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Not finished

Posted by
Sunday, December 11th, 2016 9:07 pm

wolfpallew1

So, I was spending most of my time trying to rewrite a raycaster wolfenstein engine from scratch, something I have done before in the past but always end up with horrible bugs and long time till I get it right. The alternative root would be to write some OpenGL code and make a simple room but I was afraid of the modelling it will require or maybe I could make it with procedural contect but not sure how it would look. While the raycaster root would mean blocky walls and a single would be too bland, but the idea was different. The concept would be to have all these hundreds of doors (in the screenshot it looks like garage door almost, proceduraly generated cause I don’t have time to write code to load images now) and Only One Room behind the doors would be the correct. Yep, kinda twisted the theme. I was thinking of making some funny enemies or pictures behind the wrong walls and ridiculous sounds (I haven’t done any of them), so it would get annoying the more you open. I wasn’t sure how to go from there gameplay-wise, hoping to finish and plan from there, maybe have a limited time till you open the right door and a monster to chase you around the corridors or the wrong doors triggering bad effects in your movement (like drunk movement or freeze for 5 seconds, etc).

I am not even sure if I’ll have motivation to wake up tomorrow and finish this for the Jam instead. So, I’ll just post a screenshot for now..

As I imagined

Posted by
Saturday, December 10th, 2016 3:20 am

It happens many times, there is the whole voting and there are few themes that I feel they would be the winner. So, one day before I was already imagining, what would I do if the theme was one room? I was scrabbling some ideas in my mind. And then I stayed late just to check the theme (so that I will continue thinking it and dreaming about it while sleeping) and yes, it was one room :)

I already made some plans for it. I am thinking of something I can code easily and be a bit of funny crap this time. I’ll use SDL to software render and will be kinda 3d or as they say 2.5d. Hopefully I can finish this before the Jam. The only enemy here is procrastination.

I really love the theme, can’t take part :(

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

Wow, I had so many ideas for this compo (mostly about morphing shapes and puzzle games in 3D).

I just happen to have to finish a big test from a job interview, exactly at the same framework I was gonna use for this ludum dare.

Well, maybe next time. Or maybe last day during the Jam. Good luck to the rest of you!

I am finished..

Posted by
Sunday, December 13th, 2015 8:02 pm

PICO-8_3

Growy the Flowy

My entry is finished, first time I make it before the Jam. I had to sleep anyway..

There are few more things I could have done but it’s kinda there.

Going well..

Posted by
Sunday, December 13th, 2015 4:50 pm

growing fun_death

(the background should be dark blue, pico-8 gif capture does not get the background change color)

Lot’s of time spend on the growing algorithm and burning effect (which originally was a particle blast, but something happened)

I am happy enough with the result, will continue with the rest. Maybe a start screen, level ending, harder difficulty and some sounds/music.

And additional background, gfx details,. I have a hard time adding easily things because of the way I programmed it right now. I draw the edges of the plant as they evolve, never deleting the previous greenies, just copying/scrolling the whole screen one line down. Alternatively I should have kept previous plant points in array but I thought it would be too much for pico. Or I found it easier to scroll. But now I can’t just render stuff in the area or I delete old plants. Maybe render background stuff while I check the color is not on the greenies.

Oh, the sea. I have an idea for 3-4 lines of sea effect at the bottom. So that you can’t rotate your plant and go down (will go out of the screen for the moment). You will die.

Better finish this up, I don’t want to go for the jam again.

p.s. Click on the pics, I don’t know why they are not animated by default.

Slight progress

Posted by
Sunday, December 13th, 2015 12:41 pm

PICO-8_0

My plant growing algorithm finally works better, the controls are fine and there is collision with the scrolling blocks.

There is still a lot to do but I will try to push it all night. When things start taking shape, it’s more motivating.

It doesn’t have form yet.

Posted by
Saturday, December 12th, 2015 1:14 pm

PICO-8_1

At least my growing plant code is almost there. I just need to instantiate growing parts and leaves. The screen scrolls as you move up that’s why the upper left is empty. You control with two keys. I might add some background and incoming tiles you have to avoid or something. Don’t know where I am going with this, but at least I realize pico-8 is more fun and motivating for ludum dare events than all I have used before. But maybe it’s just a start, let’s see if I will catch up with regular compo instead of jam this time.

This time I might be more motivated

Posted by
Thursday, December 10th, 2015 7:07 am

I used to be the hardcore programmer (I still am) and prefer doing everything from scratch. Sometimes I did Unity, but I am not an artist. In both cases, I started something for Ludum Dare and then I just somehow didn’t want to work all my day to finish it. Maybe it was because I ended up coding tools and functions for my engine, or I was dreaded I am not an artist and everyone will do something more appealing with game makers and their artistic flair, while I’d stick to the technical details.

But I discovered Pico-8 which really motivates me to do stuff because it’s so minimal and easy to work with either in code, music or graphics. Even for pixeling, it’s just 8*8 sprites blocks and 16 specific colors, so it’s much easier for me to do something okayish. And then easy to make sounds and maybe slightly more effort to make music. Anyone could work on all three areas of game making and do a working game without being afraid it’s not good enough. Maybe I could do a complete thing without focusing so much on code or struggling with art, since this is all I have, a minimal platform with very few buttons and basic things and then it just inspires you to do what you can in all three areas instead of sticking on details.

I am gonna give it a try, with more motivation than before, I love Pico-8.

All I need is to play some samples now.

