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Score added, so it’s now a game, right?

Posted by
Sunday, August 28th, 2016 12:57 pm

The game’s really starting to come together. Starting to fill out the screen more so it looks a little less barren. Also added a gameover screen, which is a newspaper report of how you did. Along with that we’ve added a score, you get points based on how many prisoners escape and how many don’t. It’s not in yet, but there’ll also probably be a highscore added, because I’m personally competitive like that…

Screen10 Screen09Screen11 Screen12






Also changed the mattress colour. After seeing the picture in the previous post, I realised it needed to be changed!

End of placeholders

Posted by
Sunday, August 28th, 2016 6:26 am

After a good sleep, we’re now starting to swap out the placeholder art for actual art. It’s interesting the immediate effect it has when playing, feels a lot more convincing as a game.

Screen07 Screen06

End of Day 1

Posted by
Saturday, August 27th, 2016 7:49 pm

So off for sleep.
Progress seems to be going well, we can send an unlimited number of prisoners over the wall. We’ve a time limit added in so some form of gameplay is starting to take shape, instead of it just being a toy box. We seem to have a good direction. It slightly changed from before due to how it played when we got our prototype together. It’s more fun to catapult people longer distances. So now, instead of escaping a no-name prison, you’re trying to escape Alcatraz, by catapulting people across the water. And that also gave us our title: Escape Alcatraz.

Hoping to have the game “done” by the end of tomorrow. Then if we’ve time, we’ll polish on Monday.


Posted by
Saturday, August 27th, 2016 1:39 pm

Got back to the game and added in a rudimentary catapult.
You can load the basin with an object (such as the mattress and/or prisoner); pull back and release, firing them off. It’s already starting to look great (for me – I’m happy with how it’s turning out)



Posted by
Saturday, August 27th, 2016 6:13 am

Damn, Unity makes prototyping easy.

It was so quick and simple to put together a ragdoll with no prior experience (albeit, a simple model without bones or skinning).

Screen03 Screen02Now to start making it so that I can actually throw my new toys!

Call the chiropractor

Posted by
Saturday, August 27th, 2016 5:17 am

So my ragdoll progress is going really well, I’ve got (floating – because it’s easier to animate) hands connected spot on. They’re moving exactly as I had hoped!
The head though… Well I might have set it up wrong… I cannot say with confidence that no NPC was harmed in the making of this game.

Screen01_SkullyBIf it’s a bit confusing from the placeholder art, the top circle is the head, the bigger one the body and then at the bottom are drooping hands.

Start of ragdoll attempt

Posted by
Saturday, August 27th, 2016 4:49 am

Got my placeholder art pieces and added 2D physics to them. Fun running the game and watching them all fall about the place.
Now to try to join them up to make them into a ragdoll

First Steps

First Steps

I had used box 2D a few years back to create a physics driven game, but I hadn’t really worked with physics much in Unity3D.
It was only in the last game that I worked on that I realised it had joints, and how useful those could be.

So my plan is to create some spring joints joining theĀ appendages to the body. Then I’m hoping to run the game and see the person fall in true ragdoll fashion!

Unplanned join

Posted by
Saturday, August 27th, 2016 3:40 am

Had a quick look at the theme and decided to join, when originally no plan.
I’ll work with my partner to make a prison escape game using the tried and true method of a catapult!

You’ll need to get the people over the wall by moving it into place, first firing a mattress over and then yourself, trying to land on the mattress before you can be home free. There will be a set amount of prisoners and you’ll need to try to help as many as possible escape.

Or at least, that’s the plan. We’ll see how it goes as I’m hoping to put in some form of ragdoll physics and I’ve not done that before.


Posted by
Sunday, August 25th, 2013 5:55 pm

And ready to collapse.

With 5 hours sleep total during the 48 hour competition as well as an exhausting skydive and other distractions. I am quite pleased with what I managed to come out with.

I set out to challenge myself with this compo. Having a couple of ideas for games based on the theme lead me to try and make a mini collection of games. Certainly for myself, it was no mean feat to create not only 3 separate mini games but also the framework that combines them.

I was pleased initially at the pace I had; I managed to get the basic gameplay for two of the games down by the start of the second day. Although I was working through the night on it. I’m also impressed I managed to work for so long none stop; besides grabbing food and relieving myself, I was working solid from about 11pm on Saturday to 1.20am on Monday. I am rather worn out after it all.

It was most fun, naturally, when everything was going well. However, as I stated in an earlier post, as soon as the timer passed the comfort of an additional day value being displayed, I realised I was short on time. I worked bloody hard trying to get my platformer to work. It took ages but I thought I managed to get my platforms to work, I had a system in place that would move them around dynamically when changing levels – it would’ve been cool. But I then quickly learnt that the platforms did not in fact work. With 3 hours left, I didn’t have enough time to work through it, let alone actually create the levels. I had to think fast.

I decided to alter the gameplay. The concept was the same: you have to collect an object within 10 seconds and they’ll get harder to get as you collect more. However, instead of a intricate set of platforms, the player will fly about using a jetpack (similar to the game helicopter, or more recently jetpack joyride) although with the ability to strafe. I also wanted to add in obstacles that stop you flying straight for the objects (and thus make it harder to collect within the time). Unfortunately the obstacles were one of the things I wasn’t able to implement in time.

