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Resignation?

Posted by
Monday, April 29th, 2013 12:31 pm

So I started working like an hour ago or so, and while I have some initial success I don’t really feel like working any more.

Getting Atanua by making a game in it sounded like a sweet deal and I like the idea of doing a game in hardware, but actually trying to do it really just made me not actually want Atanua all that badly anymore. It requires way too much precision for selection etc. (do I really have to hit the exact pixel?), seems to lack a proper manual (or it’s too well hidden, which has the same net result), so if there’s an option to rotate components I haven’t found it. Creating wires/connections is fairly tedious as well if you want them to be nicely arranged. And it has already crashed thrice or so, especially when using Boxes, i.e. custom components. And if you can’t create the equivalent of functions, “coding” becomes a PITA.

I don’t even care what the problem is – the software doesn’t work properly so I’m not going to use it. Next Ludum Dare I’ll be using something else.

Or can I still do something for this one in 2.5h? It’s supposed to be minimalistic after all. Hmm…

LD 26 plans

Posted by
Saturday, April 27th, 2013 5:23 am

I’m still at A Maze and won’t be home until about 5 hours before the deadline, but that won’t stop me.

I’m very intrigued by the Atanua challenge, so I shall make a game in hardware. That’s hard enough by itself – add to that the ultra-tight time constraints and I’m very happy the theme is “minimalism” 😀

The current plan is to do a simple quicktime event since that’s pretty straightforward. I can plan the logic out on paper and then hopefully learn Atanua and realize it within those 5 hours.
Challenging. :-)

P.S.: Writing posts on a phone sucks.

not finishing

Posted by
Sunday, December 16th, 2012 2:37 pm

So it looks like I’m not finishing. Too little time, too much distraction. I’ll just upload what I have anyway, it’s playable after all.

And it’s not like I lost – I learned a new language, so it’s really a big win.

I’ve got a world

Posted by
Saturday, December 15th, 2012 4:06 pm

I’d show you a nice screenshot, but they don’t work very well on text adventures. So let’s just talk about it.

I’ve learned most of the basics of Inform, so I can now focus on the actual writing. By now I have a clear idea of what I want, which is certainly good. For obvious reasons I’m trying to keep it simple, but I might still run out of time… So far I have all of the rooms, but hardly any of the items or their logic.

So back to work!

I’d like to Inform you I’m starting.

Posted by
Saturday, December 15th, 2012 8:00 am

After being busy doing work for uni I have now started working on my project.

University. It’s nice. For example because recently one of the profs mentioned Inform7, which I am now trying out on this Ludum Dare project. I have a lot of learning to do, but that’s a reward in itself. If I manage to make a fun game in the process, all the better.

My idea: Tiny Ludum Dare World

Posted by
Saturday, April 21st, 2012 2:31 am

After thinking about the theme for a while here’s what I’ve come up with so far:

You’re the manager of Ludum Dare world, your goal is to get 1000 inhabitants within 10 years. You start with a small round planet and add buildings to it to attract game developers.

There are two resources:

  • Money is generated by donations you get on each of the 25 Ludum Dare events (don’t forget 0 and 11.5) and is used to build new buildings
  • Energy is made by generators (built for money) and required to power computers, which attract developers.

I like the general idea, but so far there’s no real challenge, is there? You should probably have to keep the developers happy lest they leave, so what does a happy developer need? Or do you have any other ideas?

So long,

Mr. Wonko

I’m in!

Posted by
Friday, April 20th, 2012 5:31 pm

Just a small post declaring a library I might use – I just finished my Spriter loader for SFML and I may use that. (In conjunction with SFML of course.) Spriter is a promising 2D animation tool currently doing a Kickstarter. (Do you “do” a Kickstarter? Run? Have? Whatever…)

First though: Sleep. I’m basically working overtime right now, it’s 2:30AM and I should get some sleep. And I doubt waiting for and reading the theme would help with falling asleep fast.

My game in retrospect

Posted by
Monday, December 19th, 2011 5:46 am

So I finished my game. That’s good. What else was good? What wasn’t? Read on. (more…)

Sounds & Sparks!

Posted by
Sunday, December 18th, 2011 3:40 pm

The player can now die (with a sound!), plays a sound when jumping and spawning and leaves a fancy trail when he moves fast. Well… fancy… Judge for yourselves:

I’ll spend the remaining 3 hours creating levels.

Gameplay!

Posted by
Sunday, December 18th, 2011 10:47 am

I’ve added a player so my game is finally playable! I don’t think I’m going to add any art, it’d inevitably look programmer artsy, I’ll stay with this abstract style. I’ll try to add a simple particle system though so the player creates sparks when he moves, which might look kinda nice. (And it will be my first particle system, so I get to learn even more! :) )

First I’ll make the whole thing winnable though – I need a level end sensor. And a winning screen. I may add pushable physicle objects (crates etc.) since I’ve made the jump apply an opposing force as well, which currently doesn’t affect anything.

visible progress

Posted by
Sunday, December 18th, 2011 6:44 am

It’s pretty unrewarding how you usually have little visible progress in the beginning, yet code a lot. I’m now finally at a point where you can see stuff – I have working level editing, although the only objects so far are static rectangles. Thanks to my good architecture adding more is pretty simple though. I may have the cleanest code in the compo – too bad that’s not rated.

