About axcho (twitter: @axcho)

I like making awesome things.

Entries

 
MiniLD 40
 
Ludum Dare 25
 
Ludum Dare 24
 
Ludum Dare 22

axcho's Trophies

Archive for the ‘LD #24’ Category

100% FITNESS!

Posted by (twitter: @axcho)
Thursday, September 13th, 2012 12:28 am

Just to show you that it’s possible. 😉

I’ve been playing and rating games again (64 in total, so far). Here’s mine if you haven’t rated it yet…

Edit the level while playing!

Posted by (twitter: @axcho)
Thursday, September 6th, 2012 9:33 pm

I added a quick debug feature to the post-competition version of Ninjural Selection – now you can edit the level as you play!

Hold down the space bar and a cursor will appear – you can drag to draw and erase tiles.

I added this in so I can experiment with level layout quickly, and hopefully figure out what sort of arrangement works best for this gameplay. It will be tricky – as I’ve written about here – but hopefully it will be possible.

Eventually I’d like to get some procedural level generation going! :)

Oh, and if you haven’t rated the game yet, you can do so here! 😉

Ninjural Selection music available!

Posted by (twitter: @axcho)
Wednesday, September 5th, 2012 12:22 pm

Just a quick note to say that SineRider has just released a chiptune album that includes the music for my LD24 game Ninjural Selection!

You can get it here: Bleepy Bloopy EP – Ninjural Selection

Enjoy! :)

Now with a goal… kinda

Posted by (twitter: @axcho)
Monday, September 3rd, 2012 5:28 pm

Thank you all so much for all the feedback you’ve given me on Ninjural Selection! :)

By far the most common complaint has been the lack of a goal. So that’s what I’m giving you now!

Play the updated version of Ninjural Selection!

Now there is a randomly generated “goal” invader, which you must try to get the actual invaders to look like. The game keeps track of the current “best” invader, the one that most closely matches the goal, and shows you how close it matches (for example, 75%) and highlights it with a spotlight.

There’s not much strategy – just find the best invader, pound eggs out of it in the hopes of mutating something even better, and kill the others to make room for them.

With the current invader size (8×8) it takes a long time to actually reach 100% of the goal. And right now, nothing happens when you reach it, other than a congratulatory message. But my plan is to have multiple randomly generated levels, where the invaders start small and get bigger with each level you complete.

The game is still far from done! We’ll see if this goal can be made fun. It would certainly help if the environment was laid out better, and if it were easier to kill invaders that you choose and make eggs for the invaders you choose. I’ll probably have to adjust the way shooting works and how the invaders separate from each other, among other things…

Let me know if you have any ideas. Suggestions are welcome! 😀

In the spotlight

Posted by (twitter: @axcho)
Tuesday, August 28th, 2012 2:46 am

I’ve been busy playing and rating games (42 so far, to be exact) but I also went ahead and made a small addition to the post-competition version of Ninjural Selection – a spotlight! That way you can see where you are. And the punch and kick animations should stand out a little bit better too. :)

More updates coming – I just wanted to try this out really quick.

If you haven’t rated Ninjural Selection yet, here’s your chance to do it right now! 😀

Time to play!

Posted by (twitter: @axcho)
Monday, August 27th, 2012 7:24 pm

Well, that’s it for the Ludum Dare version of Ninjural Selection! 😀

I didn’t have time to add sound effects or *ahem* any sort of goal or progression, but it’s still a fun little playground. :) You can rate it here.

I’ll keep working on an updated version, which you can find here.

I guess it’s time to play and rate some games! See you around… 😉

Here’s the upshot

Posted by (twitter: @axcho)
Monday, August 27th, 2012 6:18 pm

I finally let go of my “left and right arrow keys only” purity and adding aiming up and down with the up and down arrow keys. 😛 It’s fun! I think for this game, optional complexity is totally fine. You don’t have to shoot up or down if you don’t want to…

Ninjural Selection playable playground

Posted by (twitter: @axcho)
Monday, August 27th, 2012 8:32 am

So, the awesomely named Ninjural Selection is now playable here.

You know, like natural selection, only “ninjural”, because it’s selection by a super awesome ninja of death (that’s you). Kind of like Thor, with his two-ended hammer of life and death, you have two attacks of life and death. Shooting from afar with your gun brings death. But when you kick and punch an invader from close up, you hit so ninjurally that you hit eggs out of it, which hatch into new life.

It kind of works. The main issue is that the line between fun and frustration is very dependent on the particular level layout, and I haven’t yet figured out the sweet spot. Right now there’s just one predefined environment (though eventually I would like to have them procedurally generated) which gets the idea across, but could be better.

