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Ludum Dare 26

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LD32? I’mma game dev now — let the games flow!

Posted by (twitter: @jtgans)
Thursday, March 19th, 2015 6:56 am

I have no more excuses because of IP constraints or my job — I have to participate. Count me in!

Crazy HTML attempt #2

Posted by (twitter: @jtgans)
Friday, April 25th, 2014 5:53 pm

Welp, hell, I’m in! I’ve got my trusty emacs instance all setup, and Chrome is all ready to roll, so… er… Guess I’m in! ^,^

Game completed! Please enjoy “Minimal Dungeon”!

Posted by (twitter: @jtgans)
Sunday, April 28th, 2013 4:43 pm

screenshot

You can find it here!

Halfway there…

Posted by (twitter: @jtgans)
Saturday, April 27th, 2013 1:37 pm

Well, as I said, I’m in! And despite getting a late start (work intersected with the compo), I’ve managed to produce at least /something/ playable. Have a look at http://www.theonelab.com/files/ld48/26-minimalism/.

No working title yet — just using the theme name for now.

Things to add:
– Baddies
– More things to pickup and use
– Additional actions
– More levels
– Some kind of endgame

Ugh… Food poisoning did me in…

Posted by (twitter: @jtgans)
Monday, December 19th, 2011 1:22 pm

Yeah, that awful, awful feeling of having eaten bad food hit me on Sunday, and I had to give up. Despite that, I still have a timelapse video of what I did manage to accomplish up here. If you want to play the incredibly crappy techdemo, you can do that here, but be warned: it’s crappy.

Oh god, oh god, oh god…

Posted by (twitter: @jtgans)
Sunday, December 18th, 2011 1:58 am

I now have 17 hours left, and I have the beginnings of a really simple game here. At the moment, I have a decent AI implemented for the zombies which makes them have lose/gain interest in the player, lunge when they’re too close, and actually harm the player, too.

While playing around with this tech demo for a bit, I realized that I’m probably not going to make it to the point where I had originally wanted to get the game (you wandering around as the sole-survivor of a zombie apocolypse in a pre-drawn map of multi-story buildings while zombies try to kill you). I did realize, however, I might be able to turn it around and make it into something silly. Ie: have the player try to get as close to the zombie as possible without getting attacked for high scores. Pretty dumb, but at least it might give me a chance to finish.

Most of the time has been spent building up a decent framework (which I plan on re-using down the line) fighting with weird idiosyncrasies of Java 2D, Applets, and timing issues. Had I written most of this during the warmup, I suspect I probably would have been able to get much farther than this time ’round.

That being said, I’m definitely going to the end of this — I said I was in, after all. (^.^);

Hmm… Ninja parallel dimension warmup failed to launch…

Posted by (twitter: @jtgans)
Sunday, December 11th, 2011 10:55 pm

As you can see from the title, my particular warmup theme was “parallel dimension”. So naturally, I came up with a crazy idea of using ninja smilies as a character and plotline. Essentially the idea was that your ninja master found a way into the shadow dimension of demons — unfortunately, he was captured, demons invaded your dojo, ghoulified some of your comrades, and have generally taken over. The idea was to have it as a kind of sneak and kill game, with you only killing the demons and saving your comrades. I was hoping to put something in there that allowed you to solve puzzles by swapping between the planes, but decided to keep it simple stupid for the first time around.

Well, I got close to something working — and then I got stuck. Apparently getting at the actual indexes of a BufferedImage‘s pixels is a serious PITA with Java2D. You can’t just use BufferedImage#getRGB(int x, int y) because it tries to return the actual RGB values. Worse, those values are packed RGB int values which are useless for indexing into an array of tiles and doubly useless for an efficient hashmap of colors to tiles because of autoboxing.

Dumb, dumb and dumb.

So looks like I get to assemble a small suite of utility classes and such to ease this pain a bit for the next time around. One of which is an int to E hashmap. The next is a stupidly simple GameMap class that does all the goo necessary to get an actual list of tile indexes from a bitmapped map. Sound a bit like reinventing the wheel? Probably, but I’m having fun with it, so nyah!

Also, I learned that the OpenJDK’s JVM does some very weird tricks with regard to “shared memory”. During this session of coding and getting stuck, I had a timelapse script running taking snapshots of the desktop every second, as well as webcam shots every five seconds. Unfortunately, that process managed to fill the entire root partition of my Linux install. Weirdly, the JVM started complaining about being out of shared memory space in /tmp. /tmp! Apparently something in there uses /tmp as a “shared memory space”, and when that’s filled up, things like ImageIO.read(URL url) start returning null. Once I cleaned up the droppings from my timelapse script, everything started working.

Weeeeird.

Oh, and the timelapse video is here. No actual game to post, though — never made it out of the “draw the ninja” prototype.

First Time and I’m In

Posted by (twitter: @jtgans)
Wednesday, December 7th, 2011 11:09 pm

I’m going to participate in this month’s LD48, and I’m going to write my game using Java. Previously I’ve written various game sketches, and one complete game for a PDA nobody’s ever heard of (the Sharp Zaurus SL-5000D).

I’m hoping that this one will kick me off my rump to actually get something to completion.

May the best dev win! :-)

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