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Has Beaten SnakeFormer And Lived To Tell The Tale
Awarded by TobiasW
on May 18, 2014

ripatti's Archive

LD34 Growing Sakura – Results

Posted by (twitter: @ripattisoftware)
Monday, January 4th, 2016 10:08 pm

result

Not bad! But is my minimalist pixel art so ugly? =__=

g12

BTW, I’m making Growing Sakura (commercial) remake and I need help of composer to do music/sounds for that. Tweet me please if you are a composer and you are interested or write something in comments.

Also play Growing Sakura if you still didn’t!

LD34 Growing Sakura – Lunix Build and Itch.io

Posted by (twitter: @ripattisoftware)
Friday, December 18th, 2015 3:59 pm

Just made Linux builds of my puzzle game Growing Sakura (rate it!) and created the game page on Itch.io.

g12

Sometimes you are very close to solution, but the last cell is too difficult to cover…

LD34 Growing Sakura – Day2 Progress

Posted by (twitter: @ripattisoftware)
Sunday, December 13th, 2015 10:03 pm

Finished on the last minutes and submitted about 15 minutes before end of the Submission Hour.

Play the game here

s4

In the last hour I’ve finished all 40 levels. I’m not sure about quality of the last ones. I know it’s possible to solve all of them and the last ones should be incredible hard, but I don’t know how much hard they are because I had no time to solve them. But I’ve verified that they have solutions by my beautiful Sakura solver.

s5

Clicking the “?” button sends you to the help page. Also I’ve added a few sounds (I tried to do them in japanese style, but looks like they are actualy in chinese style) and saving the progress in the save-file. Sorry, it saves only which levels were solved, not solutions. It also forgets about your solution when you leave the current level.

s1

Yet another thing: the game mechanics allow multiple root buds. The levels are most enjoyable to play (and not so enjoyable for my solver).

Again, you can play Growing Sakura here

LD34 Growing Sakura – Day1.5 Progress

Posted by (twitter: @ripattisoftware)
Sunday, December 13th, 2015 10:51 am

I’ve written C++ solver, which quickly solves most of the the Growing Sakura puzzles. Not all: some of them require more than 2Gb of memory (I’m lazy to compile it as 64-bit application) and a few minutes to iterate over all possibilities. And it happens already on 5x5x5 hexagolal field (up to 61 free cells). I used this solver to quickly check if it’s ever possible to solve a level and to count number of its unique solutions. The puzzle from the previous post has exactly 47 different solutions. Yet another example:

solver

On the picture you can see that the solver spent 7 seconds for about 700 thousand moves to check all possibilities and found an unique solution. The last weird line is short representation of the level, which the game can parse.

Also I’ve made a menu, words on the buttons were replaced by pictograms.

g11

Designed 17 puzzles. 23 puzzles to do. But I have 10 hours only…

LD34 Growing Sakura – Day1 Progress

Posted by (twitter: @ripattisoftware)
Saturday, December 12th, 2015 1:10 pm

Experiments showed, the puzzle sometimes is difficult. For example, looks like the following puzzle has unique solution (upd: no, there are at least two solutions, but both of them are not trivial):

g10

Short info about rules: click on a bud by the left mouse button makes “Y” fork and click on it by the right mouse button makes “I” fork. It doesn’t create branches if it’s impossible (hint: clicking on buds in right order is very important). The goal is to cover all the cells.

You can see, I tried to visualize it in japanese “sakura” style.

I implemented all mechanics of the game (“Undo” button too). Work for the tommorow: make a menu, design as many puzzles as possible, sound, music, and polishing.

LD34 A Growing Puzzle?

Posted by (twitter: @ripattisoftware)
Saturday, December 12th, 2015 7:08 am

Hope not so bad idea at all. And I have no sense how difficult it can be.

g9

Also I control it using two mouse buttons only.

LD34 I’m in

Posted by (twitter: @ripattisoftware)
Friday, December 11th, 2015 12:48 pm

Just copy my standard text about my standard toolset

Language: C++, my base code can be found here.

IDE: Visual Studio 2008 Express Edition.

Libraries: FLTK, OpenGL, OpenAL, mpg123.

For GFX: MSPaint, Gimp.

For SFX: PXTone, sfxr/Bfxr.

Possible I’ll use Tiled Editor and Bosca Seoil.

Hope the theme will be interesting.

I’m in, again

Posted by (twitter: @ripattisoftware)
Friday, August 21st, 2015 3:02 pm

My standard tool set

Language: C++, my base code can be found here.

IDE: Visual Studio 2008 Express Edition.

Libraries: FLTK, OpenGL, OpenAL, mpg123.

For GFX: MSPaint, Gimp.

For SFX: PXTone, sfxr/Bfxr.

Possible I’ll use Tiled Editor and Bosca Seoil.

Hope the theme will be interesting.

LD32 Submitted

Posted by (twitter: @ripattisoftware)
Sunday, April 19th, 2015 8:54 pm

Well, I’ve done something playable. Moreover, it’s enjoyable!

