About supermaximo93 (twitter: @supermaximo93)

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Ludum Dare 27
 
Ludum Dare 25
 
Ludum Dare 22
 
Ludum Dare 21

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Awarded by Msquirrel
on December 18, 2012

supermaximo93's Archive

Sky Turkeys Extreme

Posted by (twitter: @supermaximo93)
Sunday, August 25th, 2013 3:58 pm

My game is complete. This is the first time ever that I haven’t submitted the game at the last minute!

Sky Turkeys Extreme is a shmup where you have to score points to beat a target score within 10 seconds. If you beat the score, it goes up and gets harder. The way to get a high score is to get combos by shooting down as many enemies as you can before you die or the time runs out.

Here it is: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=4920

Enjoy!

supermaximo93_ld48_ld27_25_08_2013_23_11

Workspace pic

Posted by (twitter: @supermaximo93)
Friday, August 23rd, 2013 9:46 am

As is customary:

supermaximo93_workspace_ld27

 

That’s an OpenGL reference on the wall, by the way. Not relevant to LD though because I’m using something a bit higher level!

I’m in!

Posted by (twitter: @supermaximo93)
Tuesday, August 20th, 2013 3:14 pm

Hi everyone!

This is my fourth Ludum Dare. Here’s what I’ll be using:

Language: HTML5 and JavaScript or ActionScript 3

Framework: ImpactJS or Flixel

IDE: Sublime Text 3 or FlashDevelop

Graphics: Adobe Illustrator

Music: FL Studio

Sounds: Bfxr

If I decide to use ImpactJS I’ll probably need to do some revision beforehand because I haven’t used it in a while!

Also, I might try to stream this time. My upload speed is usually terrible though, so it might not be possible.

Anyway, good luck and have fun! :)

Airship Infiltration post-compo version!

Posted by (twitter: @supermaximo93)
Tuesday, January 1st, 2013 3:26 pm

After much procrastination, I give you… the post-compo version of Airship Infiltration!

More levels, more puzzles, more ways to trick the patrol guards, more… uh… floor tiles…

Play it here

airship_infiltration_post_compo_supermaximo93

Comments and feedback are much appreciated :)

Airship Infiltration: Post-mortem

Posted by (twitter: @supermaximo93)
Monday, December 17th, 2012 2:26 am

Airship Infiltration is a steampunky game where you have to generically break into a base of some sort (in this case, an airship) and wreak havoc.

You can play the game here!

supermaximo93_screen1

What went right:

  • Engine: Impact JS is a fantastic engine. Really easy to use, powerful and had everything I needed. It’s also really easy to extend if you want to add or change a bit of functionality. The level editor isn’t. perfect but it’s still really useful. So glad I used this instead of Flixel.
  • Gameplay: The gameplay is what I wanted… Nothing more to say. I’m sure there’s more scope for interesting puzzles though, as opposed to just running/hacking/shooting (but it could easily just turn into a Stealth Bastard clone if I’m not careful).
  • Sprites: The sprites look pretty good I think. Admittedly I did have to do some tracing to get the player and guard animations looking nice, but if I didn’t then… Well, they would be terrible 😛
  • Intro/Outro sequences: They’re basic but it’s exactly what I had in my head!

What went wrong:

  • Levels: I didn’t have enough time for levels. The three that are in the game now are very basic.
  • Sprites: They took a long time. The player and guard sprites took nearly an hour each to do. I don’t know how. Also, my tilemaps barely got used. I didn’t have time to flesh out the levels with decent scenery, which is a shame because Impact has a nice parallax background system for backgrounds.
  • Music: When I fired up FL Studio I found out that my chiptune VSTs weren’t there. They were on my old laptop (long gone) instead of my new PC, so I had to find and download them again. Also, I’m not good at making villainous chiptune music (unless it’s disco villainous chiptune music, but that didn’t fit).
  • Pointless features: There’s a ‘Gold’ entity that I coded that you can collect, and then when you die you drop it all. I don’t know why it’s there, and it isn’t even in any of the levels… It’s just dead code.
  • Testing: I didn’t do any testing on other computers. The game is HTML5/Javascript, so it’ll work on all decent browsers, but I don’t know how well it will run… Testing on a high end Macbook isn’t particularly informative.
  • Timing: I wasn’t able to get started until the mid afternoon I had to work right up til the deadline (which was 2AM for me).

