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Archive for the ‘LD #23’ Category

Bug Smashing – 2pm EST

Posted by (twitter: @drwSwitch)
Sunday, April 22nd, 2012 10:58 am

With all of this spare time, I’m working on trying to fix an annoying (but minor bug).

More news soon.


Just like that.

Lunch and Testing – 12 to 1pm EST

Posted by (twitter: @drwSwitch)
Sunday, April 22nd, 2012 9:57 am

Had a lunch with the family, relaxed a little bit.  I’ve got instructions and story in the game right now, and it’s undergoing testing!

I should be submitting the game around 7 or 8pm EST, or earlier assuming nothing to fix.

I weave a tale – 11am EST

Posted by (twitter: @drwSwitch)
Sunday, April 22nd, 2012 8:01 am

I’ve gotten the story segments written up and I think they’re just about set in the game, I just need to test going from each level forward.  Then instructions screen, then TEstINg.

The boy knew what was going to happen, but was powerless to stop it.

I rise once more! 10am – EST

Posted by (twitter: @drwSwitch)
Sunday, April 22nd, 2012 6:49 am

With 11 hours remaining, I have just finished the logic for story mode.  All I should need at this point is to come up with the story slides and string them all togther, then make an instructions screen!

Looking forward to submission!

The long day comes to its close – 2am EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 10:36 pm

Well, I managed to find the bug and crush it, turns out I wrote an infinite loop that I was too tired or stupid to see.  It’s fixed now.

On my plate remaning – story slides (5 of them), story levels (5 of them, basically survival gameplay but with an actual ending), instructions page.

Then I’m done.

It’s pretty sweet knowing that you can go from nothing to a game this complete in just two days.  Rapid development at its finest.

I look forward to seeing what everyone else has as well!

This is troublesome -1am EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 9:50 pm

I’m not sure it’s a memory leak anymore, the hang happens anywhere between 42,000K and 53,000K used, and I have just about everything being created via a recycling method.

Sound is auto-destroyed as well.

I’m looking through my logic again, maybe it’s somewhere in there.

Oops, sprung a leak… 12am – EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 9:05 pm

Sprung a memory leak, in the middle of plugging it up.

I can hear it! – 11pm EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 7:52 pm

I’ve added sound effects, no real visual update…unless you can see sounds, in which case I’ll see what I can do.

Next up is the game over condition management and such, then I’ll figure out how I want to handle story mode, and the instructions screen.

I should be finishing on time!

In light of this, I give you a limerick.

I’d have to say that this is tough / making games in two days is quite rough / but if you stick to it / I’m sure you can do it / so don’t settle for just enough!


Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 6:54 pm

I found a massive bug.


I can’t even recreate it or locate it reliably.

Uh oh.

It gets harder, we promise! – 9pm EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 5:53 pm

I’ve fleshed out the survival mode gameplay more, it now gets harder as you continue to survive waves.  Hopefully it gets hard enough for some of you sadists out there.

The waves of falling debris alternate left and right, and sometimes both sides.  You get a nice warning letting you know which side to worry about as well.

Attention, notification, HEY LISTEN!

Story mode will feature much the same gameplay, though each ‘level’ will be a preset number of waves, and I’m planning short slides of story in between the five levels.  It should be easier than survival mode, and add some character to this Tiny world.

Call the Ghost Busters! – 8pm EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 4:55 pm

I’ve got score working now.  You get 1 point per tick for each villager still alive, and 10 points per piece of junk you knock out of the sky.  Villagers also now release a spirit upon death, it’s spooky and kinda subtle.

Seriously, they'll haunt me like crazy.

Ludum Dinner – 7pm EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 3:49 pm

Nothing new graphically to show off, I’m just refining gameplay at this point.  The drops will spawn on either side of the house, and rarely there will be full island waves.  I’m going to work up a graphical indicator telling you which side you should be on after I get some food.

Why can’t I hold all of these spears?! – 6pm EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 3:11 pm

I added ammo, and a point inside the house for you to regain it at.  You get 5 ammo back per recharge, so you don’t get it all back at once ;o

They're almost like limes.

I felt like making art – 5pm EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 1:53 pm

I spent most of this hour on actual gib graphics, and multiple mechanical objects falling from the sky.  There are screws, nuts, and cogs (not pictured)

And bolts and cogs oh my.

Stargazer – 4pm EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 12:50 pm

I’ve worked up a title screen outlaying each game mode as an option (you hit a number key to select that game mode), as well as a falling star that goes through the sky.  It’s fun :D.

It's pretty, ain't it?

Continue Sharpening…? 3pm EST

Posted by (twitter: @drwSwitch)
Saturday, April 21st, 2012 11:50 am

A little less productive than my 2pm update, as I had to work out kinks with the spear system.  I’ve normalized their speed, fixed up their rotation a bit, and added a custom cursor that shows you the angle at which your spear will go when thrown!

It is your hand of vengeance.

Next up, title and game over screens, and then I’ll start working on the win/loss logic, and scoring.

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