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Closing day 1

Posted by
Saturday, April 18th, 2015 8:28 pm

Although I did a bit of work on Friday, it wasn’t very much,  so I’ll lump it in with today.  Powered by endless youtube music and tons of tea, I made a ton of progress today.  I had some successes, and some failures.  For one, making what seemed like a simple palette swap turned out to be a HUGE pain.  Not only that, but I have accidentally made it so that any more of said palette swapping will be insanely difficult.  So my next enemies will not be of the human variety.  Gameplay gif time!

gameplay 1 resize

I’ve now added our good friend, the CDC!  They charge directly for the player, and spray a deadly foam that deals heavy damage.  The next enemy may be one of those purifying robots (the ones that use light to clean rooms).

As far as the actual game play goes, it’s bare bones.  Without a score system and game over or game win (which will probably never happen), and even without endless gameplay (as enemies do not yet spawn on their own), I still don’t really have a “game”.  Once I work in a spawning system, I will probably call it a night.  Thankfully, aside from sound and music design, the entire game is almost ready for the last polish and publish.

Enemies, Effects, and oh so much more!

Posted by
Saturday, April 18th, 2015 2:08 pm

This is turning out better than past ld’s have, as my work is now coming down to more grind-y code.  Of course, these patients won’t be the only enemies, expect to see some visits from your favorite government officers in the final game.  Also, I will add variations of the patient sprite, but doing so takes a lot of time.

The program GraphicsGale has saved me a ton of time, and once I got familiarized using it (first time with this tool), life became so much easier.  What I used to dread above all else in the art department, animation, has now become so much more of a simple art.  Thank god there are still programmers who release free tools.  I might buy the full version for no other reason than that it’s so good.

Anyway, here’s some gameplay!

enemies and effects

As you can see, the unconventional weapon is prescription pills!  I’m planning on having numerous effects that can happen, although the only fully animated one is a baby effect.  Also, one hit K.O.’s are a little bit silly, even for the most basic enemy, so they will likely take 2 or 3 pills to get things going.

I really need to program an actual environment for the game to happen in, as well as add arcade elements, like score, but other than that things are going smoothly.

Animations and a character!

Posted by
Saturday, April 18th, 2015 8:54 am

I already have my idea down, and most of the project planned.  I only did about an hour of work yesterday so right now I don’t have very much, although I do have some very nice looking animations for my main character.

animationtest

(it won’t autoplay; click it to see the animation)

However, a really funny glitch happens if I don’t have an animation.  My little guy doesn’t have an up animation, so he just start’s spinning, which looks hilarious.  I almost want to keep it in.  I’ll find a way.

(see if you can guess the unconventional weapon!)

Nearly Done

Posted by
Sunday, April 27th, 2014 11:32 am

After my last LD which was completely botched, I’m honestly really excited to finish this.  All of hte core mechanics are in place, level design is there, there’s a tutorial, menu system, sound fx, art, all I need is more content.ld29 2

As you can see, there are coins, hearts, and even spike traps.

ld29 3

The goal is to knock off each of the 4 pins holding the “surface” up.

ld29 4

The levels are picked randomly from a batch, so the game never ends.  They are going to be selected based on your progress, so that the game gets progressively harder.

 

It’s technically a game

Posted by
Saturday, April 26th, 2014 12:17 pm

4 26 14 ld29 1

 

Halfway through the first day, I ate some Stupid Wings (remember that episode of Man vs Food?  Yeah, Adam wasn’t putting on a show.  3 hours later, my mouth still hurts).

I have a game, you pull up 4 pins and the paper falls, then you do it again.  Exciting, I know.  I’ve got a lot to do, but I’m glad the core mechanic is present.  I also love the paper effect going on, looks exactly like I wanted it to.

 

In

Posted by
Friday, April 25th, 2014 5:37 pm

Gettin pretty hype.  I’m going to have some food, tea, and wine ready for when the theme is announced.  I don’t have any engines set up, so I’ll have to put everything from scratch.

