About ZYXer

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ZYXer's Trophies

Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on October 28, 2016
Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on December 1, 2015
Theme - 2nd Place - LD29 (Jam)
Awarded by r2d2upgrade
on May 20, 2014

ZYXer's Archive

My Ludum Dare 38 Wallpaper

Posted by
Thursday, April 20th, 2017 6:23 am

Ludum Dare 38 Wallpaper Preview

I created this logo for our real-world gathering in Zurich, Switzerland. And I thought it would also look great as a wallpaper, so here you go:

3840 × 2160
1920 × 1080
1600 × 900
1440 × 900
1366 × 768

 

My Base Code for LD 38

Posted by
Wednesday, April 19th, 2017 6:43 pm

Once again I will be using my base code that I have built up since LD 26. It is written in JavaScript and can be used to create HTML5/canvas games. You can find the base code on github: https://github.com/ZYXer-/base-code-2d

Features:
– a simple game loop
– mouse/keyboard input processing
– image/sound/webfont preloading

Additional classes for:
– playing sounds (using SoundManager2)
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)
– image processing class to generate 8-bit style graphics
– utility functions for procedural map generation

Since the last compo I have added some new features:
– you can choose whether the canvas should automatically resize to fit the browser window and whether the content should be scaled
– class for objects with basic physics (position, velocity, acceleration)
– a text object that gives you more functionality than the standard fillText() function.

I also did some major refactoring, putting all demo functionality into a separate class.

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

My Base Code for LD 37

Posted by
Thursday, December 8th, 2016 7:11 pm

Once again I will be using my base code that I have built up since LD 26. It is written in JavaScript and can be used to create HTML5/canvas games. You can find the base code on github: https://github.com/ZYXer-/base-code-2d

Features:
– a simple game loop
– mouse/keyboard input processing
– image/sound preloading

Additional classes for:
– playing sounds (using SoundManager2)
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)
– image processing class to generate 8-bit style graphics

Since the last compo I have made fullscreen mode toggleable (with screenfull.js).

I also added a class with some procedural generation utility functions that can be used for map generation, for example Perlin Noise.

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

My Base Code for LD 36

Posted by
Friday, August 26th, 2016 6:55 pm

Once again I will be using my base code that I have built up since LD 26. It is written in JavaScript and can be used to create HTML5/canvas games. You can find the base code on github: https://github.com/ZYXer-/base-code-2d

Features:
– a simple game loop
– mouse/keyboard input processing
– image/sound preloading

Additional classes for:
– playing sounds (using SoundManager2)
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)
– image processing class to generate 8-bit style graphics

Since the last compo I have added a color class, a vector class and a toggleable function which resizes the canvas to the size of the window.

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

My Base Code for LD 35

Posted by
Thursday, April 14th, 2016 9:10 pm

Once again I will be using my base code that I have built up since LD 26. It is written in JavaScript and can be used to create HTML5/canvas games. You can find the base code on github: https://github.com/ZYXer-/base-code-2d

Features:
– a simple game loop
– mouse/keyboard input processing
– image/sound preloading

Additional classes for:
– playing sounds (using SoundManager2)
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)
– image processing class to generate 8-bit style graphics

Since the last compo I have added fontface preloading, a utility function for parallax backgrounds and a countdown function.

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

Pixel Art Wallpaper for LD35!

Posted by
Tuesday, April 12th, 2016 10:16 pm

I just had a sudden urge to draw some pixel art. So here is my wallpaper for LD35.

ld_wallpaper_preview

If you like it, feel free to use it this weekend:

My Base Code for LD 34

Posted by
Thursday, December 10th, 2015 7:14 pm

Once again I will be using my base code that I have built up since LD 26. It is written in JavaScript and can be used to create HTML5/canvas games. You can find the base code on github: https://github.com/ZYXer-/base-code-2d

Features:
– a simple game loop
– mouse/keyboard input processing
– image/sound preloading

Additional classes for:
– playing sounds (using SoundManager2)
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)
– image processing class to generate 8-bit style graphics

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

Procedural Map Generation for Trouble in Monsterland

Posted by
Monday, August 31st, 2015 4:23 pm

Hi there! I’d like to share with you guys the way I procedurally generate maps in my Jam game “Trouble in Monsterland”. If you haven’t played it yet, you can play it here.

screenshot

So, in the game you have to save the monster princess, who is being held in the human city. The map consists of 96*96 tiles, which I divided into three rows and three columns. This gives me nine areas. As a player you start in the bottom left area and the human city is in the top right area.

generation1

I then divide the map into 5 biomes, assigning a biome to each area. The biomes go like this: Tundra, Swamp, Fields, Desert, Human Town. I randomize the borders between biomes, to achieve more natural-looking transitions (actually, it doesn’t look very natural in the game).

generation2

I then fill the entire map with inaccessible black tiles and start carving out the map features. I start out with a circle for each area. The circle of the start area is about half as big as the others, while the circle of the human city is a bit larger than the others.

generation3

I then superimpose two sine curves to the radius of the circles. Both sine curves have different wavelengths and amplitudes. This gives the circles a more jagged appearance.

