About psnake

I'm a university student and hobby programmer that has a passion for games.
My favourite games are Metal Gear Solid and Final Fantasy (and Pro Evolution to play with friends :).

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Rebooting

Posted by
Sunday, August 22nd, 2010 6:23 am

After I had one false start: the idea was just too complex to be feasible, I’m returning to square one and restarting everything. I already have an idea (a defense-like game) and think it will be feasible in 12 hours. Time to go coding.

Live Stream

Posted by
Saturday, August 21st, 2010 3:58 am

I’m streaming live from my desktop, so be sure to smile πŸ˜›

http://www.ustream.tv/channel/blender-tutorials

Good Luck everyone

PSnake

All this talk about “From scratch” vs Game Engines

Posted by
Tuesday, August 17th, 2010 5:39 pm

I agree with the anything goes rule. This enables us to focus on our game design ideas, rather than painfully trying to open a window and making your draw_pixel() function to work with any pixel format (this is kind of a bad example since it’s kinda of trivial, but still reflects my point). But still I have this urge to learn assembly this week and do everything really from scratch πŸ˜€ (maybe in the next LD). But this time I’ll use Python + Pygame (nothing else to be kind of midway from low to high level :P).

In my opinion Python has the best productivity and Pygame is really a wrapper to SDL (with some extras) that isn’t a nightmare to cross compile across different OSs. Still both don’t give the edge that Unity, Unreal, etc give so I don’t feel so dirty πŸ˜›

Damn, now this assembly idea is stuck in my head. I still want something multi-platform… Oh, I know, NES assembly xD (with my rom running on an emulator)

Streaming Live from my computer

Posted by
Tuesday, August 17th, 2010 5:26 pm

I think I’ll broadcast on uStream my pc monitor. I’ll try to setup something on Friday to see if it works. I’ll also do a time-lapse (in HD xD) that I’ll upload each day to youtube.

Also, Python + Pygame is ready to be used. I still have to look at py2exe, does anyone knows if pygame needs anything special to be done? I want to be pretty confortable with packging the Windows binaries before the start of the compo.

I feel that this LD is going to rock! xD

Holidays + Nothing planned to do = LD18

Posted by
Sunday, August 15th, 2010 6:21 pm

In the past Ludum Dares I always had something from real life interfering. Well, not this time xD

I’ll be using Python+Pygame for a 2D game. And I plan to devote my heart and soul to the 48h compo (I need the raw experience of LD)

All I hope it’s a good theme.

Ancient Island updated

Posted by
Monday, April 26th, 2010 5:34 am

I fixed a bug that showed up when exiting the game (in both the “exit game” command and when you enter the cave (with all puzzles completed). It was a misuse of the exit() that apparently works fine on my Python, but when creating the binary it didn’t work anymore.

I kept the original sources so you can compare what I changed (just 2 lines really, an import sys and a sys.exit(0) instead of just exit()).

I’ll save my post mortem to after I make (off-competition of course) the last area of the game.

Thanks for the compliments on the game.

PSnake

Ancient Island

Posted by
Sunday, April 25th, 2010 6:14 pm

I’ve finished all I can before deadline. I’m still missing an area (the final area) but I’m too tired to design a new puzzle and code it.

Still I think it was good entry considering the time I had, I hope you all enjoy it. I’ll upload a py2exe soon.

Entry: http://www.ludumdare.com/compo/ludum-dare-17/?uid=209

PSnake

Final Sprint

Posted by
Sunday, April 25th, 2010 2:48 pm

After only one or two hours of coding this morning, I wrote a small text adventure. My idea is that you’re in an island with ancient ruins and you want to explore the main dungeon of the isle, but it’s too dark and you don’t have anything on you, so you must find something to make light.

Yeah, I know it’s a bit of a mess, but that’s all I could come up with in so short time.

Now that I got home I’ll do a sprint in these final hours to see if I get at least some kind of game.

PSnake

One Day Lost

Posted by
Saturday, April 24th, 2010 4:38 pm

I’m going to start just now (it’s midnight here), after a full day of helping other people with computer-related problems. I still don’t have an idea, but one thing is for sure: ASCII.

I think I’ll do it with Python this time. I’d really like to upload something that gives at least a bit of fun πŸ˜›

PSnake

Let’s see what can be done

Posted by
Friday, April 23rd, 2010 5:58 pm

I don’t know if I’ll have the time but I intend to do something.

I’ll try to use Yabasic as my programming language (the beta version 2.9.12) and maybe it will be an ASCII only entry due to time constraints. Let’s see what I can come up with.

Good Luck everyone,

Pedro SΓ‘

Late start

Posted by
Saturday, December 12th, 2009 5:09 am

Just remembered now that this weekend was LD16 πŸ˜›

This time I’ll try something simple to write as I don’t have much time in my hands.

Freebasic will be the tool of choice to be able to code something really quick.

About the theme, I still have to think about what to do.

