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Ludum Dare 26
 
Ludum Dare 26 Warmup
 
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Ludum Dare 24
 
Ludum Dare 23

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18 Hours and this is all I have? T.T

Posted by
Saturday, August 23rd, 2014 11:18 am

Screenshot 2014-08-23 20.04.59

I wish it were more but what can you do :/

What I have is a basic combat system with switchable weapons, local mutliplayer(no game pad support… yet…) and different enemies. The general flow of the game is there, activate generator, kill enemies, kill mimics, get items, next level, rinse and repeat. Currently I’m working on adding all the new weapons. After that I’ll be adding passive items + maybe some enemies. After that, I’m not sure what I’ll being doing, hrm… Maybe touching up some of the art or adding some nice decor.

You can have a go at the game here: Demo

It’s quite hard currently, the onl 2 weapons other than your fists are a spear (pretty good) and a double sided knife (damages yourself, but has 1 hp lifesteal, so hitting multiple enemies is a good idea). Probably ideal to play with a local friend, tho there is no respawning.

 

Hope You enjoy, have fun and good luck on your entries!

 

SubmaRuins updated

Posted by
Saturday, May 10th, 2014 1:05 pm

I’ve updated my game, Submaruins, to what I orignally wanted to make during the Ludum Dare.

Screenshot 2014-05-10 21.59.48 Screenshot 2014-05-10 22.00.38

 

 

Take a look:

– Bugfixes
– Doubled the health of plant walls (100->200) 
– Tripled the health of metal walls (100->300) 
– Made humans construct faster 
– Made humans reduce cooldown on cannons faster 
– Made Craman destroy things faster 
– Nerfed Cannon damage by half (100->50) 
– New drill bomb weapon (3 scrap) 
—— Attaches to ships 
—— Short range, slows down after a while 
—— Does 20 contact damage 
—— Does 30 damage a second while attached 
—— Explodes after some time 
—— Does 200~ damage at epicenter 
– Added building help icons 
– Added building panning 
– Fixed AI so jobs aren’t taken by everyone 
– Fixed AI so levers are correctly pulled when needed 
– Eelan added 
—— 75Hp 
—— Move faster in water than out 
—— Drowns in too much air 
—— Electrocutes enemies in water if there are no non-eel allies nearby 
—— Strengthens engines 
– Added fan 
—— Replaces bubble rock in functionality 
—— Reduces water, provides lift 
—— Hurts workers 
– Pulsors now damage blocks/workers in front of them when on 
– All worker types now have different attacks 
– Jellyfish workers(name undecided) added 
—— 25Hp 
—— Requires water to swim in 
—— Breathes in water, can’t get killed by suffocation 
—— Regens health 
—— Can’t use medaby 
—— Attacks with stun clouds (1 minute stun) 
– Radar now displays stations as larger blips 
– Added tanks 
—— Can be open or closed as long as a worker is around or in it 
—— Fills with water when closed 
—— Main usage is too keep eelan and Jellyfish alive in air ruins 
– Starting ruin can be selected 
– Friendly ruins will attack if fired upon by other friendlies 
(ie you can no longer sink allies with out consequence) 
– Packs of Eelan boarders may be found occasionally 
—— Will swim to nearest solid block and enter the ruin, destroying the block 
—— Can be shot with cannons 
– Added grates which let water in 
—— Can be open and closed using a leverruins
– Starting ruin can be selected
– Friendly ruins will attack if fired upon by other friendlies
(ie you can no longer sink allies with out consequence)
– Packs of Eelan boarders may be found occasionally
– Will swim to nearest solid block and enter the ruin,destroying the block
– Can be shot with cannons
– Added grates which let water in
– Can be open and closed using a lever

Too… much… work…

Posted by
Sunday, April 27th, 2014 5:06 am

Hey, 35 hours(I might have this wrong) into the compo and I’ve only slept for 5 (-_-‘)zzZ

But I got so much work done, most of it is engine wise though, so not much to show off.

Except crab people:

Screenshot 2014-04-27 13.51.48

Actually, looking at the last picture I posted, I have done quite a bit.

I’ve made the world prettier by making it random blues. The floor also occasionally has sunken forts on it.

I’ve added a radar for locating enemy ships (only works in operated by someone)

I’ve add docking ports for boarding other vessels, whether it be fore malicious intents or not.

Added a pump to remove water so that humans don’t suffocate when the hulls been breached (happens way to often).

Added medbay.

Added complex intercrew fighting mechanics (not really, they kinda just ‘hit’ eachother)

Now, the most complex thing I’ve added is AI. AI’s pretty difficult, because ships require crew to move around. So I, having no experience in coding multi-body AI’s, made the AI in one hour. No jokes. Still not sure how I did it cause I was spaced out at the time, but it works. So now ships will move about randomly till you come near them, in which case they start keeping their distance and firing cannonballs.

 

Another huge thing I add: Customization! Well, it was always there, just didn’t have a fancy gui or anything.

Screenshot 2014-04-27 14.02.56

Everything either costs scrap or rubble. Scrap is used to make the metal things. Rubble is used for general purpose construction. Rubble will, at somepoint, regain hp over time if it has been damaged.

Hoped you enjoyed reading!

7.3 Hours in. X amount remaining

Posted by
Saturday, April 26th, 2014 1:24 am

Screenshot 2014-04-26 10.17.50

So, working on my game :]

The game will play a bit like FTL, except you can move your ships around and such. The game will be based underwater, so if your ship/ruin/submarine takes damage, it will start flooding. Patch up those holes quickly.

I plan to add cannons and weapons of that nature. The AI’s gonna be a beast of a thing to program though (- -‘)

Hope you like the screen shot with horrible temp graphics.

