About supermaximo93 (twitter: @supermaximo93)

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Ludum Dare 27
 
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Decisions, decisions…

Posted by (twitter: @supermaximo93)
Tuesday, December 11th, 2012 3:21 pm

So I’ve decided against using Ruby/Chingu. So that leaves AS3/Flixel…

But I’ve stumbled across Impact, a HTML5 Canvas game library. I’ve always been a bit skeptical about using HTML5 and Javascript for serious game development, but admittedly I hadn’t really looked into it for a long while. But looking at recent examples… I’m very impressed.

As a web developer I work with Javascript every day, so being able to make half-decent games with it would be great. It would also mean that I can implement, for example, online leaderboards and game saves, extremely easily. I know this is easily possible with other languages and frameworks out there, but being able to use Javascript and Ruby/Rails on the server side makes it trivial for me. (I’ve probably just stated the obvious for you HTML5 game dev buffs out there… but oh well)

So, back to Impact. It costs about £60 ($99 to be exact) for a licence, so I bought the Kindle version of ‘Introducing HTML5 Game Development’ (which is based on Impact) for £6 to see if it’s something I’d like. It’s only 103 pages and I’ve got most of the way through already, but from what I can gather from this book, Impact looks brilliant!

So right now, it’s a toss up between AS3/Flixel and JS/Impact. And I think Impact is winning…

I’m in once again!

Posted by (twitter: @supermaximo93)
Monday, December 10th, 2012 3:37 pm

Hey everyone! This is my third LD (first time went pretty badly, second time was a Jam and went pretty well!).

It’s been quite a while since the last time I made a game so I’m looking forward to this LD! Getting a job as a programmer isn’t conductive to game programming in your free time… There’s only so much you can take! But this weekend I’m making an exception.

Tools:

Language: AS3

IDE: FlashDevelop

Libraries: Flixel

Graphics: No idea

Audio: FL Studio

I’ll no doubt need to do some AS3 and Flixel revision on Friday… But as I write this, Chingu (a Ruby game dev library) has caught my attention… Interesting… Let’s hope if I end up using it I don’t get screwed by the Ruby garbage collector. We’ll see.

I also want to try and get more involved in the community this time… More posts to come!

Gravity Cat… Thing

Posted by (twitter: @supermaximo93)
Tuesday, December 20th, 2011 5:11 am

Whew, my jam entry is complete and uploaded! (I got it in 20 seconds before the time ran out, heh)

My idea for my game was that you are gravity flipping forest creature (which we call the ‘Gravity Cat Thing’, or ‘Mike’), which wants to be alone. Unfortunately, Evil Dr Cuddles wants to give Mike love and attention, so Mike runs and gravity flips away! Gameplay wise, the game was supposed to be a cross between Canabalt and VVVVVV, with bosses thrown in for good measure.

During the first 2 and a half days of the jam, I chugged along with the coding rather slowly (I couldn’t get into those ‘zone’ moments, y’know?), maybe because I was unfamiliar with Flixel as I’d picked it up only a day or two before the start. The game was originally supposed to involve jumping over gaps in the floor, and you were also supposed to be able to run up walls as well. The levels were also randomly generated. But I couldn’t work out how to get the level to constantly generate new content without heavy stuttering every couple of seconds. Generating the content was fine, but Flixel would take a long time putting the content into a tilemap. And to top it off the code was a horrible mess because I was rushing and everything was getting more and more difficult. I did get a boss done though :)

So then it got to 2:30pm (GMT) on the last day of the jam, with less than 12 hours to go, and I got so frustrated with the whole thing that I decided to start again, but instead of having holes in the floor just have obstacles that are randomly thrown in front of you. After each themed ‘stage’ you’re faced with a boss and then you go to the next one. Once you get through all four you’re thrown back into the first again, and the cycle continues. This time, there character is stationary and objects fly towards you rather than the other way round, which meant the tilemap could just be a static block above and below you. I recycled the old boss and added another boss which was basically a rehash of the first but it shot different bullets (I really didn’t have time to do anything different!).

Here’s a screenshot of the new version, in the forest stage:

As you can see, there’s polishing that needs to be done that I just didn’t have time for. I also need to balance the difficulty (it’s quite hard at the moment), make obstacles easier to see, and also add the other bosses (there were supposed to be four, at the moment there’s two. The other bosses have been drawn, they just need coding). I also want to add a feature that was in the old version where there are rings/hoops scattered about, and if you jump through them you get bonus points. I’ll be making an enhanced post-LD version for sure.

Also a big thanks to Ben for doing an amazing job with the art. There’s still a lot of it that didn’t make it into this version of the game, and I’m really grateful for what he’s done. He also did the music for the game. If you want to hear more of his music, check out his SoundCloud page: http://soundcloud.com/dosage

Oh yeah, and here’s a link to the game:

http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=4920

I’d really, really appreciate any comments, criticisms, and ideas!

 

 

 

 

Go away Evil Dr Cuddles!

Posted by (twitter: @supermaximo93)
Saturday, December 17th, 2011 10:01 am

Mike just wants to be alone!

