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The Bubble Bobble is in My Screenshot Bonus
Awarded by demonpants
on December 9, 2008

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Team entry go!

Posted by
Friday, December 5th, 2014 1:48 pm

It’s time for the mandatory “I’m in” pre-compo post! This time I’ll be entering into the Jam, with our little 3 person team working at the google campus in london, so huge thanks to Liz for organising the event!

Since this will be a team effort, I’ve put my custom engine to one side for this one and we’ll be using Unity instead, as hopefully that’ll mean less waiting around for me while I get the programming done. Of course I may have shot myself in the foot there as I’m not hugely familiar with unity, and even less familiar with it’s 2d and new UI stuff.

Goals for this Jam:
1. Get something playable and fun.
2. Get something with some proper levels, content and art.
3. Proper menus & flow.
4. Maaaaybe some sound fx.
5. Take lots of screenshots over time for a low-tech timelapse.

Good luck everyone!

Careful Now – Mac version!

Posted by
Wednesday, January 1st, 2014 6:46 am

I *hate* trying to make proper OSX app bundles – probably because it’s something I do so rarely that I always forget how to do it and make lots of stupid mistakes. That’s pretty much what happened here, but it’s made and working now, which means I now have windows, mac and linux versions available.

You can play Careful Now here. Please leave a review if you’ve got time. Thanks!

Careful Now – Linux version!

Posted by
Tuesday, December 31st, 2013 12:39 pm

I’ve finally found some time to compile a linux version of Careful Now. It should work, but I’ve not got a linux machine to test on so please leave a comment if it doesn’t work (hopefully with the command line output).

27 Stirring Rod

You can download the linux version from the entry page here.

Thanks.

Careful Now – The low tech timelapse

Posted by
Sunday, December 29th, 2013 10:35 am

For me one of the cool things about Ludum Dare is seeing everyone’s game come together from nothing to what you play at the end. However I’m not a huge fan of the video timelapses since I think you get a lot of noise and not much signal.

So I prefer to take screenshots at relevant times, this time I was pretty good at getting enough of them so hopefully you get a good feel for how things progressed.

Basic game skeleton, with a menu at start up:
01 Game skeleton

Getting JBox2D integrated, with a debug renderer:
02 Physics setup

Adding a player controlled hand instead of the mouse cursor:
03 Hand cursor

Now both left and right hands controllable:
04 Hands

Adding a physics bottle the player can pick up:
05 Physics control

A static (hard coded) physics environment:
06 Room layout

Tilting picked up items (via a rope constraint):
07 Tilting

Multiple bottles:
08 Multiple Beakers

First stab at doing liquids via circle physics objects:
09 Too much fluid

Killing liquid when it collides with another object:
10 Liquid Collisions

Simulating fluids within a container:
11 Fluid Levels

Pouring liquids from spouts attached to containers:
12 Spouts

Adding in a static background (that doesn’t match the physics yet):
13 Background

First stab at bottle and beaker graphics:
14 Beakers

Refining the graphics and lining up the liquid simulation:
15 Fluids in bottles

First stab at a clipboard for information:
16 Clipboard

User selectable clipboard:
17 Double Cursors

Gripping hands on picked up objects:
18 Held Objects

Adding disease information to the yellow clipboard:
19 Clipboard

Patients and adding the red clipboard:
20 Patient

Implementing the chemical information clipboard:
21 Chemical Information

Curing patients by dropping beakers in front of them:
21 Cured Patient

Patient number display:
22 Patient Numbers

Combining chemicals (and colours) in a beaker:
23 Combining Chemicals

Adding game over handling and overall score / feedback:
24 Game Over

Another type of patient added:
25 Shelves Stocked

Adding a bunsen burner to heat chemicals:
26 Bunsen Burner

Adding a stirring rod to mix chemicals:
27 Stirring Rod

Implementing a refill hatch to replace used chemicals:
28 Refill Hatch

Adding the green instructions clipboard:
29 Instructions Menu

Creating a main menu with controls:
30 Title Screen

I had no idea just how much we got done until writing this! Definitely my biggest game completed in a Ludum Dare compo to date.

You can play Careful Now over here

Careful Now: done!

Posted by
Monday, December 16th, 2013 7:16 pm

All done! After a last burst of work, we managed to get most of the features and content in, even though lots were left on the cutting room floor.

Competition entry page

30 Title Screen

It’s a busy day at the hospital and you need to diagnose your patients then create a cure for them by mixing together the correct chemicals.

Be careful though, as you only get one shot at trying to cure each person, so try not to kill anyone.

Careful Now features:

  • Realistic fluid simulation! (maybe)
  • Accurate cack handedness simulation!
  • Physics!
  • Thrilling clipboard management!
  • Chemistry in action!

Careful Now is not for consumption for children under 5 years old. Do not exceed the recommended dose. If cack handedness persists after closing the game, see a doctor immediately.

Enjoy!

So close…

Posted by
Monday, December 16th, 2013 10:22 am

Annoyingly, I have a Real Life(tm) event that I couldn’t reschedule, so I have to take a break for about 4/5 hours (end time unknown) to go watch Ghostbusters with a bunch of people dressed up in silly costumes.

