES GOGOGOGGOGOGOG.

After two and a half revisions…

Posted by
Sunday, August 26th, 2012 5:12 pm

Welcome to Monkeyectomy!

I finshed something! The intial idea/plan didn’t work out with the guys I was going to work with…

Then the idea I had on Saturday morning didn’t work out… I was ready to give up about twelve hours ago, but didn’t bother posting anything about it.

Then I woke up this morning with a great idea for a gameboy color-style idea, and got to work!

After a few hours I had what could pass as a game to some people, and with a bit of bugfixing and such, here we are! It’s good for about a minute and a half or two of fun, and I actually have more fun with it than my last entry. I’m surprised I got something done in all of six hours, let alone enjoy it! 😀

So it’s 10:30am and I have a room with walls!

Posted by
Saturday, August 25th, 2012 10:40 am

So our idea went a bit outside what I was initially expecting. Rather than something more free-world like I was hoping to do, our idea is more of a Zelda-like room-crawler where the world changes (cough, evolves) to stop the player from getting to the goal in each room.

It’s rough, and it needs fleshing out, but here’s how it is so far:

’bout that streaming!

Posted by
Friday, August 24th, 2012 7:34 pm

http://www.twitch.tv/iximeow would be the link to watch me make video games through the weekend! I’ll probably have it up all 72 hours of the LD Jam, with exception to a bit of Monday where I have classes.

It may go out intermittently due to internet wonkiness, though. If it does, chances are refreshing the page should fix it.

A slight update

Posted by
Friday, August 24th, 2012 1:46 pm

So it turns out the friend of mine who was initially going do artwork and design with me has some family issues to attend to, so I’ll be working with a slightly different set of people. Still, clearly, doing a Jam entry this time around, but as the start grows closer, I’m getting more excited about what we’ll make!

I’ll also be doing a stream of my developing this time around, and actually making a timelapse of it this time, too! I mean it, because I actually know what I’m doing this time. Promise. For serious.

The link to the stream will be posted in a few hours when stuff starts going down! Same place, four hours from now.

Return of the Iximeow

Posted by
Friday, August 17th, 2012 9:53 pm

A little birdie told me that there would be another Ludum Dare next week, so here I am posting to say I’m gonna be involved. The little birdie was actually the time countdown since last Ludum Dare, but still. This time around is going to be different from my last entry: as it stands the plan is to work with a few friends and make a Jam entry.

They want to out-voice-act my last LD entry, I don’t think I can let it stand.

I’ll be doing the code, and I’ll be using largely the same tools as last time around.

  • Still using Java!
  • Still using Textpad, but trying to get Sublime Text to work how I want, might use it instead one day.
  • My (now-named) GraphIX engine, which sits nicely between me and LWJGL. Source code here.
  • Paul Lamb’s 3d sound system for whatever sound is used.

If I end up doing a solo LD entry, I’ll use ASEprite and sfxr/MilkyTracker/my voice as well, but I hope I don’t have to subject you all to that again!

Oh right, I finished.

Posted by
Sunday, April 22nd, 2012 10:00 pm

Choices of planes? What is this, variety?!

So anyway I actually finished my game! First Import (terrible, terrible name, really) is pretty much feature-complete, except Air Carriers are worthless (they’re supposed to have mini-planes that do your bidding, oh well), and missiles/plane control is a bit quirky. All in all, I actually have a bit of fun playing it, though, and I think that’s a good thing. As I was submitting it the only thing I could think of was all the glaring flaws and cut corners to make it playable, but really that’s just how it is. My original idea just wouldn’t fit in 48 hours! Also, I’m pretty tired now and really should get to bed as I have a class early in the morning tomorrow.

Overall though, this has been really great. This sort of counts as my first actual complete game, though I’ve been working on other things for just over a year and a half now (I have more about them at my blog: http://ixineering.tumblr.com, if you’re curious) they really aren’t playable quite yet. I also have some 25gb worth of .png’s for a timelapse that I’ll go through this week and put somewhere on the internet if anyone wants to watch.

I’ll go through a proper post-mortem in a few days when I’m more awake and can go through what I just did this weekend in a more logical manner.

Now with keyboard controls!

Posted by
Friday, April 20th, 2012 11:41 pm

Oh man, I have working key controls for the player’s plane now. It actually goes quite cleanly into how the AI will control its planes as well, so that’s nice. A/D accelerate/decelerate the plane now, while W/S cause the plane to climb/drop. There’s upper and lower bounds on where the plane can go and how fast it can go (we’re staying a little realistic here!) but now I have to add other planets and hookshots. Maybe take a look at sounds or something like that. (Also all the other planes and resources!)

Doing it wrong at four hours in.

Posted by
Friday, April 20th, 2012 10:16 pm

My plane doesn’t like pointing the right way. I think it has a bad case of there’s-no-up-in-space right now. :(

Captain Airplane reporting for duty, I am flying to the center of the planet.

2.5 hours of progress!

Posted by
Friday, April 20th, 2012 8:52 pm

So at this point I’ve gotten a very solid idea of what I’m going to do, and a bit of how I’m going to make it look. I’m working on setting up the structure of the code but at the same time starting to get a bit of stuff to play with working, and it all seems to be going along swimmingly.

I have a plane that spins and it’s in a sky-blue square that’s almost a sky. Soon I’ll have planets and will have the plane controllable by the player!

Please do note the tilted plane in the middle of the image. Not the command prompt.

About that base code.

Posted by
Friday, April 20th, 2012 12:22 pm

Here we go, with working tools and everything. This, along with LWJGL and Paul Lamb’s sound system, will be the whole codebase I’m starting with. Awww yeah.

Those tools are in com/ixee/tools, along with readme files for each. Also some bits (com/ixee/GraphIX/glEEngine.java and com/ixee/GraphIX/GIXEngine.java, I believe) won’t compile since the LWJGL jars aren’t there. Not a big deal, I don’t think.

I’m gonna go clean my desk, do my laundry, organize some other stuff, maybe play with MilkyTracker a bit, and in general brace for a fun 48 hours!

I have no idea what I’m doing :dog:

Posted by
Friday, April 20th, 2012 9:08 am

So here we are nine hours in advance and I’m finally posting to say I’m going to do this. I’ve been lurking and following LD through 21 and 22, and it’s been really fun to see all this going on, and I want in on the fun! Last time I was almost in, but homework and exams struck, along with the engine-y thing I’ve made not quite being usable then. Since then I’ve improved it enough that I’ll be using it this time around, and I know something (of questionable quality!) will be made.

And because it seems to be the cool thing to do.. the tools I’m using:

  • Java with LWJGL (and my as-yet unnamed engine that runs between me and LWJGL), and Paul Lamb’s sound system code (if I use sound at all. I’ve not competently put sound into something I’ve made yet.)
  • sfxr for any sounds. MilkyTracker if I feel adventurous enough to make music.
  • MSPaint for my art, because I’m a classy fellow who doesn’t need transparency

 

I’ll post a link for my engine and the related tools later, including the tool to pack animations into a format the engine can use, saving fonts for the engine to use, and a tool to take some color from an image and replace it with transparency because MSPaint doesn’t do transparency.

Warning though, it’s completely undocumented. That’s all on paper on my desk, so it’s sort of hard to share.

 

Oh right, the other important bit is that I’ll try posting relatively regular updates to here and my blog (shameless plug, clearly) after everything gets going. Probably every fourish hours, unless I’m busy sleeping.

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