You are a fireman turned on road full of zombies.
Mount your fire hose to hydrants and defense yourself by water jets!

fvsz2

Play and rate here.

Sorry, no sound. When I’ve done crazy “Brains!” sounds by microphone, I’ve discovered that they are in WMA and when I’ve converted them into WAV, my sound engine couldn’t load it because of wrong format (dunno what it doesn’t like, Winamp can play it). The last half of hour to fix that – and unfortunately fail.

LD32 Progress

Posted by (twitter: @ripattisoftware)
Sunday, April 19th, 2015 3:47 pm

Too bad I had not so many time for this Ludum Dare.

Anyway, I’ve created some prototype. It’s game about Fireman who fights against zombies using… water jet.

fvsz1

I think it will be only survival mode with some bonuses like: more power to the water jet, longer fire hose, more water in the fire hydrants, etc. Well, I have 4 hours to implement it.

I’m in!

Posted by (twitter: @ripattisoftware)
Wednesday, April 15th, 2015 9:27 am

I’ll use my standard tool set

Language: C++, my base code can be found here.

IDE: Visual Studio 2008 Express Edition.

Libraries: FLTK, OpenGL, OpenAL, mpg123.

For GFX: MSPaint, Gimp.

For SFX: PXTone, sfxr/Bfxr.

Possible I’ll use Tiled Editor and Bosca Seoil.

Also it’s possible (depending on the theme) I’ll drop all this and will use JS+HTML5+Canvas and will write all code from scratch. Unfortunately I’ll be a bit busy this weekend (because of really unexpected events), so this 48 hour compo actually will be 8-10 hours compo for me. But I hope I’ll have enough of time to make something minimalistic.

 

BTW, I’ve really improved my game from LD31 The Legend of Adlez: Knil’s Adventure. There is a small gameplay video:

Ludum Dare page of the game is here.

LD31 The Legend of Adlez: Knil’s Adventure v0.8

Posted by (twitter: @ripattisoftware)
Monday, April 13th, 2015 10:22 pm

Hi there!

I released v0.8 of my game which prototype was made for LD31.

It’s still far from finished state, but I just want to post info about it before LD32.

The Legend of Adlez: Knil’s Adventure is small Zelda clone, entire game is on one screen.

s2 s3 s4

What I’ve made in v0.8:
– All 3 temples and all core questchains
– Combat system, a lot of monsters
– Saving the game
– Smooth fading of the screen, a few effects
– Fog of the war, now you cannot see unexplored areas
– Added Music. It’s ripped from anime OSTs of *monigatari and No Game No Life
– More funny dialogues
– A lot of bugfixes

Download and play here

LD31 Day3 Progress

Posted by (twitter: @ripattisoftware)
Monday, December 8th, 2014 10:06 pm

Submitted the archive on the last minutes. Spent so many time for setting true initial state of the game (I changed it for testing to don’t walk from the beginning).

So, there is a small Zelda clone. Unfortunately it’s not finished, but playable enough. A cool dialogue-quest system is implemented and 2 temples of 3 are finished (you know – dungeons, keys, doors, switches, etc…). The 3rd temple is designed but I had no time to implement one interesting game mechanics and quest-chain to reach this temple. Maybe I’ll finish all that I planned as post compo version.

A few big gifs (click to see in full size):

loa_big2

loa_big3

loa_big4

Play and rate it here!

Small hint: if the game window is too small for your display or you cannot force your eyes to see small details – use Q to scale “gameplay” window.

LD31 Day2 Progress

Posted by (twitter: @ripattisoftware)
Sunday, December 7th, 2014 6:24 pm

Goodbye Compo, Hello Jam!

It was not enough of time for me to finish my grandiose game, so I’m taking an extra day.

Today I have implemented:

– Moving with passable checks

– Teleporting between game areas

– Characters and dialogue system

A few gifs of the current progress:

loa1

loa2

loa3Dunno why gifs are accelerated… In the game it’s a bit slower.

LD31 Day1.5 Progress

Posted by (twitter: @ripattisoftware)
Sunday, December 7th, 2014 5:42 am

Finished the world map, 99% of sprites are done.

mapx2Now about 13 hours for coding nonstop…

LD31 Day1 Progress

Posted by (twitter: @ripattisoftware)
Saturday, December 6th, 2014 1:08 pm

I’m inspired by this:

And this:

The idea is to draw on the screen whole world map and move over it small window with the current gameplay.

For the first day I have drawn about 70% of the world map from scratch using Paint, Adobe Kuler and Tiled Map Editor. Remaining 30% is not so long to do because almost all tiles are ready now.

mapxAs you can see, I’m going to make really compact Zelda clone. Still no one line of code, but I hope I’ll have time to finish it tomorrow because I have retained only a few game mechanics from the original Zelda. In the worst case I’ll finish it during Jam.

Now I’m going to sleep… Good night!

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