I also really wanted to get some sounds in, no just because that’s a whole category I’ve thrown away, but also because I had an idea for some of the sounds that would’ve enhanced the humour of the game. I also wanted to do a more dedicated pass on the art, not just touching up the art I currently have, but also add more details. I’m a sucker for details, so it’s upsetting knowing where I could’ve improved upon it. The most blindingly obvious vacancy are the clouds in the skydiving game. It just looks so sparse.

On the plus side, I have had moments of genuine fun playing the games. Given the haste that it was created, I was happy that there’s some fun to be had with the final game that I made too. It’s a shame however that I also didn’t have time to implement the save feature. It’s simply the addition of reading/writing from/to a text file to remember the scores. Still, when playing through the different games the cross score feature is quite good.

At the end of it, I’m glad that I returned to do another Ludum Dare, it’s a great way to motivate yourself to actually do something and highlights that you can create something in a short span of time.

Disaster has struck

Posted by
Sunday, August 25th, 2013 2:44 pm

Unfortunately, as value time creeps away, my third game has been a disaster. The collision and platforming just plane doesn’t work.
I think I’m going to make a last minute change to make it simpler but I’m not sure if I’ll be able to finish.

I’m pretty gutted as the game was beginning to take shape when I started finishing up the other mini games

2 mini games all but done

Posted by
Sunday, August 25th, 2013 7:48 am

I’m reasonably happy with how two of my mini games have turned out. They’re short but sweet.

I kinda want to add clouds to the sky diving mini game, but with 10 hours left, I need to get this third one cracked out!

Fingers crossed.

More game-like by the hour

Posted by
Sunday, August 25th, 2013 1:15 am

But I’ve only 16 left…

I’ve tidied up the menu slightly, lining up the UI and making the background prettier:







The game titles are meant to draw your curiosity so you’ll try them out.
I’m aiming for 3, hopefully more depending how it goes. Currently I’m sitting on 2 semi-complete mini games.

A sneak peak of the second game below. The basic concept is that you have to search rooms to find something within 10 seconds.


the 99p phenomenon

Posted by
Saturday, August 24th, 2013 10:06 pm

When I saw there was still 1day+ a part of me felt like it was totally possible to finish my game to a standard I’d be happy with.
Now that I see “19 hours” I’m not so confident.

Having said that, my second mini game is coming along quite well. It’s certainly going to be a tight one.

Only had 5 hours sleep currently, trying to work out whether it’s worth going for a few more hours kip or to brave it til the end.

Procrastinating from making a game

Posted by
Saturday, August 24th, 2013 5:40 pm

By playing said game.

It actually not bad for a 10 second game.

my current best is pulling my chute at 9.992 seconds which comes to a score of








I’ll be impressed if anyone can best that šŸ˜‰

Getting close to finishing my skydiving mini game, will then find out how easily I can implement an additional minigame into the framework…

I’ve also now got it so the game remembers the best score, although this is only for as long as the application runs. I should have it saving to a text file by the time submission comes about, hopefully. Though it’s still fun as is.

A long haul

Posted by
Saturday, August 24th, 2013 4:39 pm

Well not had a post for a bit as I was hard at work making functionality for the multiple games.

I have a base class with bare functionality that can be called. I also moved a lot of code about trying to find the “nicest” methodology for the game. I mainly moved the selecting and creation of games from the application to the menu system. This is because not only was I passing values to the menu system from the game object via the application object, but I also wasn’t doing very much with the game object in the application, certainly nothing that couldn’t be done quicker in the menu system. It also means I now don’t need an array containing each game, I instead hold a pointer and create a game object of the selected type from the heap (and delete the allocated memory upon returning to the game)

This also make the game open up quicker (as before it createdĀ allĀ the games before opening the window, which could lead to players thinking it’s broken. I’m also going to try to look into slapping on a cheeky “LOADING” screen/text so the player knows the game is doing something when loading up a level instead of simply crashing.

I’ve also replaced the keyboard dance idea with a different idea, one which I’ll save for release, I think it’s mildly amusing, if not cheekily immature.

I’m quite happy with the current speed of development as I (hopefully) have a good grounding for creating games on top of the framework. I guess I’ll find out later just how good it is. With only a day left, I’m not sure of my confidence in how many mini games I can put in.

Below is a screenshot of my skydiving mini game as it currently stands. The score, as described in an earlier post, is based on how close to 10 seconds you open your parachute. With a maximum of 10000 points (if you get 10 seconds dead on) it’s actually rather tricky to get a good score, I’m feeling pretty good about it. The score is currently linear to when you pull your cord but I’m considering making it exponential. It depends on what I do with the overall scoring system.

More placeholder art, looking leagues better

More placeholder art, looking leagues better


My body is clearly game

Posted by
Saturday, August 24th, 2013 2:59 am

Only had about 5 hours sleep yet woke up feeling surprisingly fresh. Will undoubtedly crash out some point later, but for now I’m cracking on. I’ve got more functionality on my menu to select different games and highlight them. In the past I did this by writing out every possible selected menu (repeating the text but making one line highlighted). Fortunately, I’ve improved it to not be so wasteful.

I’ve also created the basis for the games. I’ve a base class that has pure virtual methods for the update and draw so that each inheriting game class will define it’s own update and draw. I’ve also got a delayed start so that I can display an intro (explaining what the game is and how to play) as well as an interface for passing the score to the menu (and through that UI) system


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