The tricky thing is that there are several layers of consideration, and an environment has to do well by all of them in order to be fun. First of all, the invaders move like Goombas, like marbles or water flowing perpetually down. The way the platforms direct this stream and funnel it is key to how you experience the environment. Secondly, the environment is also a means for you to navigate the space with your ninja-like abilities of running, jumping, wall-sliding, and wall-jumping. Platforms have to have enough vertical space to allow for big jumps, but close enough to jump from one to another above. And you want enough vertical surface for wall-jumping. Lastly, the environment is also a means for lining up shots with your gun. A long, flat horizontal platform is where you’ll find a lot of invaders bunched up together. If there is another platform at the same height, it is easy to stand on that platform and pick off invaders as you choose, or take the whole row out with one charged shot. But if not, you have to awkwardly jump, or go to trickier locations where invaders fall too quickly to get a good shot at them.

Anyway. Something to dream about, maybe. I mean, literally – I haven’t slept all night. 😛 I think it’s time to take a break, before I can do any more damage…

Later! I’ll be back.

FlxScript returns for tutorial duty

Posted by (twitter: @axcho)
Monday, August 27th, 2012 6:16 am

Wow, I really did stay up all night. The sun is coming out already… :(

Anyway, I added a title screen, and a nifty little tutorial in the background thanks to the awesomeness of FlxScript, making its second appearance as an extra after its starring role in The Love Letter. :)

Also added music courtesy of SineRider… But of course you can’t hear it in the screen shot. 😛

I guess I might as well submit a build. The level design could really use some work – I just kind of scribbled it out – but maybe that can wait…

Eggs are for kicking

Posted by (twitter: @axcho)
Monday, August 27th, 2012 4:11 am

I made it so when you punch or kick invaders, they turn into little eggs, which then hatch all together, each one a slightly mutated clone of the one you kicked. They’re a lot more fun to kick now, since they’re small and they don’t get trapped by the platforms. Invader eggs fly pretty far when you kick them. 😛

I think the basic invader interaction is finally solid. What’s next? Maybe goals and scoring, maybe sound.

It looks like I am staying up all night, hmm…

Parallax makes everything better too

Posted by (twitter: @axcho)
Monday, August 27th, 2012 1:30 am

Not too much more, but I wanted to post a screen shot of the new parallax-y background. Feels so much more like a world this way. :)

Particles make everything better

Posted by (twitter: @axcho)
Monday, August 27th, 2012 12:22 am

Particles are awesome. It’s amazing how much better it feels to shoot an invader when it explodes into a pile of little dots. :)

Wow, I’m still awake working on this? Yep, and I still have to get up to go to my real job tomorrow…

This is fun, though – I haven’t worked on a game like this since The Love Letter. :)

I don’t think I’ll be finished to my satisfaction, even for the jam. I’d have to stay up all night or skip work tomorrow, and that’s not going to happen.

I’ll post a build soon. I’m just finalizing what I have so far…

Invader evolution activated

Posted by (twitter: @axcho)
Sunday, August 26th, 2012 7:40 pm

Yeah, so I didn’t make the competition deadline. I guess I’ll still go for the jam. Maybe that means I could get someone else to make the music. 😛

Anyway, as you can see, there are actual space invaders to interact with now. No goals implemented yet, but messing with the invaders isn’t fun yet either, so I’m working on fixing that up first. Shooting needs to be a lot easier – right now you can only shoot when you are standing still, and you can’t fire very quickly, so it’s annoying. Really I should make this feel like Cave Story – that would be fun.

And you can punch and kick the invaders to replicate them (and send them flying). Death and reproduction, the two most important tools in evolution’s inventory.

Oh, also, I have an awesome, terrible name for this game, but I will wait until I finish it before I unveil it to you all. :)

Shoot!

Posted by (twitter: @axcho)
Sunday, August 26th, 2012 2:20 pm

Shooting is in, yay. There are two bullet types – a small one, and a big charged shot that goes through enemies, which you can see in the above screen shot. If only there were actually enemies to shoot…

Also, “Shoot, there are only a few hours left in the competition!” :(

Awesome platformer engine… complete!

Posted by (twitter: @axcho)
Sunday, August 26th, 2012 12:08 pm

I spent the morning coding up this awesome platformer engine in Flixel! 😀 It’s got the best platformer controls I’ve made yet, with variable-height jumping, wall sliding, wall jumping, and even punching and kicking. No shooting yet, but that can wait. :)

If this were Friday night, that would be great, and I could go to sleep ready to start coding the actual game on Saturday. However, it’s Sunday at noon and I have less than five hours to go…

Animating is hard…

Posted by (twitter: @axcho)
Sunday, August 26th, 2012 1:42 am

I’d never really done any sprite animations before, so this took me a really long time. Walk cycles are hard…

But yay, I’ve got animations for running, jumping, sliding, blocking, punching, kicking, and shooting. All thanks to the awesome Pickle editor. Because I could see the animations looping over and over again while I edited them, I could use trial and error and ended up coming up with some pretty nice stuff. You’d never guess by just looking at a still frame.

Maybe I should start writing some actual code about now? 😛

[cache: storing page]