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Minor progress..

Posted by
Saturday, December 17th, 2011 4:12 am

My snake game now has some obstacles..

Not sure if the red “kill blocks” are actually even needed.. I could make the snake start as a long one and the red doubt starts creeping from the tail and if it reaches the head, the game ends. And when the snake is “cleared”, part of it would disappear, making the snake shorter and hopefully the game harder. I think I’m going to have to try it. :)

Snakey steps..

Posted by
Saturday, December 17th, 2011 2:50 am

Getting started.. Processing.js is looking like a good rapid prototype system and I’m feeling confident at the moment that I’ll get something done (if not today, then tomorrow). I took some example code from the processing.js site and started hacking on top of that. Here’s a current WIP screenshot:

The name of the game is “Friendship Snake”. The current goal is to have some stationary non-threatening blockers, some moving kill blockers and some “englightenment” areas. The goal is to guide the red snake of doubt and self loathing into the enlightenment areas which will convert the pieces of the snake that hit into green “friendship” pieces. Once the whole snake is converted, then it’s grown a bit and a new doubt sets in. Will have to see if this initial concept hold or not. :)


Morning up..

Posted by
Saturday, December 17th, 2011 1:46 am

Good morning everyone!

Couldn’t sleep much as I was a bit scared on what the theme would be. Also I’m celebrating my birthday today (the Real Date is next monday) so that will pretty much eat up the whole LD time :). But still going to see if I can get something up. At least the theme is something I can live with. Plenty of ideas, though most of them would require an artist and some carefulness into getting the mood just right. As I probably have something like 3 hours to make something, gotta go a lot simpler.

Tech wise I’m planning on trying out Processing.js for the first time ever and it seems like the site is full of useful little code snippets which should allow me to get a game up & running in record time. Hopefully. 😀

Good luck everyone and remember to have fun!

Starting up, maybe

Posted by
Friday, April 29th, 2011 9:23 pm

Bah, couldn’t sleep. Too hot. So decided to check out if LD is offering anything compelling. Not really liking the theme as all ideas that come to mind would require 15 people and a year or two. :) But perhaps I’ll figure something out.. Good luck everyone!

Posted by
Saturday, August 21st, 2010 1:00 pm

Finally got my entry ready and got it submitted. Even made some simple sounds with sfxr. The idea indeed was a bit simpler than initially I thought, but at least I got it done with all my extra time constraints.. :) Good luck to those of you still making your games!

See the entry here.

Playable state

Posted by
Saturday, August 21st, 2010 10:27 am

Got my game already up to a playable state. I simplified the concept a bit. Now all the enemies are suicide bombers, just wanting to bomb you. You can mind control a single enemy at a time and run that into another one and then both of them explode. Simple but feels like it somehow works (as there’s two things to do, keyboard for dodging into a good place and mouse for controlling the enemies). I’ll try to add the “extra stuff” now, such as a menu screen, saving hiscore and so on. At least I’ve completed then something =).


First progress

Posted by
Saturday, August 21st, 2010 6:13 am

Progressing nicely.. Got my “characters” drawing and basic frame loop somewhat set up. If things keep up, I can keep to my schedule. :) The name of the game I’m working on is “Psi Keepers”. In the game there will be enemy units that move closely towards the player and shoot rarely. If the player gets hit by a bullet or hits an enemy, it’s game over. The player controls a single character that can move and use psi powers. Moving will be with the keyboard (WASD or arrows) and psi powers will be with the mouse. With the psi powers the player can capture one or more enemy units (a circular are which will be where the posession will happen). The captured units will move towards the mouse cursor and shoot rapidly. These bullets will not harm the player but will harm other non-controlled enemy units. So in essence, you use your awesome psi powers to make the enemies shoot each other. No idea how well this idea holds up, but lets see.. :)


Starting up

Posted by
Saturday, August 21st, 2010 4:54 am

Really tight on time as got guests visiting us this weekend and so. So I’ll probably try to make a “few hour” entry. Will mean I’ll probably go for C# and .NET 3.5 or something like that. I do like the theme at least a bit. Got some idea I’m comfortable I’d be able to whip up fairly fast.. Good luck everyone!

Dare Islands is complete!

Posted by
Sunday, April 25th, 2010 12:09 pm

Phew, finally made it. I know there’s still plenty of time left but felt better not to crunch too much this time. I’m relatively happy with how the game turned out. There was some initial friction with choosing the tools and idea but I think F# and fluid simulation both worked well together. The game requires only .NET 3.5 Framework and nothing else (the used F# libraries are linked into the exe).

See the entry here. See the my site for the project here.

Here’s a final screenshot:


Just about done..