We are One Man Armies.

Posted by
Sunday, December 15th, 2013 10:31 pm

Well, I better post my post cause you know, all the cool kids are doing it.

Link for game here.

The just is that you have an army of one, which you must grow in order to clear out a castle.
screenshot114

 

The game now has a pretty menu, npcs included.

screenshot115

 

Also a select screen with 6 characters, each with thier own music and abilities.

screenshot119

There is also an ingame menu now, woo. Allows you to save too.

screenshot120

 

I also added new generation features like farm, graves, wolf pits and tribal fires.

Now that my game is done, Ima do what all you lovely people do and sleep.

 

Nearly done the main game, just need to add content afterwards

Posted by
Saturday, December 14th, 2013 5:20 pm

So… I’ve completed the core mechanics of my game… Whooo~

So this means all that’s left is content, polish and sound (sound kinda fits into both content and polish but it’s a big enough job to be seperate). Sound’s gonna be a challenge this year, not sure what I should use…

Polish-wise I need a menu and credits and ingame pause menu. Here’s a pic of the so character select screen:

screenshot110

Still a wip, gonna add carpets and banners and the king himself.

Content-wise: I need to make the final boss/es and once I’m done that, I can just keep adding! I’m thinking of adding random farms, thief wagons, wild animals, ect

And then if I’ve add sufficient enough content I shall work on mounts! Fun times. And it’s only been 23 hours, cheers!

Pic of thief and thief guard being invis, and a pic of thief’s dagger attack which upon killing an enemy, splits into four more daggers. Thief is quite hard to play, due to the fact that his attacks are slow and are only effective when used in someones backside, however, the invisibility is totally worth it.

screenshot111 screenshot113

 

Download

 

Progress after x hours post

Posted by
Saturday, December 14th, 2013 7:16 am

 

 

So first LD28 update post, woo~ So I got to work only after an hour of trying to figure out the theme. However, I got lots of work done since then.

screenshot103

So, as you can see, it’s a topdown kinda game. The basic idea is that you fight bad guys with your small-but-growing army.

 

screenshot104

Now that may look slightly 3d, but it isn’t, I randomly had an idea for how to make topdown look 3D and it worked! so happy ^^

screenshot105

 

Here is a picture of me and my AI buddy fighting badies \o/

 

screenshot106

Here is a special ability my char used. You can use a special ability whenever the blue bar is full. This one shown, resuscitates beaten enemies and turns them to your side, seeing as you so kindly save them.

screenshot107

Woo, night time and daytime!

As you see in every picture, you can be a different class each time you play. Each has their own normal attack, special ability and stats (well, only defense really, hp is always 10). They also start with a different guard each. Currently there are 5 characters. The knight: A standard melee guy, The WiseMan: I haven’t decided what he does yet, The Translator: Throws spears and shoots crazy darts, what’s not to love?  The Plague Doctor: Heals and resuscitates. Finally The Archer: Good old range.

This is based around medevil time in case someone is wondering.

Also: https://dl.dropboxusercontent.com/u/89270405/LD28.exe , Download~ for Mstrp2ez and anyone who wants to try.

See ya in another couple of hours, may you get plenty of work done!

I’n im.

Posted by
Thursday, December 12th, 2013 6:27 am

> Obligatory and obvious “I’m in” statement incoming

Can’t wait for LD28, hope it goes well for everyone!

Game Maker: Studio Standard free!

Posted by
Tuesday, November 26th, 2013 10:49 am

For a limited time, Yoyo games have made Game Maker: studio Standard free, you can read about it over here.

Instructions:

  • Download GM:S from here.
  • Install but don’t choose a license just yet.
  • Go to the GM:S icon in your system tray and switch to beta channel and update
  • Restart GM:S
  • There should be three license options, choose the middle one.
  • After following it’s instructions you should have GM:S, enjoy!

I’m in! I mean done…

Posted by
Sunday, April 28th, 2013 4:57 pm

My Game is done. This was a good Ludum Dare, I can’t wait for the next one!

Look here if the pictures interest you: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12069

Some pictures:

screenshot126

screenshot127

 

 

100% Finished, Now to add extra content!

Posted by
Sunday, April 28th, 2013 7:45 am

My game has been completed! Woohoo, now maybe some extras, like meteorites?

screenshot124 screenshot123

Lava and tutorial signs ^

 

One day left + breakfast!

Posted by
Sunday, April 28th, 2013 3:33 am

Om nom nom, eggy sandwich:

DSC00187

The path to Minimalism!

Posted by
Saturday, April 27th, 2013 3:45 am

I have decided a title for my game, as shown above. Unlike the last ludum dares, I’m doing my menu system and polishes first, which means I don’t have to keep time for them later.

screenshot118 screenshot119

 

Optional theme from OneGameAMonth included, may contain traces of root vegetables.

Complicatedly Minimalistic

Posted by
Friday, April 26th, 2013 11:08 pm

So I planned for my game to be simple, like most others, however its kinda starting to get more complex >.<

screenshot114 screenshot115

screenshot116 screenshot117

The game mainly consists of the main character shrinking and growing. There are also rips in space, warping chunks of land around.

 

Nearly Forgot and I’m in!

Posted by
Thursday, April 25th, 2013 11:43 am

I’m in!

… Why too many people say this 😛

Tools:

SFXR

Gamemaker 8.1 lite

and anything else I find usefull

Caveman potato farmer!

Posted by
Tuesday, April 23rd, 2013 9:52 am

As a warmup entry I have made a quick game about farming potatoes and avoiding dinos!

screenshot113

http://www.ludumdare.com/compo/ludum-dare-26-warmup/?action=preview&uid=12069

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