Posted by
Monday, June 23rd, 2014 11:40 am

ufo1ufo2

I am surprised I reached it so far. The collision was something I was afraid because CPC+ hardware sprite do not have collision detection (like the C64). The screen is HW scrolled and I just render the new incoming tiles at the right side. So, I don’t have a full map to track which tiles are solid in comparison with the hardware sprite. But I did manage to keep track of floor/ceiling edges in an array and compare the Y coordinate of the UFO with these incoming data. And it worked perfectly, tweaked it even to be precise. I am so happy about that!

Then I am surprised how much easier my job was with some great CPC+ capabilities. Easily to setup raster with line interrupts (almost no need for perfect NOP synchronization). And then drop few more sprites for the energy bar and LVL number and they stay there and are even another layer to the scrolling background, with no crazy programming effort. I love the CPC+! If only the original CPC had the same hardware chip..

Another feature of the CPC+ is some DMA chip to transfer data fast to the sound chip, many times per second. I know it’s used to play sampled sound effects, I just don’t know how easy it will be to use it and there is not enough time. Maybe this will be the next I will try, also maybe make the passage more narrow every other level (right now just the colors are changing every time a level is passing), and maybe some score (I have a lot of hardware sprites to abuse) and in the future some enemies/bonus (I don’t think I’ll finish this now). At least now it’s playable enough, more than just a scrolling preview, you can loose and reset to the beginning, or pass levels.

Finally, some progress.

Posted by
Sunday, June 22nd, 2014 12:18 pm

flappyUfo

 

From single color blocks with default CPC palette and random pixels for sprite placeholder, to something that looks a bit better, not perfect but I am surprised I came so far. This a CPC+ project, which originally started as an attempt to make flappy bird for CPC+ (which I learn in some news someone already is working on). So, now this is Flappy UFO or something like that, and all I have now is a bouncing sprite that doesn’t collide, smooth scrolling background and raster sky colors (courtesy of CPC+ line interrupts magic!). Hopefully I will finish this tomorrow and it might even have gameplay if I am not too lazy.

Kthxbye

Posted by
Sunday, April 27th, 2014 10:53 am

Sorry, didn’t even start this time.

I went for food with friends and then I was so full that I slept. Later the next day I decided time is not enough and wanted to work a bit in another more important coding project I have left for weeks.

I also didn’t have much inspiration from the theme. Well, since I wanted to avoid cave/undeground ideas (which can be inspiring though for games), for a while I thought of something beneath the surface of ice. Maybe seeing some beings below the ice (with translucent effect) and somehow command them to avoid things/fulfil tasks.

 

Kthxbye, and I might see the other submissions.

I will be in.

Posted by
Thursday, April 24th, 2014 11:09 am

Need to code again (instead of playing games)

Might do C++ and OpenGL, cause I need some good motivation to continue my engine. I want to make a proper scenegraph and maybe rewrite my deferred lighting algorithm, but how I will proceed depends on the theme.

I am already imagining ideas for some of the voted themes.

So, here it is!

Posted by
Monday, December 16th, 2013 6:17 pm

pod2

 

I made a simply game from scratch, in just one evening from 5pm till now. I was about to abandon my previous attempt (C++ voxelscape thing :P) and never try the Jam. But in a flip of mind I just gave it a try with Unity3D. I couldn’t believe I could do this simple fun (I hope) thing in 1/3rd of the regular deadline. I start love Unity3D and how much faster it makes to do stuff than oldschool programming (which I still give respexx though : )

So, anyway, just play or read more about it here http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=17470

Another project?

Posted by
Monday, December 16th, 2013 3:37 pm

portalsOfDespair

I don’t usually do this, but near the end I decided to abandon the old project and try my luck with unity in a single evening. As we started using Unity at work, I realized how much easier and fun it is than traditional hardcore coding. Meanwhile I had a simple idea that came into mind the same day while trying to code teleport portals at work . Only one portal leads to freedom, the rest lead to death. They are coloured and you get some random floating text telling which one to chose. Maybe if there is time, I can make successive levels (so you don’t just win the game with the first correct choice) and random death rooms where you teleport. Only in an evening after work, I am into something. I never expected it.

 

I am out! (I guess)

Posted by
Sunday, December 15th, 2013 5:59 pm

Well, since I went to the cinema and came back tired and I don’t think what I have is gonna be good enough, I decided to let it go and just sleep.

Then there is the Jam but I have done it before and I will be busy tomorrow, so it’s probably not gonna happen.

But I have a good base for some things I wanted to code that I can reuse in other projects. I like such compos for that push they give you to start with something.

And I have to let go, many times before I released things even if they were not finished, just for the sake of releasing. I am happy I can decide otherwise sometimes.

Good luck to all of you and I am gonna try some of the games soon..

Here is something..

Posted by
Sunday, December 15th, 2013 11:27 am

paparanormazzi

Obligatory ugly screenshot 😛

I don’t know if I will ever finish this, possibly I am not going for the Jam because I am busy with other stuff tomorrow. But if I’ll finish it, it’s gonna be so ugly and simple. I know I can do more, I just need more time, no pressure (and I was lazy and unmotivated most of the time, didn’t worked fully). Maybe I’ll release it just for participation, I am always divided between releasing stuff just for that or no point to release something so unfinished.

Concept is, you only get one shot to photograph some fast moving UFOs. You move freely in this landscape, and move the camera crosshair with mouse.

 

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