Language : Java

IDE : Eclipse

Graphics : Paint.net

Sound : SFXR

Music (maybe) : milkytracker

Good luck to everyone, and may the odds ever be in your favor.

That Feeling…

Posted by
Saturday, December 14th, 2013 8:38 am

… when your program works and you just feel so great because you worked forever for it to work.

I gots that feel right now.

The level generation is a bit crude, and needs work, but I can finally start working on the key game mechanics!

screenshot 3

Dungeon Crawler?

Posted by
Saturday, December 14th, 2013 6:56 am

I’ve now got a solid idea for a dungeon crawler entry!  This is the tile rendering so far – almost done, just need to fix some areas.  The map is currently just a random number generator, although every tile is actually an entity with it’s own properties.  The dark gray is the unsightly floor texture right now.

screenshot 2

Isn’t it beautiful?

Posted by
Friday, December 13th, 2013 8:34 pm

Just gorgeous

screenshot 1

 

This was just an input test to allow me to control test.png.  I’ve also got test.wav working, which rapes the eardrums with a painful bleep, reassuring me that in fact, my input and output both work.  It’s all double-buffered and running smoothly, however my idea crunching isn’t going so well.

I’m mostly thinking along the lines of colonization or space travel.

I’m in!

Posted by
Friday, December 13th, 2013 1:06 pm

Third Ludum Dare, really hype for the event!  I don’t like the themes this round, but that’s okay, they are all workable with.

Tools:

Lang – Java

IDE – Eclipse

Graphics – Paint.NET

Sound – SFXR

Music (maybe?) – Pixtone

I hope to see some great games made this weekend!!!

Time Wizard : a story of result

Posted by
Wednesday, September 18th, 2013 3:28 am

titlescreen

My game, Time Wizard, is something I’m legitimately proud to have in my portfolio.  This game, made in 48 hours, reflects my skill very well.  It shows my strengths and weaknesses as a programmer.  Because of this, I know what I should embrace in my games, and what I need to improve.

View my results here : http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=6412

I almost broke top 100 with my theme usage.  I also got pretty close with fun, which makes me very happy.  This being my second Ludum Dare, I’m just glad to have a playable entry that people enjoy.

I hope your entries went well, and see you next LD!

 

Time Wizard: Another Post Mortem

Posted by
Wednesday, August 28th, 2013 9:58 am

This has been my second LD and I’m very glad things went so well.  My last LD ( #25 ) was so horrible it couldn’t even play and I didn’t get ranked at all.  This time around things went incredibly well.  Here, I’m going to break down what good and bad happened.

titlescreen

The Good:

1) Getting a platform engine set up.  I had a solid engine in the first 3 hours of the LD and that was good for a number of reasons.  First of all I had an idea of the direction of the game.  It cut down on the number of ideas I had to sift through to get the right one.  Second, I could start making the game immediately.  This meant also that I could get a better idea of what my game was going to be.

2) Deciding on time warps.  The other major idea I had was having a platformer gauntlet where you had to get to a checkpoint in 10 seconds, then get to the next.  When I woke up on day 2, I realized my idea for having 10 seconds to do a level, but having the ability to warp back ( essentially a poor man’s Braid ) was far superior both in level design possibilities and in general innovation and creativity.

3) Utilizing streams to get playtesting.  I was often on dvcolgan’s stream, which meant I could talk to 50 + people.  This meant I could upload my game continuously and see what I needed to change.  I got suggestions that ultimately improved my game a lot, such as a suggestion to rename “respawn” to “warp” which made the main game mechanic far less confusing.

4) Having a final boss.  This was probably my best decision, even though it cost me 10 hours that I could’ve spent on more levels.  I was planning on finishing the game by just having a room with the Golden Scepter on  platform, but having a final boss changed a lot.  This meant the game ended with a challenge, that added a level of meaning to getting the Golden Scepter.

5) Spending monday off the computer.  By the time I had uploaded my game, I was practically seeing the world in lines of code and numbers.  By monday, I was almost content with never seeing a computer again.  So I took monday to walk, read a book, spend some time with my family, and away from this damned machine.  Very good idea.