Which means I have no idea how much time (if any) I’ll get after this. I should post a WIP version now, but I don’t have time right now. Which means I’ll probably be uploading something in the last hour again. Fun times!

Ooops

Posted by
Monday, December 16th, 2013 4:37 am

Well, everyone has a bad day every now and again, right?

24 Game Over

Yet More Virtual Bureaucracy

Posted by
Sunday, December 15th, 2013 2:37 pm

This is rapidly becoming a clipboard-heavy game:

21 Chemical Information

My chemistry is poor-to-abysmal, so physical properties of chemicals will probably be grossly inaccurate in the name of gameplay and what gives the most fun. Of course right now, the properties don’t do anything. Soon though…

Clipboards: Careful now

Posted by
Sunday, December 15th, 2013 10:18 am

Lots of progress today, or at least it seems like it because lots of art has gone in. :)

Since the game is basically Surgeon Simulator vs. Papers, Please, of course we have to have clipboards:

19 Clipboard

Chemists: Please feel free to tell me how the compound described would melt somone’s face off. :)

There is still two huge gameplay systems to write, and a bunch more menus, but it’s getting there…

Day 2 go!

Posted by
Sunday, December 15th, 2013 4:00 am

It’s the beginning of day 2 here, so just how far did we get? Not nearly as far as I’d like.

The programming has been going pretty smooth – physics are in and now there are objects that can be picked up and poured by the player, and the physics is mostly behaving itself. And since we’re aiming for a surgeon simulator type of game it might just be fine as it is.

10 Liquid Collisions

There’s *loads* of things left to do though, I suspect we’ll run completely out of time, but we’ll see…

LD28 Entry begins here!

Posted by
Saturday, December 14th, 2013 7:18 am

The last time I attempted Ludum Dare was a whole year ago, and unfortunately was a disaster as I abandoned it after the first day. :( This time I’ve roped in a friend so we’ll be entering the Jam and hopefully completing something this time.

This is a slightly belated starting post – actually we’ve been making progress for about 4 hours now (because staying up until 2am GMT for the start is a bad move, I’ve previously discovered). We have an (overly ambitious) design, a visual theme, and a pretty good idea of where we’re going, but still no actual game title.

Here’s the (rather unexciting) first progress shot, showing the really basic project skeleton.

01 Game skeleton

Next: physics!

The much needed blog post

Posted by
Saturday, December 15th, 2012 11:53 am

Today has not been as productive as I’d hoped, but it’s getting there. I’ve got an idea down (basically a tower defence variant) and I think it’s do-able in the time, but we’ll see about that. I should have been writing more posts, but I was on a bit of a coding spree so decided to keep going instead.

Also, here’s what happens when you forget to set a cooldown time on your unit’s weapons and they end up firing a new bullet every frame:

Too many bullets.

Wheeeeeeeee!

Trippy! The colours are all a bit mental as I’ve just got test sprites in, hopefully it’ll look more sane later…

I’m in!

Posted by
Friday, December 14th, 2012 6:17 pm

I’m feeling pretty unprepared for this, but what the heck. :)

I’ve always done the compo before, but this time I’m going to go for the jam. I feel like I’ve done as good a games as I can in the 48 hour format, and it’d be nice to get something a bit meatier done this time. I’ll still be doing it on my own though, so I suspect I’ll be horribly outclassed.

As always, I like to set out goals before the compo, then come back later and see how badly I’ve done. So, this time:

1. Get something complete and playable. Hopefully with a beginning, middle and end.
2. Something that’s graphically interesting, even if it’s based on some simple art.
3. Something that fits the theme well

Oh noes!

Posted by
Tuesday, December 20th, 2011 4:53 pm

So it looks like my web hosting is having issues right now. I’m not entirely sure but it may be that I’ve spiked up to about 6Gb of bandwidth a day for the last few days. So if you get a broken link in the download then maybe check back in a day or so when hopefully I’ve had a word and figured out what’s wrong.

Village Bastard – low-tech timelapse

Posted by
Monday, December 19th, 2011 9:41 am

As is now traditional for me, I prefer a more concise, low-tech timelapse. So here it is:

A basic world to walk around in:

Drawing some landscape tiles and the landscape map:

Loading a landscape:

Adding a basic house:

Adding NPCs to houses:

Showing house names in the hud:

Conversations with NPCs:

Houses crumbling and a smoke effect when houses are abandoned:

Adding inventory slots:

Picking up items (mostly buckets):

Adding a forge as a world object:

Adding the farmer puzzle:

Finishing the blacksmith puzzle:

Adding the doctor’s puzzle:

Adding Greta, the cranky cat lady:

Herbert, the dog lover:

A boring shot, but this was optimising the map display so I could draw huge maps at 60fps:

Adding roofs over houses, that dissapear when you go inside.

Doing the title screen:

The librarian:

Adding the vignette and noise overlays:

All over!

Posted by
Sunday, December 18th, 2011 7:16 pm

According to the irc bot my upload was finished with a whopping 9 seconds to spare, which must be my closest LD entry to date.

I’m gonna take a break for a bit to recharge my brain and then put the actual post with links, images etc. up.

Congratulations to everyone who finished!

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