About Hamumu

I AM NEAT!

Entries

Hamumu's Trophies

The Most Games in a Montage Award
Awarded by jolle
on August 20, 2010
The LD to "Chart Topping" Kongregate Award
Awarded by PoV
on March 17, 2010
I Made a TV Show Award
Awarded by PoV
on May 9, 2009
The Awesome Walking on Instructions Award
Awarded by Redbone
on April 20, 2009
The bats are coming out of the ground award
Awarded by Cosine
on April 20, 2009
The Violent Friendly Dog Item
Awarded by demonpants
on December 17, 2008

Ratings

OveFunInnThePolGraAudHumTecEffFooJou
443443432444
555554444445
554554444555
443544432254
432455325455
5334444444
555555453354
554554444555
554555453555
4444444423
5435443554
434543222444
43555455355
44254432455
443434434
555554545544
554454444455
453544354444
544555554555
45454433555
44355443334
54445545555
4544343534
5545544445
4444333334
444444333355
3324344433
4.414.223.674.594.334.073.763.793.384.114.704.61

SteelGolem says ...

sweet game!

fydo says ...

Fun game, good character & humor.
You get extra points for the level editor :)

BenW says ...

Couldn't get high score on one of the levels. Other than that it was great.

DrPetter says ...

Argh. Ham's IRC voodoo hypnosis didn't work (I think) but I'm still sprinkling 5's over this one. The thing I love most is how the little fellow moves - that lurchy acceleration thing is just spot-on. Not too keen on how some levels scale to an uneven pixel ratio causing stretch artifacts, but I can live with it. The explosions are just magnificent, as are the sounds (too bad the music didn't make it).
I beat all the levels at last, but the final one (gotta catch 'em all) was quite tricky. Fun fun.

TenjouUtena says ...

A good concept. The 'chain reaction with explosions' is a but overplayed this compo. The different goals in teh levels (nuggets, barrens, multipliers) is fun, tho.

Wiering says ...

Very nice!

Endurion says ...

Lubberly little game, nice pixelling and nasty time limit ;)

Good stuff.

sol_hsa says ...

Feels a lot like some old c64 game, which is not a bad thing at all =)

Took a couple of tries before I realized I have to drop the barrel =)

Samiljan says ...

Great game!

DraykDyna says ...

I DONE EXPLODED!

A fun little puzzle game, it seems to have all the little things that make it fun.

negativegeforce says ...

awesome game, love the built in editor, im sure ill see some more maps

Sophie Houlden says ...

very impressive tbh, and lots of fun :D

chaotikZA says ...

Awesome game!

rale says ...

It was bit hard to figure out the menu first, but thanks for help - maybe it could have had arrows or be more conventional:-) About the game itself: Very sweet levels, good graphics and the explosion particlefx is really nice! :) I really wish this will make it to top3. On the minus side there is a bit of need for polish on bits, but i appreciate the levels > polish :)

SethR says ...

Simple awesome that a game this polished can be done in 48.

Needed an indicator so you know when the wick was going to be lit.

Best death sound ever.

gimblll says ...

Very nice looking game and it was fun too. Needs some kind of ingame indicator about when the fuse is going to start.

mjau says ...

This was great. Running around with the burning fuse following you can be really nerve-wracking, specially if you try to go for points as well as survival. Fun! Great character, too.

Would've been nice with a visible timeout before the fuse starts burning though, and maybe some music.

Deepflame says ...

A sound game. One of the fun ones to play. :) I'm definitely giving this a special spot in my LD48-10 directory.

allefant says ...

Got a chance to try some games in Vista today, started with this, so hard to compare yet - but so far it's a clear winner. Only 5 categories I didn't rate it 5 - but maybe I have to lower this if the other games I try are better :)

jhauberg says ...

Very good use of theme, very nice menu and over-all polish. Love the explosions.

As mentioned, an indicator of when fuse will light would be nice.

Seems that you run faster when going diagonally. (e.g. up+right)

midwinter says ...

fun to play, and not too too hard :)
the story makes me laugh...

philhassey says ...

Fun :) I really liked that you kept the difficulty level within the reach of mortals. So many games (including mine) tend to get rather over-hard after the first couple levels.