The Bad:

1) Hacking in the boss.  I’m pretty sure the way I did it halved the games performance.  I was running 200 fps before the boss, but once I implemented him and hacked in a terrible lever system to accommodate for the fight, it ran 100 fps even when you weren’t fighting the boss.  I’m sure if I just created a separate entity for the lever instead of hacking the block class to do what I wanted, and made a simple boolean to check if I was in the boss room, then the game would have performed fine.  Instead I ended up losing tons of frames to a hackjob that made the game run like crap.

2) Being sick.  I had no control over this but my cold really did cut down on the quality as I ended up spending a lot of time sleeping and medicating myself.

3) Cookie Clicker.  I wasted so much time on that dumb game.  In fact, as I type this, I have it open in one of my tabs.  It is pretty much the death of productivity, so tinkering around with it made me lose so much time.  I bet I could have had 20 levels instead of 15 if I had never played it.

So that’s the good and the bad.  If you want to play Time Wizard, just click this link : http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=6412

Game complete! Maybe

Posted by
Sunday, August 25th, 2013 1:15 pm

The game is almost finish!  So close!  The screenshot below is the final boss, shooting lightning!

screenshot11

 

The appropriately named “green wizard” holds the Golden Scepter – your objective!  After defeating him:

screenshot12

 

Ah, so pretty!  Also -200 points because of hacks.

screenshot13

 

I win?  YEAH!

I’m going to add more to the background, and I will add a “final score” box, but besides that, it seems I’m done!

End of Day 1… I’m happy!

Posted by
Saturday, August 24th, 2013 10:54 pm

screenshot8

I now have an official title, and a title screen.  The game is called “Time Wizard”, where you play as, guess what, a time wizard.  For most of today, I was screwing around with streams yet at the same time I managed to get a lot done.

screenshot9

This screenshot just shows the scoreboard, and the “Time’s up!” screen.  Also you can spot my chibi wizard.  I was having a hard time drawing him right, so I said “when in doubt, chibi out”.  It worked.

screenshot10

Also death is a thing!  Death is only different from Time Up by the fact that death does not give the option of respawning, and thus forces you to restart the level.  Also I have added sound to the game, as many as I could think of that were necessary.

I am going to be spending tomorrow mostly adding polish, fixing that damn clipping error when flipping levers, and maybe adding sparkly effects to the wizard 😀

Also if you want to play the demo, its up at http://zzforrestgames.weebly.com/ludum-dare-27.html.

Quite a few screenshots

Posted by
Saturday, August 24th, 2013 12:42 pm

Wow!  This game is going great!  All of the key elements are there, the game is pretty stable, and it’s fun!

screenshot4Here we have pretty basic lever flipping, flipping the lever with get rid of the green blocks.

screenshot5

Aww, times up!  I didn’t finish the level!  What do I do?

Press x!  Instead of completely restarting the level (R), it just sends you back to the beginning so you can finish your quest!

screenshot6You can die now!  Yes, that red spinny thingy is an enemy.

screenshot7

Also particle effects!  I still need to fix the fact that the player is jittery, though I think it has something to do with it’s acceleration.  I also need to add tons of polish to the game, a title screen, make some actual art, make some more levels (there are 10 at the moment) and I’d be done.  This is the product of approximately 9 hours of work, and given the amount of time I have left before submission, I am decently sure that I can do this.

 

 

 

 

Moar progress!!!!

Posted by
Saturday, August 24th, 2013 9:21 am

I think I’m doing really well!  I’ve already got a stable engine (that I’m going to optimize really soon), a gameplay mechanic, and a level editor (using Buffered Images and paint.net!).  I’m not sure if my idea is the most “original” per se but it is really interesting to work with and plays pretty well.  Here’s some screenshots!

screenshot2

 

Also I have a time up screen!  You might be able to figure out the mechanic from this shot:

screenshot3

 

Good luck fellow LDers, because I think you have some competition >:D

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