Posted by
Sunday, April 25th, 2010 10:49 am


Just about done.. I think I’ll skip making any sounds/music this time (so the game should work well in office setting as well).. I added “bubbles” that flow with the stream (the little dots). They help to visualize the fluid behavior a lot. I added lives and scoring and also a startup menu screen (not shown here). The hiscore is saved to the registry. So I’m pretty much there, or really close.

I think I might spent a few moments seeing if I can optimize some of the rendering code. For example, the fluid bitmap is updated every frame. With Bitmap.SetPixel for every pixel. :) So things like that may be a bit of a performance overhead.. Not sure if I’ll bother but we’ll see. Then there’s the packaging and uploading to do.

Good morning

Posted by
Sunday, April 25th, 2010 6:46 am

Good “morning” all.. Had a decent nights sleep, sat around doing nothing, then went out and bought tons of more Beef Jerky and Dr Pepper. :) Going to fix something to eat and then try to finish the game. For some reasons the Sunday is always harder than the Saturday. But as I knew that beforehand, I tried to do as much as I could yesterday..

Boats and goals

Posted by
Saturday, April 24th, 2010 5:28 pm


Again lots of progress.. Now there actually are two types of boats, reds and greens and 2 goal areas on the right. If the boat hits the correct goal area, the goal flashes bright. Otherwise it will flash dark. There is also a spawn system which will spawn more and more boats. Also tweaked the fluid dynamics and boat moving. Now the boats stop if they would hit something and also they try to steer away from close-by islands. So the boats act a lot better gameplay -wise.

Testing the game, it’s kinda interesting how the mechanics work. If you close off a section completely, because there is little/no fluid flow there, the boats will move a lot more erratically (currently there is a minimum speed for their movement but not sure if there really needs to be). So you need to keep the fluid flowing in order to guide the boats.

Not much to go in order to have a fully functioning game, btw. Just counting the score and lives left, menu screens and some instructions.. Then there is the question of sounds and such. But feeling pretty positive over-all. I think I’ll stop development on this for tonight and continue tomorrow.

Island creating done

Posted by
Saturday, April 24th, 2010 1:27 pm


More progress, yay! Now the islands can be painted and removed with the mouse (left button paints, right button removes). The fluids automatically adjust themselves to flow around the islands. Seems like the boats can still hit into them too easily, so I’ll have to fix that probably somehow.. One idea I had was to make the boats indestructible, but impose a time limit on how long they are alive. So if a player isolates the boats, they will still perish after some time. Would probably add more strategy as well so I think I’ll try that.

Also tweaked the fluid look a little better. The first image was from the fluid density, this one is from the fluid velocity. The whole system started acting a lot better once I added a bit of dampening in it. So far I’m quite happy with how well it works.

Next, colored boats and goal zones..

Dare Islands first progress

Posted by
Saturday, April 24th, 2010 10:46 am


Finally some progress.. My experience with F# has been relatively smooth and I’ve been making good progress. What I have up now is a fluid simulator and on top of the fluid I can drop “boats” (those dots in the image) and they will float with the fluid. The fluid simulation is a fast implementation of the Lattice Boltzmann Methods (LBM) and it seems to work relatively well here.

The goal of the game will be that there are 2 colors of boats, red and blue. The boats start from the left and the fluid will push them to the right. There will be 2 goal areas, one for red, one for blue. Any crashed boat or boat that enters the wrong goal area will substract one “life”. Lose too many and it’s game over. What the player does, is that the player can grow and shrink islands (so the obstacles in this image are only for testing the fluid dynamics). By growing the islands correctly, the player can the steer the boats to their destination.

This is the best idea I could come up with (spent hours in thinking) and I’m sure there will be tens of games like this in this LD17. Oh well, can’t win ’em all in originality.. :-)

Got an idea

Posted by
Saturday, April 24th, 2010 6:18 am

Got an idea, finally.. Been dabbling with F# and SlimDX in the mean time. I ported the simple SlimDX triangle example from C# to F#. Shortly thereafter I decided to ditch SlimDX completely; 3D just takes too much time to make properly. So I’m now working with F# and WinForms and normal .NET 3.5 runtime should be enough in the end. It will be interesting to see how well the game runs as I’m planning on doing some fluid dynamics and stuff.. :)

Stocking up

Posted by
Saturday, April 24th, 2010 3:34 am

I’ve been trying to get an idea.. The only thing that rolls in the mind is some sort of heightfield. No idea about what the game would be, though.. Better start coding and see what lies ahead. I think I’ll go the F#/SlimDX route. As part of preparing, just went to the store and bought 3 liters of Dr Pepper, pistachios, some candy and beef jerky (hot cajun flavor). Also ran a daily World of Warcraft heroic instance, just to set the mood.. =) Better warm up the compilers, then.. :)

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