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Well that was exhausting.

Posted by
Sunday, April 19th, 2015 9:34 pm

As per usual, I devoted the first evening of the competition to ideas and planning, and then slept on it. Then Saturday was creating the core mechanics and some of the assets, and Sunday was adding all the actual gameplay. :p As is common with this workflow, the game over and victory conditions are… pretty sparse in their ceremony. In the future, I probably shouldn’t add the end of the game at the end of the compo. Overall, I’m satisfied with the core of the game and most of the atomic actions, as well as the assets and art style given my timeframe. (Chunky polygons are the pixel art of 3D.) Finished entry.

New build: finishing touches

Posted by
Sunday, April 22nd, 2012 5:27 pm

New build: Pool party!

Posted by
Sunday, April 22nd, 2012 1:02 pm

New build: Gardening! Dynamic music! Volcanic destruction!

Posted by
Sunday, April 22nd, 2012 10:24 am


Bam!
So, huge increase in filesize, because I’ve added a lot of music. But there’s stuff to do now, if not actually a goal yet.
Arrow keys to move, Z to jump, X to pick up or drop blocks, hold X and release to slam a block into something. Break leaves to get seeds, plant seeds to get trees, smash trees into the volcano to get nothing. Stuff happens at dawn (though you can force a “dawn” using space for debug purposes).

New build: now with more volcano

Posted by
Saturday, April 21st, 2012 7:46 pm


Try it out.
Move with arrow keys, jump with Z, grab/place/slam blocks with X. Slamming doesn’t do anything besides make a noise yet.

New build: Industrious Lizardthing

Posted by
Saturday, April 21st, 2012 2:48 pm

So, I’ve got some basic mechanics working. Use arrows to move, Z to jump, and X to pick up or place blocks.


Try it out.

I haz a tilemap :3

Posted by
Saturday, April 21st, 2012 11:52 am


No gameplay, but tiles are loading and displaying property. Not that that’s really a huge milestone, but still. Progress! 😀

A notion, finally

Posted by
Friday, April 20th, 2012 10:59 pm

Just a doodle, but some ideas are finally starting to gel in my head, and I think I know where I might be going with this now.

Working title is “Atom Planet”, and my themes for it are basically half of the finalists.

Thoughts, 2.5 hours in

Posted by
Friday, April 20th, 2012 8:33 pm

I don’t have a really solid idea yet, but the notion I’m leaning for is something sort of minecraft-like, but with space as an extremely limited resource – to the extent that you may end up needing to destroy and rebuild things just to move around in the tiny world. I’m tempted by isometric cubes, but that seems like something that Flixel wouldn’t do well natively. And isometric platforming is always awkward with a keyboard, in my experience… Still, isometric is better than flat tiles to give a sense of solidness to things. Although I suppose I could make it side-view.

Woot! I’m in for another Compo.

Posted by
Friday, April 20th, 2012 5:24 pm

So, the usual. I’ll be using Flixel (+ perhaps Powertools) for codebase (Unless I fall back to Processing for some reason), GIMP for graphics, sfxr + Audacity for sounds, PXTone and FamiTracker for music. Let’s do this thing.

Minimally finished

Posted by
Sunday, December 18th, 2011 10:46 am

So my game has all of its initial scope filled out, which means it’s time to playtest and polish! Impressions and feedback on the current build would be greatly appreciated! (Tap X to advance text and fly.)

Setting the stage

Posted by
Saturday, December 17th, 2011 11:33 am

So, I’ve got my concept mostly solidified, and the intro cutscene done (press X to advance the text)… Now to start working on actual gameplay. I should probably get that sorted out.

I’m in for the Compo! With a computer this time!

Posted by
Friday, December 16th, 2011 6:22 pm

After last LD’s disaster, I’m glad to have a nice shiny new functional computer to be doing this on! Standard declaration of tools and such:

Framework: Flixel (+ Power Tools)
Graphics: The GIMP
Sounds: sfxr and Audacity
Music: PXTone and/or Famitracker
Food: Mostly breakfast foods and beef stew
Desk: You don’t wanna know

Disaster has struck…

Posted by
Saturday, August 20th, 2011 7:22 am

So, yesterday my desktop PC picked pretty much the worst time possible to quit working. I’m stuck typing this on my hand-me-down Macbook, without access to any of the tools I intended to use to make my game. I still intend to see what I can scrounge together on this combination of Ubuntu and OS X Tiger, but Flixel, Famitracker, and PXTone are all Windows-only, as far as I know.

My working title for my intended game is “TIME BOMB SET! ESCAPE IMMEDIATELY!”

Bring it!

Posted by
Wednesday, August 17th, 2011 11:56 pm

I’m in once more, and have gone to the trouble of rescheduling dental appointments in order to participate. I’ll be mixing things up a bit this time, using Flixel rather than my usual Processing. I’ve never made a game in Flash before, so this is gonna be exciting. Other tools include my usual sfxr (and possibly the various derivatives that have sprung up), PXTone and/or Famitracker, and possibly The GIMP if I make any actual art.

Kobold Goes Alone: Postmortem

Posted by
Monday, May 2nd, 2011 8:05 am

So, my LD20 entry was my return to game-making after a considerable hiatus. I didn’t do much in the way of exploring new technology or tools, opting instead to stick with what I knew and focus on turning in a solid result. What went well, and lessons learned:
(more…)

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