generation4

I then connect the nine areas with valleys. These valleys are also just made from superimposed sine curves. I use two curves for the amplitude of the valley and another for the width of the valley.

generation5

Now, I combine the area circles and the valleys to generate a continuous shape, which is fully enclosed (we don’t want players walking off the map, do we?)

generation6

To indicate to the player in which directon he should go, I decided to draw a path from the start point to the human city. This was the hardest part. I tried different approaches, which often lead to a path which illegally crossed inaccessible land or just looked artificial. So finally decided to distribute random waypoints along the future path.

generation7

I then use the A* pathfinding algorithm to connect these waypoints to finish the path.

generation8

After that, I just randomly fill the remaining area with bushes, trees and stones.

generation9

Finally, to make the transition between accessible and inaccessible (“black”) tiles more appealing, I added two one-tile-wide borders of rocks around the entire map. So this is the final result:

generation10

I hope this wasn’t too boring. :)

If you haven’t played my game yet, feel free to do so here.

My Base Code for LD 33

Posted by
Friday, August 21st, 2015 6:09 pm

Once again I will be using my base code that I have built up since LD 26. It is written in JavaScript and can be used to create HTML5/canvas games. You can find the base code on github: https://github.com/ZYXer-/base-code-2d

Features:
– a simple game loop
– mouse/keyboard input processing
– image/sound preloading

Additional classes for:
– playing sounds (using SoundManager2)
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)

Since the last compo I’ve added a image processing class, which lets you generate pixelated textures (for 8-bit style graphics) and isometric projections.

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

My Base Code for LD 32

Posted by
Friday, April 17th, 2015 7:20 pm

Once again I will be using my base code that I have built up since LD 26. It is written in JavaScript and can be used to create HTML5/canvas games. You can find the base code on github: https://github.com/ZYXer-/base-code-2d

Features:
– a simple game loop
– mouse/keyboard input processing
– image/sound preloading

Additional classes for:
– playing sounds (using SoundManager2)
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

My Base Code for LD 31

Posted by
Friday, December 5th, 2014 7:48 am

Once again I will be using my base code that I have built up since LD 26. The base code is identical to the one I used for LD 30. It is written in JavaScript and can be used to create HTML5/canvas games. You can find the base code on github: https://github.com/ZYXer-/ludum-dare-base-code

Features:
– a simple game loop
– mouse/keyboard input processing
– image/sound preloading

Additional classes for:
– playing sounds (using SoundManager2)
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)
– synchronization with server (see below) including a simple login & sign up screen

My base code also includes a simple server (written in PHP), which could be used to synchronize things like highscores, but which is definitely not suitable for a real-time online game.

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

My Base Code for LD 30

Posted by
Thursday, August 21st, 2014 2:22 pm

Once again I will be using my base code that I have built up since LD 26. Except for an additional timer class, the base code is identical to the one I used for LD 29. It is written in JavaScript and can be used to create HTML5/canvas games. You can find the base code on github: https://github.com/ZYXer-/ludum-dare-base-code

Features:
– a simple game loop (now with an integrated timer)
– mouse/keyboard input processing
– image/sound preloading

Additional classes for:
– playing sounds (using SoundManager2)
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)
– synchronization with server (see below) including a simple login & sign up screen

My base code also includes a simple server (written in PHP), which could be used to synchronize things like highscores, but which is definitely not suitable for a real-time online game.

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

My Base Code for LD 29

Posted by
Thursday, April 24th, 2014 3:49 pm

For LD 29 I once again intend to use the base code I already used during LD 28. In the last few days I have polished the base code a bit and integrated a few additional classes. To adhere to the Compo rules I would like to remind you all that my base code can be found on github: https://github.com/ZYXer-/ludum-dare-base-code

My base code is a simple game engine which I originally created during LD 26 and LD 27. It is written in JavaScript and can be used to create HTML5/canvas games.

Features:
– a basic game loop
– mouse/keyboard input processing
– image/sound preloading (I’ve significantly improved this)

Additional classes:
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)

Newly added classes:
– playing sounds (using SoundManager2)
– client for synchronization with server (see below) including a simple login & sign up screen.

I have also added a simple server (written in PHP), which could be used to synchronize some stuff, but which is definitely not suitable for a real-time online game.

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please – like always – report any bugs 😉

My base code

Posted by
Tuesday, December 10th, 2013 6:12 pm

During LD 26 and 27 I spent too much time coding a simple game engine from scratch, wasting precious hours I could have used for the game logic. So over the warmup weekend I took the time to put together my base code that I intend to use for my LD 28 game. It is JavaScript code using HTML5/canvas and is basically an improved combination of the game engines I wrote during LD 26 and LD 27.

To adhere to the Compo rules and to give you all the possibility to use my code as well, I have pushed my base code to github: https://github.com/ZYXer-/ludum-dare-base-code

The base code consists of:
– a basic game loop
– mouse/keyboard input processing
– image preloading

I’ve also included some of my personal libraries for:
– loading and displaying PNG fonts
– particle systems
– pathfinding (using A*)

I’m distributing the code under the GPL2 license, so feel free to use any part of it for your own project. And please report any bugs 😉

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