Evil Dr Cuddles

Ben working hard on the art

Posted by (twitter: @supermaximo93)
Saturday, December 17th, 2011 8:58 am

Ben working on art

My workspace

Posted by (twitter: @supermaximo93)
Friday, December 16th, 2011 11:28 am

 

as is customary

SuperMaximo93 workspace

As for the Poliwhirls, I found them in my loft and never put them back :)

 

 

 

This should’ve been in my previous post but…

Posted by (twitter: @supermaximo93)
Thursday, December 15th, 2011 11:08 am

We’re in (the jam)!

SuperMaximo93 LD22 We're In

Thanks for the drawing Ben!

I’m in!

Posted by (twitter: @supermaximo93)
Wednesday, December 14th, 2011 10:54 am

I’m in once again!

Last LD was quite hellish, due to large portions of my time spent coding tile and level loading systems rather than actually making the game. Coupled with me helping redecorate my bedroom in the same weekend… Yeah. After I finished my game I then proceeded to spend three days trying to get the damn thing to compile in Windows (I made the game in Linux), and then more time writing new shaders so the game would run on older hardware, but it still wouldn’t run on hardware that didn’t support OpenGL 3.0+ due to a flaw in my tile rendering system!

So, yeah. I’m not doing that again. It was my first LD and it was still fun, but at the same time quite horrible. I’ve decided that when it comes to making a game as fast as possible, using C++, SDL and OpenGL is not a good idea. Sure, I could probably do it quicker now this time, and cross-compiling is no longer a pain for me, but using those tools would still be unnecessary effort.

This time around, I’ll be using Flash with Flixel. I haven’t used it that much before; I used it for the first time yesterday, in fact, but it seems pretty damn simple and intuitive! I’ve got a day off school on Friday so I’ll be spending that day just getting a firm grasp with it. Best of all, it’ll be cross platform without any extra effort! Yay! I was originally intending to use Game Maker, but with Flash you just click a link in a web browser, and bam, it’s there!

I’ll be participating in the jam, as I’ll be working with a friend who’s going to do the artwork (hand drawn!) and music for the game. He (‘he’ being Ben) has a SoundCloud page here: http://soundcloud.com/dosage. He’s also doing the artwork and music for my main project, Station 6, a puzzle platformer (I have a devlog here: http://supermaximo.com/) </shameless plug>

And I think that’s all I have to say. Tool list:

Language: ActionScript 3

IDE: FlashDevelop

Graphics: Hand drawn by Ben

Audio: Dunno what software Ben uses, but it’s probably pretty good

Code libraries: Flixel

Development OS: Windows in a virtual machine, running on Ubuntu 11.04

Cake? Yes.

 

And now I leave you with Ben’s gentleman spider eye!

Gentleman Spider Eye

It *finally* works in Windows!

Posted by (twitter: @supermaximo93)
Wednesday, August 24th, 2011 4:23 pm

Well, I finally got my entry, Fred the Astro-Miner, compiled for Windows! It was such a pain! I tried Visual Studio, but after spending hours modifying my (valid) C++ code so it was happy and finally compiled .o files, it refused to link. Hours later, it linked. And it didn’t work. I threw more hours of work into it and then I got a window to appear! Yay! But it always segfaulted at startup, no matter what I did -_-

Then I thought,”Why don’t I use Eclipse and G++, like I do in Linux?”. So many more hours later, after compiling GLEW from source and remembering to use Mingw libs instead of VS ones (!!!) I got it to work! Then much jumping around my room screaming with excitement ensued (I’m not joking. I was that happy). I didn’t need to modify my code at all by the way, except for replacing gl.h includes with glew.h. I’m pretty happy with that!

So you can check out my entry here, now in Windows!

http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4920

I survived my first Ludum Dare!

Posted by (twitter: @supermaximo93)
Monday, August 22nd, 2011 7:33 am

Yay! XD

My entry, Fred the Astro-Miner is here: http://www.ludumdare.com/compo/ludum-dare-21/?uid=4920

You play as an astronaut who’s stuck in the middle of an asteroid, being chased by the giant alien that lives in the centre. You need to run away as fast as possible while trying to mine as much metal as you can!

I was quite busy this weekend, so I’m really happy with what I was able to get done in the time! The game is extremely short, as I intended for there to be more levels (there’s only one, and each level is split up into twelve small stages). There’s also a couple of bugs. I’ll probably keep working on the game though, especially if it gets some positive comments, introducing better graphics and more block types for more interesting, puzzle style gameplay.

Enjoy! =)

P.S. I’ll get a Windows executable up soon! At the moment it’s Linux only

I’m in!

Posted by (twitter: @supermaximo93)
Friday, August 12th, 2011 12:41 pm

Hey all,

I’m Max and I’m a 17 year old from England who kinda lives near London. This is my first Ludum Dare, and to be honest I’ve only heard about this recently, some I’m not quite sure what to expect! But it should be fun, I hope! Better stock up on the tea and chocolate Hobnobs

I’m going to be using C++, SDL and OpenGL with my game library I’ve been developing, which is open source and on my Github account here:

https://github.com/supermaximo93/SuperMaximo_GameLibrary

I’m hoping to make a 2D retro game for a change (although it depends on the theme), so for assets I’ll be using some chiptune VSTs in FL Studio and some sort of Ubuntu equivalent to MS paint (or how about Gimp? =P).

See you around!

 

 

 

 

 

 

 

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