Ludum Dare 31
December 5th-8th, 2014

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Well, maybe it’s time for a plan B. (with playable preview!)

Posted by (twitter: @LucasVB)
Sunday, August 21st, 2011 11:44 am

Here’s a playable preview. Or just click on the image below.

Only a couple rooms to explore: the lobby, the lower door goes to the study room (seen above) and you can also go upstairs.

I’ve got more done, like three and a half other rooms, but it’s still way too far for completion. So I’m trying to come up with a plan B using the general principles I have now on the engine.

But in all, I was being too ambitious for 48h, which is sad, but it’s a good learning experience anyway. Well, let’s see what I can come up with for a Plan B. I’ve got just about 6 and a half hours to go, which should be enough.

Either way, I’ll probably make an actual game out of it after LD is over. No reason to let this work go to waste, right?

Some progress!

Posted by (twitter: @LucasVB)
Saturday, August 20th, 2011 11:13 am

In the wise words of Ash Williams from Army  of Darkness: “Oh nooo! I’ve slept too much!”

But having your batteries charged makes a big  difference. I can already think clearer than before. Here’s a simple screenshot:

 

What I’ve got so far:

  1. Moving between rooms engine.
  2. Crappy collision detection (improving that now)
  3. Layers! You can walk behind stuff!
  4. Walking and running, with animation. Looks pretty good in game. Running animation is just a sped-up walking animation right now.
  5. The character also blinks. Not a huge thing, but these details are the things that bring life to characters.

Now to fix the collision and make locked doors and interactive objects.

 

Since I don’t have a lot of time to code anything complex, everything is being hardcoded and precomputed. Here’s what the collision map looks like:

Green is ground. If a color has red=255, it means it’s  a doorway or a “transitional object”. Run into it, and the game will pick up the blue component of the color as an ID.

This ID is used to load another room with a fade-out fade-in transition. Simple stuff.

The ID is not unique for the game, but for the room.  This means that, in a single room, I can have “doorways”  to up to 256 other rooms. Ain’t that cute?

(Currently, I’m just loading the same room over and over. It’s actually quite creepy. I think I’m gonna use this!)

When I change a rooms, I have a state object that gives me the previous room name. I can use this to place the character in the proper location in the new room, as well as run state-specific events later.

 

All right, enough talking. Must write more code!

Mental note: human characters are a waste of time.

Posted by (twitter: @LucasVB)
Saturday, August 20th, 2011 2:16 am

Walking animations take too much time!

Still needs work (front leg looks like it’s bouncing back and forth), but dammit, moving on!

I have no idea what I’m doing!

Posted by (twitter: @LucasVB)
Friday, August 19th, 2011 11:23 pm

After a lot of thought and some musical inspiration, I decided to try something different than top down or platform.

The basic framework is already done!

Now to make the guy move!

 

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