About LiquidAsh of Sugar Pill Studios (twitter: @SugarPillStdios)

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MiniLD #67
 
Ludum Dare 23
 
MiniLD #27
 
Ludum Dare 20
 
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Push Slayer (MiniLD #67)

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Tuesday, May 24th, 2016 10:39 am

I’ve been iterating (mostly in my head) through different flavors of Sokoban variants: it started out very math puzzley, then became more pac-man-ish, and is currently taking the form of more of a dungeon crawler (think Mamonosweeper with sokoban instead of minesweeper). If you can’t tell from the image below, the hero (yellow circle) is about to push the sword (cyan box) into a monster (red box). Yeah, I think it’s time to start adding graphics :).

PushSlayer

Of Mice and Villains.

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Saturday, December 15th, 2012 5:13 pm

Alright, so I still like the premise that I posted about earlier but the gameplay has not come together. I just haven’t been able to bring myself to build out an old school RPG engine with reams of text and cut scenes. I have a few alternate gameplay ideas to toy around with, but am feeling woefully behind at the moment. I have a few pieces of art, but nothing in-game. Haven’t even created a project in game maker yet. Hoping that changes in the next hour or two. In the mean time, here are some art samples.

earlyArtSamples

I’m (villa)-In

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Saturday, December 15th, 2012 9:41 am

I originally considered cross developing an LD25 + indiespeedrun game this weekend. I checked the LD theme last night, and did a bit of brainstorming this morning. I finally have an idea that I’m pretty fond of for this, and so will forego taking on any extra indiespeedrun challenges.

The tragedy in Connecticut yesterday has completely turned me off of the idea of anything violent. I considered having a few ways of laying traps to prevent superheros from rescuing a damsel in distress… I also spent a while thinking about fairy tales that I could portray the villains side in. I think both of these directions could yield interesting games, but would require much more fermenting time than the <48hours remaining. While washing up, I was thinking about how villain is such a relative term. What if, I thought, you don't control the villain, but that you instead as the player are the villain.

My somewhat karoshi-esque plan is to have the player control the hero in a very stereotypical save the world fantasy. You'll have many opportunities to save the world, but when you do the game ends. So the object of the game will really become finding ways to prevent yourself from saving the world: so you can continue playing the game to see what happens next. So you (as the player) will be the villain. I'm leaning toward an classic jrpg appearance that plays like more of an adventure game. Alright, time to get busy. Story first with some broad adventure puzzles. Then graphics and gameplay.

I'll be using inkscape for graphics (with some possible pixel pushing in gimp), I'll be using game-maker to export my final game as html5 playable, and hope to find time for music and sounds: bfxr has worked well in the past. Really unsure about music.

I'm guessing everyone's too busy developing to actually read all of this. If I'm wrong about that, I'd love to see a comment to that effect below. Any such comments will help motivate me to spend more time posting updates (instead of developing)… not sure whether that's a good or bad thing atm. You're comments may help me decide!

Happy Game Jam LDers!

World of desTiny

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Tuesday, April 24th, 2012 6:38 am

I was able to polish this game up quite a bit before the jam deadline last night. Maybe the power and internet outages that prevented me from submitting it to the compo were a blessing in disguise:


This is my first HTML5 game, but it appears to at least be working in the latest versions of Chrome, FireFox, IE, and Safari! Please let me know what browser you are using, if you run into any problems. I think that the magic abilities could use some balancing, but otherwise like the simplicity of the game. Try it here: http://sugarpillstudios.com/games/WorldofdesTiny/ and leave feedback here.

Destined to Jam

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Monday, April 23rd, 2012 5:43 am

After losing power and temporarily relocating to a coffee house Sunday afternoon, I managed to get my game working about three hours before the deadline, and 30 minutes before our dinner guests were supposed to come. But then (dun, dun, dun…) the internet went out :(. On the bright side, this gives me one more day to polish things up before jam submission. Here’s what the game looks like so far (pre-jam graphical enhancements and title/instruction screens):

Tiny Update

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Saturday, April 21st, 2012 6:47 pm

So my concept is heavily inspired by the board game Small World (as recently played on the first episode of TableTop), but with a farkle like gambling element and otherwise more simplified rules. I also have some cool ideas for the art style, if I get time to implement them. I’m feeling very far behind, as I’m learning javascript, jquery, and svgweb while developing, and spending far too much time tweaking layout and dice graphics in inkscape. Here’s a screenshot of what I have working far:

Tiny Progress

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Friday, April 20th, 2012 8:32 pm

Love the theme!  I think this is the first time that I’ve actually +1ed the winning theme.  I still haven’t nailed down a concept yet; as I started late and have been sorting through tech issues since (while listening to gamemarx.com).  I now have some code that manipulates svg elements using jquery and svgweb, and am excited to turn it into something cool (and cross browser/platform).