Impressive menu and highscore system :)

- I was able to pick up coins after being exploded :)

greencow says ...

great work mumuman

Archive for the ‘LD #10 – Chain Reaction – 2007’ Category

Animated Pelly!

Posted by
Sunday, December 30th, 2007 4:11 pm

inspired by PoV’s posting of this:

I created this pelly (admittedly useless as an award):

Tools Used

Posted by
Sunday, December 23rd, 2007 5:43 pm

I guess people are posting tools lists… so I shall join in!

I used MSVC 6 (yes, 6!  Not 2006 or whatever), The Gimp, and SFXr.  Chatzilla for a whole lot of IRC action.  Probably Notepad for the readme. The library I used was PTK for graphics, input, and sound.  I made the font with Bitmap Font Builder.  I tried to use Musagi to make music, but failed.

And that’s that!

Post-Completion Lunch

Posted by
Sunday, December 16th, 2007 4:33 pm

lunch day 3

My lunch is actually the red cup (apple juice again, remember the empty fridge?), and the thai peanut plastic tray.  The rest is breakfast mess and wife’s salad-based lunch bits.  And assorted other junk that’s sitting around the kitchen island.

LD10 Final Entry: Short Fuse

Posted by
Sunday, December 16th, 2007 1:50 pm

ld10 screen 8

This is it! Pretty darn complete. Download here: shortfuse.zip (1.1mb)

I tried making music, and that was a bad idea, so I didn’t put it in. Love those SFXr sounds, though!

Note: If it runs way too slow, or just if you prefer, you can use the command line argument “opengl” to run it in openGL instead of directX.

Day 3, About Done

Posted by
Sunday, December 16th, 2007 11:28 am

Looks like 7.5 hours to go, and I have what could be done.  I definitely want to add a bunch more levels, and maybe music… I’m going to try out Musagi a bit!  But other than that, we’re done.  Fully functional menu and instructions screens, all the gameplay is in and whatnot.  High scores are a go.  Here’s the menu:

ld10 screen 7

Breakfast, Day 3

Posted by
Sunday, December 16th, 2007 10:02 am

waffles

Eat ’em and weep, boys.  That’s homemade belgian waffles.  And a rose!  Actually, pen that looks like a rose.  Hmm, the colors didn’t come out right in this picture… Dadgum lack of sunlight.  Maybe I should’ve tried turning on a light.

End of Day 2

Posted by
Saturday, December 15th, 2007 8:43 pm

Things are really about done here.  Tomorrow is going to be all about making levels, the main menu, and polish.  I think it will be relatively fun, depending on how the levels are done.  You can now both win and lose, the former of which is shown here:

LD10 screen 6

There are 15/14 barrels done because the barrel you carry is currently extra to the count (you can set it down any time, which is an important part of the strategy and a very important part of not exploding), which I think will change right this second.

I have extraneous ideas for other things levels could include, like rockets that shoot off elsewhere when lit, but I’ll probably not bother.  Just polish this up and ship!

Dinner, Day 2

Posted by
Saturday, December 15th, 2007 7:44 pm

ld10 dinner

A classic combination served by Ukrainian chefs – delicately braised french bread with butter sauce and fresh fruit compote, and puffed maize drizzled with Romany salt and a light cow’s milk cream blend. Paired with this we have Crystal Geyser grapeless unfermented chardonnay.

Progress, Day 2 Late

Posted by
Saturday, December 15th, 2007 5:57 pm

ld10 screen 5

Lots of visual progress, a little bit of real progress.  All new pixely graphics all around, and a new HUD at the bottom.  The game automatically zooms the display in to cover the portion of the map that actually has stuff in it, so instead of scrolling, it just gives you a wider view on larger levels.  That’s good because you need ot know the whole layout to make your plans.  This zoom feature is currently very questionable, I seem to have to manually tweak exactly where it goes, depending on the level layout, so I’m missing something there, but it mainly worksish.

Currently, you can’t win or lose, but if you could be killed, boy would it be hard.  Thinking ahead is a must, and it all goes quite fast.  Each level has a percentage required to complete it, and you also need to stay alive, and the main gist is to get the best score you can, provided you blow up enough and avoid dying.

