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Progress Report 1

Posted by
Saturday, August 20th, 2011 9:33 am

Short status report, then right back to work.

I seem to have most basic stuff working in my engine now. I was a bit unprepared, so I had to spend almost 4 hours on getting a really good collision detection, but thats finally done now.

So I have sprites with collision detection. I can create and load maps from a very simple level editor. Scrolling works correct. I have a spriteManager that spawns the correct objects at the correct place (the diamond).

Time to start on the game play =)

Entering LD21 with modified PushButton Engine

Posted by
Friday, August 19th, 2011 7:25 am

Hey everyone. I’m joining LD for the second time, hoping for a better result than last time when I didn’t manage to finish my entry.

I’m feeling a little bit unprepared. I have decided to go with PushButton Engine as game engine since I really like its component based setup, but I’ve only been reading up on it for about a week… =/

I’ve also noticed a few things I didn’t really like with it. It has no support for tilemaps and tiled backgrounds. And it relies on box2d for physics – which I really don’t like. Also, I have noticed that the framerate was a bit jerky.

So I have been modifying the engine a bit. The processManager uses a Timer instead of EnterFrame wich gave a much better impression. And I have been adding my own custom components for reading, rendering and scrolling a tilemap. Its not as perfect/polished/finished as I wish it would be, but its a hell of a start. So as the rules says: here is the modified library, with an example (built with FlashDevelop). Don’t hesitate to contact me (do it through comments on this post plz) if you have any questions about it.

http://www.salomonsson.se/ld21/PBE_modified.zip

Sorry for just making it a zip-file. When its a bit more reliable I’ll probably put it on GitHub.

Tools I plan to use:

IDE: FlashDevelop (miiiight use flash cs5 for animated cutscenes)

Library: My modified version of PushButton Engine (see the rant above)

GFX: Photoshop

Music/SFX: Don’t know. Probably nothing. If I do I might just sing a song (or whistle) in a microphone 😉

 

 

Here is a screenshot of my test-app. Animated dude and tiled background. Source code included in zip file above.

Basic concept done – time to start on engine

Posted by
Saturday, April 30th, 2011 12:54 am

Ok, I think I have the basic plot done. It’s time to start writing the engine.

This is my first time working in XNA, so I have no classes or libraries to fall back on. Should have started on something earlier, like spritemanager… yea yea. The whole idea of the competition is to start from scratch anyway =)

I’m gonna go with semi-isometric 3d (kind of like golden axe), and since I’m terrible at graphics I’m going to go with the rough Paint-style (which I find very charming). Early concept below. You won’t play as a Rabbit though =)

LD20

Posted by
Saturday, April 16th, 2011 6:31 am

Well, there’s a first time for everything, and I’m finally entering LD. Something I’ve been wanting to do for quite some time now.

I will also code my first game in C#/XNA, so it’s a double first time. Being an old flasher, and having experimented for a couple of days, I’m pretty hopeful though =)

Tools:

  • Visual Studio 2010 Express
  • Paint/Photoshop
  • Sound:??? Probably as3 sfxr
  • Frameworks: XNA, don’t know if I will need any other components…

Anyway, I’m really looking forward to this! See you there =)

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