About oxysoft
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Ludum Dare 35 | Ludum Dare 34 | Ludum Dare 33 | Ludum Dare 31 |
Ludum Dare 30 | Ludum Dare 29 | Ludum Dare 28 | Ludum Dare 27 |
Ludum Dare 27 Warmup |
oxysoft's Trophies
![]() you know about SILX #LD27 Awarded by alvivar on September 1, 2013 |
oxysoft's Archive
to be honest, I don’t even know what this is supposed to be anymore but it’ll all work out in the end somehow
finally squished a bug that was pissing me off and wasted me around an hour but this looks flame now
a screenshot doesn’t even do justice to how nice this feels in-game but I don’t want to show too much here for those who’ll play the finished game
Well, here’s your generic I’m in post. This is the 7th time I attempt this event.
This is actually my true 6th attempt since I wasn’t really feeling it last April and dropped midway after having countless issues with the library I was using.
Below, I shall present my pocket knives
Language: Coffeescript
Library: Phaser (Gets stuff done fast)
Text editor: The excellent Sublime Text 3
Graphics editor: GraphicsGale, the perfect choice for drawing colorful pixels
Music: Bosca Ceoil, the only software that I can produce “decent” music in
Sound effects: Bfxr or some similar sound generation software
Timelapse: Chronolapse as always
Extra: Weed to get mad blazed and brainstorm fun ideas, and copious amounts of coffee to write quality code
here goes for another insane 48 hours, good luck to everyone!
and the game is not nearly complete
They rush to the player.
this is my second go at this Ludum Dare, the first game was a little too ambitious so I ended up scraping it about 10 hours in. It looked something like this
Fourth time I participate, last time I hoped it would finally be a complete and working game, but it was a total failure in the end. I think I can do it this time though!!
Language: Coffeescript (I like it)
Library: Phaser (to get things done fast)
Editor/IDE: Good ol’ sublime text
Graphics: I might have a teammate this time, but if not, the gimp
Music: Either some crappy loop made with Pixitracker or Sunvox, or generated music from http://www.fakemusicgenerator.com/
Sound effects: Bfxr
Timelapse: Epic shell scripting with scrot for the pictures
Other: Tiled
Last ludum dare, I found something quite terrific which I think is worth a mention
http://www.fakemusicgenerator.com/
If you have ever used Autotracker-C, you should know that any song generated by that script sounds quite bland and you can almost always tell when it was used for the music.
This website however is incredible and generates very good sounding music.
I found that it didn’t quite fit the pixel art look of my game so what I did is use a bit crusher to make it sound more retro.
The result wasn’t very clean but it sure made the game more interesting
If you know your way around a music tracker but you’re not very good at composing, you can always just reproduce the generated song and it would sound pristine as fuck and shouldn’t take too much time out of your 48 hours!
Here are the two songs I used and bit crushed in Ludum Dare 48
Still no idea how I’ll incorporate RTS elements, this will be interesting
Perhaps I’ll make a finished product this time. I have a pixel artist but our timezones are the complete opposite so I’m still debating whether or not I should do the jam with her.
Language: Dart
IDE: Dart Editor
Libraries: Probably none
Music: Pixitracker or Sunvox (or Abundant-Music.com if I run out of time)
Sounds: Either BFXR or I had a thought about making the sounds with my voice, could be fun
Graphics: (if not doing the jam) Pyxel Edit
Extra: Coffee, etc.
Plot for those who did not see the first post:
You are controlling Eugene, an overly obese man in a tracksuit who must get to random locations in the world for some reasons.
But because it is terribly hot outside, you must make sure to rest under shadow spots to cool you down every now and then or else,
you only shirt will get all full of sweat!
Eugene running toward the next checkpoint (highlighted in yellow for debugging purposes)
Plot: You are an obese man that must get to various locations in a minimal amount of time. If you stay in the sun for too long, your heat rises and then you begin to sweat. Shadow spots will cool you down. You only have one shirt, make sure not to get it all sweaty.
link to demo: https://db.tt/oCbLi0Z8
trees r hard 2 make
I will be participating for the second time.
Last time, I fucked up bad because I had no engine to work with, I simply used MonoGame and C# and wasted 90% of my 48 hours working on the game engine.
The result was… Well, there was not any result. It was simply an engine will basic features. I wasted too much time on pixel art and engine and that the bottom line.
This time, I will probably try to go for more simplistic graphics, and I will make a quick engine which I will make public on github right before the competition starts.
Code:
Language: Java (cross compatibility, ditching C# this time around)
Libraries: LibGdx
Tools:
IDE: Eclipse
Graphics: Graphicsgale, Photoshop and Paint.net
Sounds: BFXR
Musics: Sunvox if I have time, but if not, crappy music generated with Autotracker-c
Timelapse tool: Chronolapse
I will livestream during the whole time at http://www.twitch.tv/theoxysoft/
I am writing a C# Monogame 2D platformer game library called Ludum2D. It is going to be an extraction of my engine used in my Ludum Dare 27 game with additional and more refined features.
I am developing it specifically to be extremely fast to make games with.
Features:
Gravity
Collisions
Entity management
Artificial Intelligence
Tile based levels
Particle engine
Hit Scanning
Smart post processor (Effects like Blur, Bloom etc.)
These are just few of the many features it will have.
It is made open source under the GPL license which means if you make any improvements or additions to my engine, I would like if you would make it public so we could implement your patch into the engine.
A port to Java with LWJGL is planned once this version is complete.
Link: https://github.com/oxysoft/Ludum2D
What I got done today:
– Some sprites for our Hero
– 3 slime sprites for monsters
– Collisions engine
– Particle engine
– Animation engine
– Hitscanning
– 50% of AI behavior tree engine
– Failed attempts at using A* for OP enemy pathfinding
The hero, Clarence
An in-game screenshot with Clarence and a level one Slime
The 3 levels of slimes
I am almost sure I will run out of time now, which sucks. Spent too much time trying to make pixel art while I suck at it
The first 5 hours of “Preludes of the high ground (?)”
Going to bed. Around 3 hours of coding and 2 hours of doodling some graphics. I have a solid idea in mind and it has potential for a high replay value.
What’s done so far:
* Camera with easing and stuff (Almost, adding rumbling tomorrow then it’s done)
* Downward collision detection
* A nice idea for the game
* A basic tile engine
* Some very nice looking tile
Game looks like this at the moment
You might want to open the image in a new tab to see the full glory of my rock/dirt tiles which I am really proud of.
Tomorrow: The game core mechanics
On sunday: Finishing up and prettying the graphics, ADDING JUICE TO THE GAME
Easing library for those using Monogame/XNA and C#
I would like to remind you all there there is my easing library available for everyone which you can get at this link
https://github.com/oxysoft/Easy-Ease
It is based on the formulas by Robert Penner on this page
http://www.gizma.com/easing/
Good night/day !