Progress, Day 2

Posted by
Saturday, December 15th, 2007 1:49 pm

Now there are sounds courtesy of SFXr (just the fuse burning and explosions, at the moment, but that’s really all that can HAPPEN at the moment), and your fuse burns, and if it goes next to a barrel, the barrel blows up.  The barrel explosions chain to neighbors.  There are also a few assorted items visible on the screen – x2 and x4 score multipliers, and gold.  The gold and multipliers are intended to entice you into taking risks you shouldn’t.ld10 screen 4

Still all temp art, but I suspect the flame particles will stay like this.  They shoot up super vertically, looks like the barrels are practically launching into orbit.  Initially an accident, now a favorite feature.  I’m going to do art now, because I need to have the style down before I do the font stuff, which I feel is sort of next on the list.  The core gameplay is done, you just can’t lose.  And since this is a game of score, I need to get that score tracking up so I know what is happening there!  Art’s definitely the biggest portion of what’s left, so let’s get on it.

Lunch Day 2ish

Posted by
Saturday, December 15th, 2007 12:58 pm

It’s day 2, and this is one big big hearty meal.  Luckily, I have assistance in eating it.

ld10 lunch

I was going to arrange it all pretty, but I figured I had to capture the moment while it existed.  This is my piggy plate, which my wife gave me as a joke, since I have issues with different foods touching (but not nearly the issues she claims.  Still, I like the piggy plate!).  Gardenburger, fries, and apple juice.  The latest issue of Game Developer arrived today and is in that pile there.  I didn’t renew my subscription about 2 years ago when they last asked, they just keep sending it.

Screen 3 of Prospector

Posted by
Saturday, December 15th, 2007 10:31 am

LD10 screen 3

Gameplay!  Nothing explodes, but your gunpowder fuse burns after you as you run.

Level Editor!

Posted by
Saturday, December 15th, 2007 9:23 am

ld10 screen 2

Fully functional level editor!  Lets you draw the map, and saves and loads.  And check out that hardcore artwork!!  Hopefully I will update that later…

First Screen!

Posted by
Saturday, December 15th, 2007 8:31 am

screen1 of prospector

Like so many, I have a random screen of tiles up and running now.  Guess I’ll make the editor, because this game will NOT work with random levels!  Well… hmm.  Better not.

A Part Of This Complete Breakfast

Posted by
Saturday, December 15th, 2007 7:16 am

cereal

I’m not vegan, I just like Silk better than milk.   It’s saturday morning, time to start crankinating!  I am going to make the stupid prospector game.

All Ideas

Posted by
Friday, December 14th, 2007 9:06 pm

I got nothing but ideas… Well, I also have a black screen that you can press ESC to exit.  But anyway, none of the ideas are really kicking it.  The most unique one, but one I am not at all sure I want to do, is something like this: You’re a old prospector type guy, carrying a keg of gunpowder.  It has a hole, as they always do, so you leave a trail behind.  You’re in a place filled with explosives.  After a set time, the end of your fuse lights and begins chasing after you.  It blows up any explosives it gets near, and of course if it gets to you, it blows you up too.  You can put the keg down any time, so the goal is A> blow stuff up without getting killed (put the keg down and hide before the flame gets to you), and B> blow up as much stuff as possible.

The chain reaction is that obviously all the explosives blow up other explosivs near them.  So the strategy is in putting your fuse down well without getting blown up along the way.  Seems kinda fun, but I don’t know about actually making it… well, after writing it, it’s strongly considered.

Other ideas include a Bangaio-style shooter where guys who explode blow up other guys near them, so you want to cluster them up and destroy them.  Also, a guy with a chain who smashes enemies, sending them flying into other enemies for a chain-based chain reaction (but chain physics scares me).  Another is  something along the lines of pool, shoot out a ball that hits enemies, and they go flying and hit other enemies.

But behind all that stuff is the idea that I kinda wanted to make a turn-based thing, like a board game or card game.  I don’t know, though.  So many ideas, so little interest in them… maybe the prospector thing.

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