i.in == true

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Thursday, April 19th, 2012 9:10 am

I’ve been wanting to experiment with HTML5 to see how far it has come.  So my tentative plan is to use Inkscape as my primary art/design tool with GIMP for supplemental sprite processing.  I’ll be writing Javascript / HTML / CSS in Emacs.  I don’t want to kill too much time digging around foreign libraries for this, but will probably try to make use of jQuery along with (possibly:) a box2d port and raphael(?).  I know this is probably a lot to bite off in one weekend, but look forward to the challenge!  You can follow my progress through my blog: http://sugarpillstudios.com and on twitter @SugarPillStdios.

LD21: I’m in!

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Monday, August 15th, 2011 5:58 pm

This is going to be a very busy weekend, but I am determined to finish something for LD21!  Most likely tools:

Framework: GameMaker and/or XNA

Graphics: Gimp and/or Inkscape

Sounds: Bfxr and/or Audacity

Crosswind Posted

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Sunday, June 26th, 2011 9:47 pm

My time was fairly limited this weekend: between a distant wedding, birthday BBQ, and soccer practice, but fortunately I managed to find just enough time to participate in MiniLD27!  Choose words from a word find to progress through the dialog and story of Crosswind.  I had a bit more planned for the story than I had time to write, but feel this is a good start and really look forward to the feedback and comments of others.  I’m also looking forward to finding time to play through the other exciting submissions.  Thanks to everyone involved in making MiniLD27!  ENTRY LINK HERE

Crosswind: Abide and Obey

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Saturday, June 25th, 2011 10:09 am

I haven’t written a line of code yet, but am really excited to be so focused on story for this competition.  I’ve been toying with a character idea for an adventure game, and this competition has really helped me flesh out the premise and direction for that game.  I don’t want to give away too much so early on, but i’m writing dialog to introduce this character as a kind of prequel (if you can still call it that when it comes out first) to the forthcoming (assuming all goes well) adventure game.  All of the player’s input will be made by finding and selecting words in a word find.  I hope this adds elements exploration and accomplishment to more classic adventure dialog systems.

I don’t have any game screens to share yet, so here’s a before and after of my dinner last night: Kung Pao Chicken.

 

The Zom-key-bot-calypse reaches the internet!

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Monday, May 2nd, 2011 5:45 pm

I just finished porting my XNA compo submission to silverlight.  So it now runs on the web!  It’s currently identical to the downloadable version that several people have commented on having trouble with (likely due to missing XNA redist).  Try it by visiting: http://sugarpillstudios.com/games/zomkeybotcalypse.html

The Zom-key-bot-calypse has Arrived!

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Sunday, May 1st, 2011 8:21 pm

The world’s last ninja creeps in the shadows of zombies, monkeys, and robots in this post-zom-key-bot-calyptic world.  Watch the creatures’ movements to navigate the world while collecting batteries, bananas, and brains to redirect them.  Can you survive the zom-key-bot-caplypse?  Can you say zom-key-bot-calypse? Cheers fellow LD20ers! Download, Play, and Rate Here!

Zom-key-bot-calypse: Day01

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Saturday, April 30th, 2011 9:02 pm

Zombies, check.  Monkeys, check. Robots, check.  Ninja, check!

I finally got collisions/navigation working between objects and tiles, and colored and backed my sprites.  The ninja runs up and hides behind any other creature within 100 px (white circles).  The robots, move in straight lines, the monkeys circle, and the zombies randomly wander around.

On the code side, I still need a way to save and load levels so I can start stitching the world together.  On the art side, I need to animate the zombies, monkeys, robots, and ninja.  I’d also like to put together some fun comic-frames to introduce the story, but I’m pretty slow when it comes to that kind of thing… so we’ll see.

Rest well LD20ers.  Tomorrow is the

Are you ready for the…

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Saturday, April 30th, 2011 11:08 am

Still working with XNA: have a basic level editor, steering for three NPC types, three kinds of bait, collision, and some range visualization stuff for testing/debugging purposes.  Still need to add obstacles/walls so I can start working on some level design.  Many b&w graphics, but still need NPC animations, as well as environment art.

Monkeys, Robots, and Zombies

Posted by of Sugar Pill Studios (twitter: @SugarPillStdios)
Friday, April 29th, 2011 9:59 pm

I have a core mechanic and a bit of story in mind: that involves Monkeys, Robots, Zombies, and the LD20 theme.  I was originally going to use GameMaker, but took the fact that it’s not installed on this machine as a sign I should use XNA instead.  So I’ve started putting together some basic engine functionality.  I’ll start implementing and testing the mechanic idea in the morning.

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