As you can see, my focus is clearly on art (*cough*). Too bad I don’t have any Audio to go with it yet. (Will I ever?)

Twelve hours left to go – that should be enough to turn this into a game, I hope. I may make something Super Meat Boyish – if I spend enough time on the levels, the gameplay could be pretty nice. (Is the SMB Soundtrack running in the background influencing me?)

So I started working…

Posted by
Saturday, December 17th, 2011 8:20 am

I’m still not quite sure what my game will be like, but I’ve decided to keep it simple and do something where you move a player through a 2D environment. That requires levels, ideally a level editor (it probably takes less time to code that than to manually create the levels?) and some kind of physics engine. I don’t have any physics in my Renaissance engine yet. So I started from scratch after all, using SFML and Box2D.

So far I’ve compiled Box2D (I’m always surprised when that works flawlessly on Windows), created a basic high-level architecture/hierarchy for the game objects/levels (keeping (de)serialization in mind for level editing/saving/loading), created an SFML window which can handle being resized and wrote a debug display class for the physics – I figured that’d help me debug physics better, but it’s basically not very important… I don’t even have physical objects at this point! (Besides some test objects to debug the debug drawing…)

I have no game, but I've proven that Box2D is indeed a physics engine.

Well, I suppose that’s just me doing the easy things first. And I fear I might end up having a nice level editor but no game to go with it. Oh well, we’ll see.

Thoughts on the Theme

Posted by
Saturday, December 17th, 2011 1:10 am

Here I am, well rested and ready to rumble.

The theme is alone – I suppose that’s the closest we could get to “it’s dangrous to go alone, take this” 😛 Much better theme though, I only had lunch and I already have multiple ideas:

  • You’re a coder who wants to be left alone so he can code for Ludum Dare but people keep bugging him
  • Something involving a dating service
  • You’re all alone and hate it, so you clone yourself
  • Some kind of evil god game where you try to separate the people

Those are settings, no game ideas, but so far I like the theme. I’ll still spend some more time figuring out what I’ll actually do.

–edit–

More ideas!

  • You’re some kind of monster who really just wants to have a friend, but everybody’s scared of you and runs away. When you try to talk, you scream unintelligibly instead. It’d be some kind of point & click adventure and your goal is to find a friend – maybe by destroying the city and building a heart out of the rubble?
  • You’re an RPG hero who’s just “beat the game” – you found the best sword, beat the boss with two hits and saved the world. Now what should you do? Any monster you encounter flees when it sees you. You’re all alone. (But seriously: what should you do? This sounds like an interesting problem, but how should it be resolved? Let’s ask the IRC!)

Getting ready for LD22

Posted by
Friday, December 16th, 2011 2:56 pm

The Search for Fun sounds like a useful title story. :-)

So here we are again – a new Ludum Dare. After procrastinating as long as possible I’ve  finally done some preparation. I’m going to be using my Renaissance Engine again – I already used it in LD20 and when I just set up a branch for LD22 (SCM is a wonderful thing) I realized I didn’t really do much work since then, although it is far from finished. Faaaaaaaar. Whatever. It’ll do.

Here in Germany it’ll be 3 am when the theme is announced – I’ll be asleep by then, being well rested is more important than starting the minute the theme is announced. The german Making Games Magazin arrived just in time for Ludum Dare, I’ll be reading that in bed, followed by sleep.

So good night (where applicable), see you tomorrow! And happy coding!

My workspace (the clean part of it, anyway)

Finally a game!

Posted by
Sunday, May 1st, 2011 1:20 pm

So I think my program now deservers to be called a game.

There are now enemies, levels, health, a score and you can win and loose.

Well, there is actually just one level and just one kind of enemy so far, and the level is not final or anything, but it can no be properly played. Wohoo!

So since it is already playable now I’m pretty sure I’ll have something playable for this LD.

So long,

Mr. Wonko

Looking good so far :)

Posted by
Sunday, May 1st, 2011 6:35 am

Starting over was probably not such a bad idea. Using SFML and a cartesian coordinate system is way easier. My framework is also turning out to be quite useful, especially the CVars (customizable controls! Yay!), and Lua allows for more quick (& dirty?) coding than C++.

So as you can see I’ve got a player who can shoot. I’ve also got stars in the background. There’s some sound & music, the latter done using this trick, the former with SFXR.

So the most important part still missing are enemies. And for some reason I keep avoiding adding them, instead adding another weapon, music or something else. Oh well… This might turn out to be a very polished space flying simulator. 😀

So long,

Mr. Wonko

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