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Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 26

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Cheap Peripherals – Day 1 Recap

Posted by
Saturday, December 6th, 2014 8:53 pm

Well, in what seems like the blink of an eye the first day of the Ludum Dare is over. Here’s a quick recap of what has happened today in regards to my game:

Starting Area

Starting Area

  • My partner in crime had to bail due to unfortunate real-life circumstances
  • I spent a lot of time on IRC
  • I’ve got the starting area done, as well as object interactions, player movement, and collisions (after several hours of fighting with the code)
  • I’ve implemented a system to easily add walls/platforms/etc
  • I’ve implemented the main mechanic (screen dimming)

What still needs to be done tomorrow:

  • –Definitely finished–
  • Enemies & Death/Respawn system
  • Level design
  • Win condition
  • –Hopefully finished–
  • More artwork (background, walls+platforms, enemies, redo player sprite, etc)
  • Sound effects + Music
  • Polish

Overall, I’m in pretty good shape. I wasted more time than I should have, but what’s left is certainly doable in a day. I foresee nothing that may prevent me from finishing in time!

The current build is available for download, any and all feedback is welcomed! https://dl.dropboxusercontent.com/u/34790952/Cheap%20Peripherals.jar

Controls:

A+D/Left+Right – Move Left/Right

W/Up – Jump

Q – Action Key (also temporarily exit button from the Platformer menu because the visual button isn’t working, mysteriously)

 

Good night and good luck,

TheMaster99

My Game Idea

Posted by
Friday, December 5th, 2014 7:57 pm

Okay, so after a lot of thought I think I’ve decided on an idea that I like.

 

Basically, the player wakes up in his room, and can explore it as much as he wants, with interactables (doors,closet,etc), which just pop up a text box explaining that it’s too early to leave the room/the closet is empty/etc. There is a computer on a desk which proves to be the only interactable object that actually does something meaningful – when you activate it the camera zooms in on the monitor, and you start playing a platformer. I haven’t decided on anything specific about the platformer itself yet, that will come with time. Anyways, it plays as you’d expect a platformer to play, except there is a catch. To say that your monitor is “cheap” would be an understatement, and it regularly dims out to the point that you can’t see anything. Fortunately, you can fix this by whacking the monitor a few times, but you have to stop playing the game for a short while to do this. Meanwhile, the game continues to play in the background, not paused. You have to plan according to when your monitor will dim, and leave yourself in a suitably safe location while you fix it. If you die while AFK you must restart, as well as when you die in-game (obviously). When you finish the game, the camera returns to the room where you discover that it is now morning, and your mother is yelling at you from downstairs to come down for breakfast. *Cue fade to black*

 

I probably won’t do any work tonight, and will start early in the morning tomorrow. Any comments/feedback are welcomed, and appreciated!

 

Good luck everyone,

TheMaster99

Umbra Machina – Post Mortem

Posted by
Tuesday, August 27th, 2013 3:21 pm

Hey guys, TheMaster99 here, bringing my post mortem for my 2nd Ludum Dare entry into the Jam. Let’s get right into it, shall we?

 

The Good

  • I came up with a very good (IMO) idea for the theme. We actually came up with ideas for the 2 most popular themes (10 Seconds and Death is Useful) before voting was over, so we wouldn’t have to waste any time brainstorming.
  • The programming went (relatively) smoothly, didn’t encounter many bugs that took much time to squash.
  • Finished (excluding a few things that either I forgot to add or wish I added in hindsight) in time. That’s always a good thing, right?
  • Learned about the ‘for each’ (Don’t know how I managed to go without knowing about it until know, but eh.)
  • The response, so far, has been quite positive.
  • Made a game I’m proud of.
  • Had a blast!

 

The Bad

  • Graphics artist didn’t have enough time due to school and other things to finish all the art.
  • Didn’t have time to implement enemy/boss special attacks (although in hindsight, the fights are hard enough anyways, so special attacks would probably have made the game impossible, so maybe this isn’t really a bad thing.)
  • Forgot to add a timer to show how much time until the shadow got to the next checkpoint, would have prevented some confusion and would make the game fit the theme a bit better.
  • Didn’t implement any way to restart from the beginning unless you won, which made it possible to get stuck in infinite loss scenarios where you have to re-launch the game to solve.
  • Restarting after victory is bugged (it doesn’t reset you to the beginning, but rather to the last checkpoint prior to the boss fight)
  • Collision detection is imperfect (most of it is due to flaws in the level generation.)
  • Faced a few major bugs that put me behind.

 

Conclusion

Overall, I had a great time. Will definitely be doing many more jams to come!

If you haven’t already, you can play my entry here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20812

Happy gaming!

-TheMaster99

Umbra Machina – Progress So Far

Posted by
Sunday, August 25th, 2013 7:37 am

Hey guys, TheMaster99 here, bringing you a simple overview of the progress of my jam game thus far.

Currently,
*collision is very hackish a bit buggy, not sure if I can fix it currently
*game is in an unwinnable state
*no boss, animations, or sound yet

If you want to see it for yourself (or are willing to test on linux/mac to make sure everything works as intended, in which case, thank you!) then you can download the .zip here:
https://dl.dropboxusercontent.com/u/34790952/Umbra%20Machina%20Public%20Alpha.zip
(i promise there’s no viruses! Really!)

If you come across any issues, ping me on the IRC @ TheMaster99 (or comment down below, you lazy bum.)

-TheMaster99

I’m in!

Posted by
Tuesday, August 20th, 2013 10:28 am

I’ll be participating in my second LD Jam. I’ll be doing the programming, while a few friends will do all art, music, and sound.

 

Language: Java

Library: Slick2D

IDE (if anybody cares): InteliJ Idea

 

Can’t wait to see all the games everyone makes! Good luck to all!

-TheMaster99

Raining Shards – Progress – Near the end of day 2

Posted by
Sunday, April 28th, 2013 1:18 pm

Progress has been pretty good today!

We’re nearing the end of day 2 of the jam, and the game is basically playable. The potato Easter-egg isn’t completed yet, but other than that (and bugs) the game is finished!

Game will definitely be finished in time!

Test build:

32-bit: http://www.mediafire.com/?p494j7w5a84505d
64-bit: http://www.mediafire.com/?cavvl5go9vu4jg7

(if the 64-bit version doesn’t work, try the 32-bit version.)

Feel free to post your high scores in the comments! 😀

-TheMaster99

Raining Shards (Hallelujah!) Progress (Day 1)

Posted by
Saturday, April 27th, 2013 3:49 pm

Surprisingly, this game is going a lot smoother than I expected it to so far.

Raining Shards is a game being made by Team OCLU, specifically Derek, Mike, and I for the Ludum Dare Jam #26. It is a game where “A bunch of random shit was mashed together in order to make a somewhat coherent idea.” -Derek… But seriously, it is a game that is a combination of Asteroids and Breakout (sort-of, but not really) where a cannon in the center of the screen shoots at asteroids that, when shot, break into shards. You control a ‘basket’ at the bottom of the screen, which you collect the shards with. Collecting shards earns you points. You can also get power-ups, such as Potato (secret), Larger basket, Time-warp (slo-mo for all but the basket) and 2x points. The objective is to get the highest score possible, until some currently unknown event happens that ends the game.

So far, I’m having trouble getting the asteroids to spawn shards successfully when they are destroyed – they are initialized, but for some reason they don’t really exist according to the for loop (they are obviously null, because inside the for loop in question it checks if a shard exists, and if so, draws it. They aren’t drawing :c)

How the game looks so far:

Raining Shards (Hallelujah!)

Raining Shards (Hallelujah!)

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