About RHY3756547 (twitter: @RHY3756547)

How many weekends can I sacrifice for the greater good? Let's find out together

Entries

 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 27
 
Ludum Dare 25
 
Ludum Dare 23
 
SOPAJam
 
Ludum Dare 22

RHY3756547's Trophies

The Simpsons Award!!!!
Awarded by Tom
on May 2, 2013
The Inaugural Rollercoaster Postponement Award!
Awarded by Mach60KAS
on May 2, 2013

RHY3756547's Archive

“Day 1” complete!

Posted by (twitter: @RHY3756547)
Saturday, December 12th, 2015 11:13 pm

Unfortunately I forgot to take this weekend off, so I was only half able to work on my game. :( Hopefully It’ll be finished in time.

Basically, it’s a ridiculous over the top MOBA style game where you’re in a gardening competition (The International Gardening Festival) and big money is at stake, so your genetically modified plants have to pull out all the stops. I’ve planned out 20 individual abilities and 5 “ultimates”, which each player drafts from. Each ability should have accompanying graphical effects, though at this rate that may prove quite difficult to pull off effectively!

Since everything I have so far doesn’t really sell the idea, I have included a piece of “concept art” of the future gameplay.

The best thing I have ever drawn hands down.

The best thing I have ever drawn hands down.

Here’s a mockup with a placeholder flower, since the real game does not have any yet for whatever reason.

I KNEW YOU HAD IT IN YOU.

I KNEW YOU HAD IT IN YOU.

Note that your ultimate changes your flower head, so not everyone is Flow- eh, this thing. This particular setup is for the pure damage ult, there will also be variants for invulnerability and the speedy growth ults. It’s all in the master plan.

Here’s everything that’s done on the coding side. Literally only have a simple scene setup with no gameplay at all, though net multiplayer sync is working perfectly. I have a long way to go, so it probably won’t be complete for compo.

The calm before the storm 8O|

“Delivering” the mail – We Missed You! Post Mortem

Posted by (twitter: @RHY3756547)
Thursday, August 27th, 2015 5:23 pm
Goin' to the store to get some more "we missed you" slips.

Goin’ to the store to get some more “we missed you” slips.

“It’s your average day working in the postal service. What better time to go out on deliveries when everyone is at work?”

Whaaat, it’s not a multiplayer entry? Say it isn’t so! Yes, finally breaking the (2 time) trend of making multiplayer games, I decided for one weekend that I don’t completely hate myself and made a singleplayer game in the fabulous PICO-8. The final result feels a lot more complete than my past two games, and I don’t have to babysit it for 2 weeks making sure that everyone has someone to play with…

With 8190/8912 tokens, most of the map and nearly all of the sprite space used the game literally could not be more complete. (except for the music/sfx, where theres like space for a whole game)

 

People are getting really worked up about this, so they stand *on their roofs* looking out for you.

 

Aye

  • Got it all working as planned! It’s really nice when the core game mechanics are developed enough to really shine.
  • Pico-8 is a lovely little console, and even though I totally had to work around the map limitation it was really nice working on everything in the same place.
    • Abuse the pico-8 map() for cool UI elements. Always looks fab.
  • Those shadows under every sprite really made everything pop. Look at a day 1 screenshot, looks a lot worse! I’m just glad the performance held up.
  • How do these sprites look OK?? They didn’t seem to look good on their own but put together they worked somehow.

Naw

  • Using a tracker is incredibly difficult if you’ve never done so before. The music writing experience just became one solid hour of “press a button, then backspace cos its the wrong note” and I ultimately came out with something a little basic.
  • The performance dips occasionally since cars are placed randomly, and the old car cleanup system is a little broken.
  • Ran out of token space! This is like, the biggest thing I could fit on pico-8? I was lucky it could just fit.
  • The sfx clobbers my music’s harmony line, so you can only hear it on the title screen. :(
  • Score systems really need an internet scoreboard. :( Not many people have posted their score! It’s seeming a little arbitrary at this point.

Things that didn’t happen

I originally planned some more complicated missions, such as running into a fire hydrant to create a distraction, and a funnier ending involving driving directly into a lake. I also had an idea where you would have to signal all turns incorrectly or you’d get fired for not making the roads dangerous enough, which admittedly maybe the game is better without.

Can’t get everything you want though, which is part of that ***ludum dare experience***!! I had a lot of fun this time around, and I think it’s one of my best games so far!

 

My Rating Favourites

This is the best part. Are you a bad enough dude to play all these games?

