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B. Howdy!

Posted by (twitter: @drwSwitch)
Saturday, April 26th, 2014 1:47 pm

 

 

The game is coming along nicely! I’m working on color chaining and re-enabling gravity on the blocks now.

Just a reminder, you can follow me on Twitter for more frequent updates.  Though as a side note, my Twitter account is not exclusively gamedev so YMMMV.

 

Screenshot 2014-04-26 04.38.18

Drill? Drill. Drill!!!

Posted by (twitter: @drwSwitch)
Saturday, April 26th, 2014 11:21 am

I wasn’t going to do LD this time around, but then I decided to try and program a Mr.Driller clone as a programming exercise so here I am.  It’s coming along rather well!

I am using Brackets, HaxeFlixel, Renoise, CFXR, and Photoshop CC.

I wanna see if I can get it programmed and finished up before I go to Six Flags tomorrow :3  Not doing a timelapse this time.

Screenshot 2014-04-26 02.13.17

Make it Count – Timelapse

Posted by (twitter: @drwSwitch)
Sunday, December 15th, 2013 7:15 pm

timelapsetitleFeaturing Meow by Anamanaguchi

http://youtu.be/fti0K49R85o

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=7685

Phew! I have submitted!

Posted by (twitter: @drwSwitch)
Sunday, December 15th, 2013 5:41 pm

itchiobanner

Submitted!

I spent most of the day tweaking levels, adding music, and fixing up some bugs.  It has all paid off, because Make it Count is done!  I’ll be assembling my time lapse tonight, and writing up a postmortem tomorrow.  Send me a message on twitter ( @drwSwitch ) if you rate my game, I’d be more than glad to rate yours as well!  Leave comments, I love to hear what you all think.


Become Ace “Loneshot” Trigger, the special agent with a penchant for ponchos and more than just a signature look.  Ace made his name by resolving the most difficult of hostage situations, all while only ever firing a single bullet.

With his trusty handgun “Betty” and his bouncing bullets, can he continue the incredible killstreak?


Ace will turn to face your mouse at all times, allowing you to aim his shot.  There is no time limit, so feel free to take as long as you need to think.  There is a reticle that will indicate where the bullet will initially strike after you fire.

Kill every enemy in the level to win.  You lose points for killing hostages, and lose if you kill them all.

You can restart the level at any time by pressing ‘R’, or return to Level Select by pressing ‘ESCAPE.’


The Windows version should be compatible with Linux under WINE.

Download it from itch.io!

http://dlaguz.itch.io/make-it-count

Be sure to rate it if you participated as well.  Send me an ask, and I’ll rate back gladly.

http://bit.ly/1bIwDnT

 

 

Woo…

Posted by (twitter: @drwSwitch)
Sunday, December 15th, 2013 12:44 pm

Screenshot 2013-12-15 02.42.54

Title screen, music, sound effects, smoother camera ( a bit ).

I think I’m going to take a break and think for a bit, maybe I’ll have more level ideas.

10 Levels, Time to enter the sound garden.

Posted by (twitter: @drwSwitch)
Sunday, December 15th, 2013 8:06 am

It’s all in the title.  I’m now working on SFX and BGMs for the game.  If I have extra time, I’ll spend it on polish and maybe a few more levels.

Level 9!

Posted by (twitter: @drwSwitch)
Saturday, December 14th, 2013 10:38 pm

I’ve made 9 levels total now, tested and proven possible.  I need to make a few more easier ones though.  I’d ideally like to have at least 15.  I’m running out of steam for tonight though, it might be about time to hit the hay.

Prog and Progress

Posted by (twitter: @drwSwitch)
Saturday, December 14th, 2013 8:04 pm

Screen Shot 2013-12-14 at 10.03.03 PM

Level select screen is more or less done.  I’m working on levels now!  I want to have at least 15-20 levels, I think.

It’s been a while

Posted by (twitter: @drwSwitch)
Saturday, December 14th, 2013 3:16 pm

Sorry for the long break in updates.

I’m working on the level select screen and the victory/defeat handling.  You’ll receive a cash score, a grade, and a title at the end of each round based on your performance.

The less of the bullet lifespan you take, the less hostages you kill, the better!

Trickshots

Posted by (twitter: @drwSwitch)
Saturday, December 14th, 2013 1:11 pm

Wild Shot

The GIF was too big to put on this post, so just click the above link to view it.  I just implemented hostages and this is the craziest shit I pulled off so far.

RATED M FOR MATURE

Posted by (twitter: @drwSwitch)
Saturday, December 14th, 2013 9:51 am

recording

I made blood and wall particles.  Also this is a good view of the current gameplay.

 

Look at those gritty colors, YEAH!!!

Posted by (twitter: @drwSwitch)
Saturday, December 14th, 2013 8:06 am

Screenshot 2013-12-14 10.05.03

 

Background is 100% temporary but I’m using it for contrast right now while I set up the tile set palette.

My tea is cold…

Posted by (twitter: @drwSwitch)
Saturday, December 14th, 2013 6:58 am

Screenshot 2013-12-14 08.56.10

 

I got enemies spawning, moved the player, enemy, and aim assist into their own entities.  Converting bullet to a non-generic class as well.

The camera now also moves with the mouse, allowing for a larger play area.  I am rather annoyed that the HaxePunk Draw utility is flash only.

My code is utterly horrible, but elegance comes afterwards I suppose.

Next up is enemy collision and gamestate handling.

But first I’m going to reheat my tea.

Spoke a little too soon…

Posted by (twitter: @drwSwitch)
Friday, December 13th, 2013 11:44 pm

Had some serious bullet ricochet issues.  My math was bad.

It’s more or less working now, and I’m satisfied with the state of the code.  I’m going to sleep for a few, and then get to work on enemies, combos, and fun graphical stuff tomorrow!

The One Bullet

Posted by (twitter: @drwSwitch)
Friday, December 13th, 2013 10:52 pm

I got the bullet firing and ricocheting properly.  This pleases me.

Next step is enemies and stuff.  It should be fairly easy to program in standing-still enemies for you to fire at.  Possibly power ups as well.  Then I get to have a lot of graphical and sound fun.

Progress!

Posted by (twitter: @drwSwitch)
Friday, December 13th, 2013 9:03 pm

Screen Shot 2013-12-13 at 11.00.19 PM

 

Incredible title, no?

I’ve got the tile map displaying and spawning the player object.  Working on the movement stuff now.  The idea is, when you click, you’ll shoot a bullet towards the mouse.

I have that working, so now I need ricocheting

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