I might work on it some more this week – make more levels, fix bugs, polish, etc. Then I’ll post it up for you all to have a look at (but not to rate, obviously!)

I also hope to rate and comment on as many games as possible! The last few times I’ve been slacking – but this time I really want to put in the effort.

Finally submitted!

Posted by (twitter: @supermaximo93)
Sunday, December 16th, 2012 7:10 pm

 

It’s in! It’s nowhere near as done as I’d hoped it would be, but hey, LD isn’t about having a perfect game!

I wish I had more time to do levels… Also, my musical inspiration this evening (well, now it’s the morning) was lacking. Oh well.

You can play the game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=4920

supermaximo93_screen1

I might do a longer post tomorrow… But for now, SLEEP!

 

Okay.

Posted by (twitter: @supermaximo93)
Sunday, December 16th, 2012 4:02 pm

Just under three hours. Everything is done, except for levels and music. Right. C’mon. I can do this.

Day 2 dinner

Posted by (twitter: @supermaximo93)
Sunday, December 16th, 2012 11:06 am

supermaximo93_day2_dinner

Also, I got killed by a guard :(

supermaximo93_day2_1804

For lunch…

Posted by (twitter: @supermaximo93)
Sunday, December 16th, 2012 5:14 am

Yesterday night’s leftovers.

supermaximo93_day2_lunch

In other news, I did some spriting this morning.

supermaximo93_day2_1206

Emergency repairs

Posted by (twitter: @supermaximo93)
Sunday, December 16th, 2012 12:10 am

It’s 7am, I can’t see my screen without leaning towards it, I’m too tired to put on my contact lenses and my glasses are broken… Time for some emergency repairs. *Pulls out sellotape*

supermaximo93_taped_glasses

Day 1 progress

Posted by (twitter: @supermaximo93)
Saturday, December 15th, 2012 5:18 pm

My game is about some villainous dude breaking into a base of some sort, hacking computers and messing things up for some evil plan… All very vague because I haven’t actually decided on the specifics yet 😛

So far it’s still blocks of colour for art, but I’ve got some stuff functional: Player movement/shooting, guards and turrets with some basic AI, power supplies/computers that when destroyed/hacked trigger events, doors that can be opened by these events, explosion particle effects… Some gold (well, that’s what it’s called in the code) which you can collect, and then drop when you die (to be honest I have no idea why that’s even in there).

supermaximo93_day1_end

Tomorrow is going to be all about assets! Graphics, sound, levels (but part of me is thinking that instead of levels, it’s just one massive map and you have to complete all of the objectives), etc. Hopefully I can get it all done in time!

:)

Posted by (twitter: @supermaximo93)
Saturday, December 15th, 2012 1:06 pm

supermaximo93_curry

So it’s been 13.5 hours…

Posted by (twitter: @supermaximo93)
Saturday, December 15th, 2012 8:39 am

And all I have is this XD

supermaximo93_sat_1535

Bear in mind that I’ve been asleep/busy-with-real-life, so… yeah. Full steam ahead!

 

 

I still haven’t started!

Posted by (twitter: @supermaximo93)
Saturday, December 15th, 2012 5:50 am

I haven’t started. I’ve got a vague idea of what game I want to make… But I need to go out soon, which gives me time to think more about the idea… Should be able to get started this afternoon. But before I go, it’s time for lunch:

supermaximo93_steak_pie

My workspace

Posted by (twitter: @supermaximo93)
Thursday, December 13th, 2012 3:50 am

As is customary:

desktop

(The smaller screen is 21″ XD)

Or if I don’t want to be tied to my desk:

supermaximo93_laptop

Or if I’m feeling like a lunatic:

supermaximo93_ipad

 

 

Tools update

Posted by (twitter: @supermaximo93)
Wednesday, December 12th, 2012 11:03 am

So I took the plunge and bought Impact! Bye bye AS3 and Flixel. Here’s an updated tools list:

Languages: Javascript and HTML; Ruby for any server side stuff

Libraries: Impact, Ruby on Rails for any server side stuff

Editor: Sublime Text 2

Graphics: Still no idea, but probably some Paint.NET pixel thing

Audio: FL Studio, Bfxr

 

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