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Ludum Dare 35
Ludum Dare 34

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Barely Made It

Posted by
Sunday, April 17th, 2016 9:08 pm

So many issues arose near and during submission hour. First, there was 1 hour remaining and I had to make all the levels and sound. Unfortunately, I wasn’t able to make sound in time. Then, during submission hour, after I packaged the game up, I tested it and it turns out that half of the levels were impossible to complete. So I had to fix those and by then there were 20 minutes remaining. So I finished packaging the game up and uploading it on my dropbox which took another 10 minutes, then I went on the website to submit. When I was submitting, everytime I would click “browse” when trying to post a screenshot, Mozilla would crash. It took about 5 minutes of rewriting my entire entry and clicking “browse” until it finally worked. By the time I was 100% done with my submission, there were 2 minutes left.

I’ve had a couple of bugs/errors to fix that made the game unplayable. Isn’t that allowed?

Probably The Coolest Looking Enemy Ever

Posted by
Sunday, April 17th, 2016 12:45 pm

Screenshot (4)

Update #3

Posted by
Sunday, April 17th, 2016 12:27 pm

All the menus are in. Finally! Now all thats left is to make enemies, sound, and levels.

Screenshot (3)

Update #2

Posted by
Sunday, April 17th, 2016 1:16 am

Most content is in right now. All thats left is to add menus, levels, effects, and sound.

Screenshot (1)



Posted by
Saturday, April 16th, 2016 12:20 pm

The player now has the ability to shapeshift and change sizes. I also added a basic GUI and shooting. Squares shoot a single bullet, diamonds shoot a shotgun blast, and circles shoot huge rocket-like bullets.

Screenshot (19)

Last Night’s Progress

Posted by
Saturday, April 16th, 2016 9:34 am

My idea right now is that your character (a shape) must walk through a level and unlock new shapes. Each shape will have different abilities to help you get through the level.

Here you can see that I have basic tiles done and a pointless cardboard box in the corner:

Screenshot (17)


Posted by
Friday, April 15th, 2016 8:07 pm

At first I thought it was the worst theme ever, but I got an idea right off the bat.

Anyways, time to immediately get some work done. I’ll start with loading textures.

I’m In

Posted by
Wednesday, April 13th, 2016 7:57 pm

Java, Eclipse, Custom Image Editor, SFXR

It’s all over!

Posted by
Sunday, December 13th, 2015 8:25 pm

I finished. It’s a tower defense game where a possum grows after it reaches the end, which is unhealthy food. The possum is more deadly the bigger it is. The source code is terrible, mostly because I never usually make tower defense games and it was a whole new “structure” for the code. This was my first Ludum Dare and I had fun doing it and I will most likely do the next one.

Screenshot (16)

Play here!

Almost Done!

Posted by
Sunday, December 13th, 2015 5:29 pm

Screenshot (14)

My to-do list is down to one item. Yay!

  • Add cash

Of course the most important item is the one not done yet.

Multiple Tower Types!

Posted by
Sunday, December 13th, 2015 2:18 pm

Screenshot (13)

Feed the possum healthy food from the towers so it doesn’t get to the unhealthy food and get big!


Towers (in order of strength (least to greatest)):

  • Lettuce
  • Yellow Pepper
  • Carrot
  • Tomato


Posted by
Sunday, December 13th, 2015 12:34 pm

Screenshot (12)

I got parts of the gui done last night and made towers work, run out of food, and decrease the possum’s health. The possum’s health also increases each time it grows. Things are going great.

How would I balance this thing?

Posted by
Saturday, December 12th, 2015 10:25 pm

The Game Idea So Far:

It’s a tower defense game where the enemy is a possum (only one possum). When the possum reaches it’s goal (a food bowl), it grows and restarts the path with increased health, speed, money reward for killing, etc. If your healthy food bowl towers “kill” it, the possum restarts the path at the same health, speed, and money reward it had before. I’m thinking of having the food bowl towers eventually run out of food and you will have to replenish them with your cash. I’m also planning on having a “time survived” based scoring system.


How will I balance this so that the possum isn’t too powerful but that you won’t be playing for 30 minutes and the possum hasnt even grown once? Any ideas would be appreciated.

Having Fun So Far

Posted by
Saturday, December 12th, 2015 7:26 pm

There’s not much more to show but I animated the possum, made it grow, and added sound effects. MUCH more to do but at least it feels like I accomplished something. I pretty much completed the engine so there’s not that much to do there, except for optimization. I’m probably 40% done, the todo list is still pretty long though.

Todo (In order of priority):

  • GUI
  • Working food bowl towers
  • Possum stats (health, money reward, speed?)
  • Food bowl towers decrease in food amount, spend money to replenish them
  • Different maps to choose from
  • Graphic effects (explosion, shooting, food smell lines(?), etc.)
  • Different food types
  • Cash system
  • Menus

Screenshot (11)

Enemy Possum

Posted by
Saturday, December 12th, 2015 2:28 pm

Screenshot (9)

Prevent it from getting fat!

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