The Trial of Tyrone Rex by Manky

If you played Billy Mcmath in the last LDJAM, you’ll love this, cos its like, by the same dude. Best 19 minutes of your life.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=22901

456 TAHINI by wademcgillis

“BLUE MONSTER WHO LIKES COOKIES lost his house key and needs to find it to get to COOKIE. Along the way he meets ANGRY TRASH MONSTER, YIP YIP RADIO MONSTER and more vaguely familiar but legally distinct (I hope) friends.”

Does anything else need to be said? No. http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=3444

Primary Objective by Aurel Bílý

Really cool retro styled adventure game with fantastic art, audio and writing. Better than Kings Quest.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=1645

 

Low Battery 7345435: Red Letter Day

Posted by (twitter: @RHY3756547)
Saturday, August 22nd, 2015 9:16 pm

 

Gotta “attempt” to deliver these packages while everyone’s still at work!!!

I’m done for day 1! Hopefully I can get everything I ever dreamed of in before the end. (also, pico-8 is the best.)

Making a post-compo bot for your multiplayer compo game

Posted by (twitter: @RHY3756547)
Saturday, April 25th, 2015 7:54 pm

Experiment: 16 bot game. Verdict: never again

When you have a multiplayer compo game, the first problem you notice is that people tend to rate it on their own… so they never get to experience what the game should be like! The solution is obviously to set up bot(s) for people to play against, but a few problems really dominate:

  • How the hell do you make an AI for a platforming game?? The first thing I said to my friend who suggested this was “i’m not a phd student”, but I slowly realised that it was actually possible without too much effort.
  • How do you make it belivable, and hard to play against? eg. how do you make a bot that isn’t an easy target to farm kills off of?
  • You CAN’T MODIFY THE GAME! The bot needs to connect to the same server your players do, in the same way, with no altered physics and completely separate from the compo client.

So I decided to take on the challenge! As you can see above it’s working pretty believably as is – obviously the game is not meant to be played with 16 players but the test was just for extreme cases. Here’s how I did it:

 

The node graph and moving through it

waypoints

The node graph I constucted for the compo map – though this doesn’t show which nodes are one way or different both ways.

 

To set up AI to move around a level, it needs to know how to do so! For that purpose, we need a node graph. This represents set points around the map and defines which can be moved to from which. However, platforming is a bit more difficult than just moving to points, so we need a little extra information to tell the bot what to do to get to specific nodes.

The 3 path types I designed for this purpose are:

  • Normal (blue) – Moves towards the node. Jumps if there is a wall in the way.
  • Jump (red) – Same as normal, but initiates a jump as soon as the bot is moving towards the destination. While in mid air the bot does not move towards the node unless there isn’t a wall in the way. Jumps again if we’re still below the destination.
  • Walljump (green) – This works differently from the other two. The bot runs in a set direction after hitting the start node and jumps when they’re moving fast enough. When they hit a wall, the bot jumps and this direction inverts. This continuously happens until they are as high as the target point and past it.

Obviously some of these are one way, as you can usually just walk down from platforms that you have to jump up to, and can’t jump up to high places you can fall off of to get to lower ones. This isn’t reflected in the image shown above, but you can get more detailed information from the raw data used from the bot here. (node numbers are the same as in the picture)

The bot does have a few route fail conditions:

  • If the bot jumps twice and does not get to its destination, the position is considered unreachable.
  • There’s a 4 second timeout.

When the bot’s route fails, it just doesn’t move until it hits the ground, then sets the base waypoint to the closest node on the node graph and attempts to route to the destination again. Right now this can cause a situation where the bot is in a bad position and continuously tries the same thing until the destination point changes… There’s only one place this happens (walljump 26 to 16) as far as I know, but it’s probably easily fixable.

 

Deciding upon tasks and A* pathfinding

Obviously a believable bot wouldn’t just run back and forth between random nodes, so we need some way of giving the actions of the bot some context. So I worked out the obvious things that people want to do. In this case, things are actually pretty simple:

  • Path to a player and attempt to hit them. This is the most primitive task, but the bots also need to run around near the player when we get to them (so they’re not sitting ducks), so when they are at the node closest to a player they are pathed to a completely random node nearby.
  • Path to an item that is stronger than the current one. This task actually has priority over attacking players, because of the advantage a better weapon can bring.
  • Thinking time. This doesn’t last too long, but during this the bot moves between nodes randomly.

Attacking nearby players actually happens all the time – the bot will always swing their weapon towards the nearest player. For the heavier weapons, you’ll find that this doesn’t work if you always stay on one side of the enemy – but since the bot moves erratically when they are at their target the player ends up switching sides at around the correct moments to get effective swings in.