PSnake

Cavern Escape: Post-Mortem

Posted by
Thursday, September 3rd, 2009 8:39 am

Another LD ended (my third one) and this time I’m proud of this game. A mix of puzzle and quick-action I hope that it will deliver some good moments to the player.

From the beginning I started with a cumulative design in mind, that is, I started with “the player runs in a grid” and started coding that. Then the next idea was making the player explore a maze, so the maze concept was implemented, but then enemies were needed to give more pace to the game. The maze and enemies combinedΒ  well into this puzzle-like + memory + timing mechanics. So all maps were created to take advantage of this moto: “the real challenge of the game is to understand the level and then go to the next” (note that replayability was never a goal of the game). The last design element was growing difficulty, I wanted a serve-all solution so the multiple exits were implemented (an exit that it’s easy to reach means that the next room is easy (when compared to the other choice)).

But this way of designing the game brings its share of problems. First, there’s no defined “finished” game, so you can always add or at least think of other features you can add. Second, and building in the first problem, you may lose some notion of how much time left there is for polishing the game (the menu teaching on how to play the game was only made two hours before the deadline and so the code for that is one BIG hack).

The big thumbs-up for this method is flexibility, if an idea doesn’t work you can throw it way without worries. In contrast, when you design everything and only after you start coding, if some feature doesn’t work as expected you must certainly will have to change (or, in the worst case, also throw way) some features that depended (or interacted) with the lost one.
Another positive point is that you never over-design a game that needs completion in 48h, although you need to reserve a greater chunk of time to polish the game than you would need with the design-everything-first method to avoid the problems mentioned above.

Technologically, everything went smooth for the most part of the game code. SFML is a really good media library that gives you everything you need but doesn’t get in the way you want to design your code. Many people use SDL when using C/C++ but I really recommend using SFML. I picked it up one day before LD15 and still could make a game without almost no worries (great tutorials for each feature and great organization of the library also makes the API reference easy to read).

The problem arose when porting to Windows. SFML uses OpenGL but support for it (in Windows 7) is still in the early stages , so testing the game when its rendering performance dropped considerably was a pain. I just hope that other Windows users don’t have those problems and can experience the game in its fully performance.

About the graphics, although I’m no artist, I always try to make something good looking. But this time I focused much more on game design, making the maps balanced and polished. So the 30 minute art that I did in the first day stucked until the end, but still I think it isn’t that bad though I could have made simple animations if I just had put another hour to it.

In the retrospective, I think that, of the 3 LDs I’ve taken part, this is my best entry so far. The biggest problem was really porting to Windows, so lesson learned, next time code in Windows and Linux comes as a bonus port πŸ˜‰

Cavern Escape: Windows Port

Posted by
Wednesday, September 2nd, 2009 4:55 pm

I apologize to everyone that wanted to try my game but weren’t able to do it because it was Linux only.

Now I installed a fresh copy of Windows 7 (thanks to university for early access to it πŸ˜‰ and quickly ported the game to Windows. But some problems arose while porting, one being the performance of the game, but that may only be because I have an old laptop and the drivers for Win7 are not good enough (I’ll dive into more detail in the post-mortem that I’ll write after this post).

So if you have issues with performance and have the possibility to test the game in Linux, please try in both.

Again, sorry for the inconvinience, good luck to all other entrants.

link: http://psa-sandbox.googlecode.com/files/Cavern%20Escape.zip

Game Mechanics done. Now, balancing the puzzles

Posted by
Sunday, August 30th, 2009 2:47 pm

I really think this time I have a good game to show.

You were put in a cell inside a cavern patroled by spiders (?! I’m awfull at drawing πŸ˜› just focused on mechanics so spiders it is, I think) and your objective is to just escape from there, but you’ll you be able to do it? If you don’t feel excited with this intro it’s because you’re a normal person πŸ˜›

I’m about to finish all maps (ie. rooms), they will be 8 or 9 in total with some variety on the path you can take so you’re not expected to go through them all (the easier exits of a certain room lead to easier rooms), but all converge towards one final room.

After the maps are made I’ll try to make the main menu and some way to save hi-scores.

Not what I thought at first

Posted by
Saturday, August 29th, 2009 8:34 pm

I was thinking in doing something rogue-like but now the game is shaping into a puzzle-game and it looks interesting (at least for me :P). I got almost all mechanics written down and all it’s left is level design.

Here’s a screen of 3 enemies and their field of vision (in red). Since I’m no artist I think these tiles will be final ones.

screen001

(Very) Simple Map Engine

Posted by
Saturday, August 29th, 2009 10:55 am
map engine, main character, and a very simple map

map engine, main character, and a very simple map

Finally something to show :P.

I got the game to read a map from a file and finished the code that make the map scroll when the player moves.

Also created some quick art in Gimp. Now I’ll concentrate on collision (should be fairly easy) and then I’ll focus on enemies.

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