To route to destinations, we determine where players currently are on the node graph and run an A* pathfind to the closest node to the destination. We take the first part of the route generated only – this is so that after completing the first part of the path we can re-evaluate where to go to match a moving target. Most uses of A* I’ve seen on Ludum Dare traverse a tiled map instead of a node graph, but really these are the same thing! If you can use a node graph instead of pathing through a large tile map, you should definitely do it.

 

THE PRICE OF FREEDOM

I had some trouble taking this video and staying alive at the same time

The bot took a whole day to set up, from drawing the node graph to fixing little edge cases with the jump pathing. The result is totally worth it! Obviously something like this would be hard to fit in a compo game given a harsh timeframe, but given that my game is multiplayer and allows connections from even modified clients making a special bot client both doesn’t affect the state of my original compo entry and allows people who previously were unable to rate the game to do just that.

Unfortunately, the time spent making this (and playing endless Mario Kart 8) has severely detracted from the time spent rating games… So I’ve rated pitifully few games this time… I’m hoping to catch up next week! I also spent a ton of time writing this… …

Thanks for reading! If you want to check out the bot, the game or both for yourself, here’s a link to my compo page:

http://ludumdare.com/compo/ludum-dare-32/?action=rate&uid=7339

I’m in! (also, for tonight only, snoverchill is back up!)

Posted by (twitter: @RHY3756547)
Friday, April 17th, 2015 7:12 pm

I’m in! I loved coding a multiplayer title last time, so I’m going to try and push it for something more sophisticated this time. But it might not even be multiplayer! Depending on the theme!

  • Language – Javascript, no libs except from my own collider.js and svgColParse.js created last LD. To make up for this, the challenge is implementing quad tree partitioning so that I can spam colliding particle effects at little cost. 😉
  • Graphics – Fireworks CS6, and the wonderful help of the canvas api.
  • SFX – SFXR, PXtone for melodic sound effects.
  • Music – PXtone! The challenge is making it longer than 30 seconds. 😉

Also – for funsies, Snoverchill (LD31, aka the last one) is back online for the final hour before Ludum Dare! Come chill – there’s even a chat that displays messages for a whole 5 seconds before deleting them FOREVER!

Join us here!

And the LD31 theme is… online multiplayer???

Posted by (twitter: @RHY3756547)
Sunday, December 14th, 2014 4:27 pm

This time around I’ve seen a lot more online multiplayer games than I usually do. It might just be because I’ve made one, but the last time (LD30: connected worlds) I only saw one game, which was a 3d tank shooter where you could go through a portal to switch worlds. Here’s the multiplayer games I found, with no particular order!

Grid Cars by Germanunkol (Jam)

A turn based racing game! (yeah, i know, what??) Very smart gameplay, I played with the devs and despite some control issues, the game is actually really difficult but has a high skill ceiling so is very good competitively. Be sure to check it out!

Hit and Slide by timtipgames (Jam)

A fun snowball deathmatch in which you need to dig through the ground for ammunition. The digging also provides for some interesting dynamic gameplay, though you can just spam snowballs when you’re right next to people to instakill them. Made in only 24h by two people!

Thieves’ Honor by Mach60KAS (Compo)

Yeah sure, it’s my brother’s… But it’s still really fun to play! The game should only support 4 people, but it actually allows in more. Playing with 6 people was a hilarious experience, definitely worth a look if you can find a few people to play with.

Bit Raiders by Hexicube (Compo)

A platforming arena shooter with an interesting twist, you jump and shoot by charging a projectile, and you can see its flight path before you fire. Very difficult, I got totally wrecked by the dev when I attempted to play :I

Limberjacks by sandbaydev (Jam)

A co-op survival game. This one is playable singleplayer, but it obviously isn’t as fun. :) Character art and animation is spot on, and though it doesn’t innovate much in gameplay it is put together really well.

Snowman’s Land: SNOVERCHILL by RHY3756547 (Compo)

Okay, yes, it’s my own game. ( ͡° ͜ʖ ͡°) but I can’t have an online multiplayer game list without it, so here it is! If you haven’t already, check it out! I’ve set up alerts on the server so if you join,  I can be there to stalk you play with you so they you won’t be alone :)

 

I haven’t nearly seen the full brunt of the LD games this time around, so if I missed any feel free to point em out and I’ll add them! Hopefully the trend of online games continues, IMO games are always fun with more people, and I’ve had the most fun this LD playing these games.

LegacyCrono nails a 6x flip in SNOVERCHILL

Posted by (twitter: @RHY3756547)
Saturday, December 13th, 2014 8:02 pm

The moment I got beat at my own game and cried (tears of joy, of course)

Yesterday during LegacyCrono’s LD Challenger stream, I set him a challenge to land a 5x flip in my game with his viewers playing as well, to make it even more difficult. Little did I know that he would pull off this. I am not worthy.

Challenge start: http://www.twitch.tv/legacycrono/b/598544541?t=225m0s

The moment i got rekt: http://www.twitch.tv/legacycrono/b/598544541?t=244m5s

He actually landed a 5x flip earlier on but died right after, so I didn’t see that it counted. Good thing he continued playing (or bad thing, in the case of my pro winning streak)! 😉

Live reaction, he got like 7500 points for pulling it off and instantly won the round

Live reaction, he got like 7500 points for pulling it off and instantly won the round

It doesn’t look like he’s streaming today, but here’s a link anyways! http://www.twitch.tv/legacycrono/

And here’s a link to my game! http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=7339

 

I managed to land one of these by copying LegacyCrono’s sick technique, but I wonder if it’s possible to land a 7x flip… I challenge you to surprise me!

Streamers playing my game!

Posted by (twitter: @RHY3756547)
Thursday, December 11th, 2014 10:20 am
Untitled-1

gelatindesign #rekt everyone

http://www.twitch.tv/wertle/b/597848675?t=190m51s

While I was busy playing my Mach60KAS’s game with a few other people, someone submitted my game to Wertle’s stream and it got (miraculously) randomly selected out of like 50 games! They only played one match, but I’m glad they had fun! It was also good to see a game that I wasn’t present in, since I’m pretty positive I ruin the fun for everyone by getting 15k points every time :I

Earlier in the week I played with taunia_sabanski’s stream (no VOD unfortunately) and Noaksey’s stream, which is recorded here and much longer (and makes more sense cos there aren’t like 8 players)!

http://www.twitch.tv/noaksey/b/597505909?t=40m30s

The players will look up and shout "Save us!"... and I'll look down and whisper "No."

The players will look up and shout “Save us!”… and I’ll look down and whisper “No.”

The server crashed at the end though (the bug was fixed for taunia and wertle’s streams), so we weren’t able to play long enough to see Noaksey become a SNOVERCHILL GOD. yokcos700 did come back later and eventually rekt me in a few games though :( I did actually submit my game here, so no miraculous random selection!

Thoughout the week I’ve been playing with some people who got really good at the game through playing for a while (some people stayed on for like an hour at a time!), and found a ton of cool spots to pull off insane tricks. Someone else even pulled off a 5x trick, which is worth like 3.5k points! (and now i know where to do it, hahaha)

It’s fun getting streams to play the game – the most fun thing about making a multiplayer game is by far playing it with a bunch of other people. The feedback has been incredible, and I hope you guys have had as much fun as I have!

Here’s the link if you’re interested, but make sure you have people to play it with! http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=7339

Why sending 300 packets a second is a bad idea – 48h Compo Post Mortem

Posted by (twitter: @RHY3756547)
Wednesday, December 10th, 2014 3:10 pm

With more than 4 players, the game gets super hectic!

>>> SNOWMAN’S LAND: SNOVERCHILL (yes, that is seriously the name) <<<

Finally breaking the (one time) trend of making sequels to Low Battery, this time I decided to make a multiplayer deathmatch game involving snowmen, snowboards and wicked sick tricks. I regret nothing, I’ve had the most fun making this and playing it with other people out of all my ludum dare entries! It helps that I had a group of people behind me available for testing, and making fantastic gifs. Here’s how I felt things went:

Things that worked out:

The chat is one of the things I’m glad I added, thanks to gems like this.

  • Multiplayer – YES YES YES the best idea ever was to include multiplayer. I had so much fun coding it and I’ve been having a lot of fun playing it with the people rating the game (when they pop up! I have to watch like a hawk so they’re not playing solo) and it was totally worth it.
  • PxTone for music – Thanks to the simplicity of PxTone I was able to compose nice sounding music in about one hour (right before submission, again) – at the cost of it kind of sounding the same as everything else I’ve written!
  • SVG Parser for collision – Obviously simple tiled collision wouldn’t work for a game like this, and I can use fireworks to make vector graphics super quick. I could also design the levels around the collision paths!
  • Fireworks for graphics – never change, fireworks
  • Using my internet friends as slav- i mean testers – Really helped me get a feel for how the gameplay was turning out. I wouldn’t have been able to balance the scoring without them!
  • Particles – I’m never going to stop spamming particles everywhere.
  • Customizable snowman – My favorite is the snowman with the aviator’s cap, melted face and purple scarf. Everyone else just seems to use the default though >:(
Full view mode, which offers a tactical advantage but is a little harder to play in.

Full view mode, which offers a tactical advantage but is a little harder to play in.

Things that didn’t work out:

  • Sending player info packets every frame! My raspberry pi basically caught fire the first time I tested with 5 people, I had to quickly post compo re-evaluate when to send player updates. (it was only a few lines changed, thankfully)
  • I kind of put all my money on Unicode Snowman winning, but thankfully my idea works on one screen anyways!
  • I only have one level! :( I wanted a few levels to put on a map cycle to keep the game interesting for longer, but thanks to the needless complexity I added to the first level’s graphic it would have taken way too long to add additional levels.
  • I wanted to include some sort of special weapon system, where a weapon spawns in the middle that has a special function, like burst snow bomb, ramming invincibility etc. Didn’t have enough time!
  • I wanted some extra gamemodes like capture the flag, maybe a kind of “juggernaut” game too. If there’s enough interest, these can become a reality!
  • That one background .fw.png that’s like 20MB because I duplicated that one tree like 3000 times
  • No instancing and no player limit! Right now if there are more than 8 players, the initial spawn will spawn two people in the same place, and it’ll be hilariously difficult to play!
Playing with about 8 other people, game was pretty hilarious

Playing with about 8 other people, game was pretty hilarious

lots2

My attention was divided! I swear! 😉 ps. haley is spelled with an i between the a and the l

 

 

 

 

 

 

 

 

 

 

But the fun doesn’t stop there (rating games, my faves)!

For the past two days I’ve been rating a few games between watching my game’s userlist like a hawk, and I found some pretty sick entries:

To conclude, I’ve had a lot of fun, and yeah, I would definitely do it a seventh time. :)

Yesterday’s multiplayer test

Posted by (twitter: @RHY3756547)
Sunday, December 7th, 2014 6:55 am

Hopefully everyone else had as much fun as I did! I noticed that a few people managed to perform the illusive “undefined” flip. 😉

(NOW OFFLINE! THANKS FOR PLAYING) FOR 15 MINS ONLY! Multiplayer demo!

Posted by (twitter: @RHY3756547)
Saturday, December 6th, 2014 7:31 pm

Day 1 is just about wrapped up! I’ve got collision, particles, movement physics (except for brake and turn) and basic multiplayer down. Tomorrow I still need to implement shooting, special weapons, scoring and UI/game state stuff so that games can actually end with a scoreboard.

So here’s a multiplayer demo! Controls are:

  • Click – reposition self
  • E – rotate Counter Clockwise in air
  • R – rotate Clockwise in air
  • Space – jump

Since I have to like, sleep, I’m only hosting this for about 15 minutes. Invite all your friends! Find ALL the bugs! Get the legendary “undefined” flip!

(it’s over :'()

People keep making these for me

Posted by (twitter: @RHY3756547)
Saturday, December 6th, 2014 3:22 pm

Having a lot of fun with this!

Snowmen Snowboarding EP 3

Posted by (twitter: @RHY3756547)
Saturday, December 6th, 2014 2:59 pm

Particle testing

sick jumps

initial jump tests

It would probably be a little more interesting if I could input while using this capture thing.

More snowboarding snowmen

Posted by (twitter: @RHY3756547)
Saturday, December 6th, 2014 12:53 pm

literally no regrets

Collision engine is pretty much complete, now I just need to implement the actual gameplay, particles, graphics and multiplayer hooks. This level will probably make it into the game.

Snowman on snowboard simulator 2014

Posted by (twitter: @RHY3756547)
Saturday, December 6th, 2014 10:46 am

gr8

As you can see, everything is working perfectly.

Low Battery 2: Electric Boogaloo Gameplay Video

Posted by (twitter: @RHY3756547)
Tuesday, September 2nd, 2014 9:17 am

Since more than a few people had problems getting past the first or second level in my game, I decided to post a video of the full game played through with no deaths. I did keep one in though, because it was hilarious. 😉 Should be useful for people who don’t want to spend forever becoming mega pros to see the whole thing!

You can check out the post mortem here if you’re interested in how I accidentally made a sequel to my LD27 game, or if you haven’t tried playing the game yet you can have a go here!

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