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The Violent Checker Pieces Bonus
Awarded by demonpants
on December 17, 2008

Ratings

OveFunInnThePolGraAudHumTecFooJouTow
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2.001.561.881.381.712.33--2.383.434.00-

Doches says ...

I have to agree, this is pretty clearly unfinished. I sort of see what you were going for, though -- I mean, there's an RTS in here somewhere. Or something that will one day be an RTS. A proto-RTS, if you will.

erik says ...

Good idea including the xna installer. The units flying around shooting like crazy was kind of neat. Too bad you weren't able to get any real game play or tie in to the theme built. It seems that creating an RTS quickly is very hard to do.

dertom says ...

Ok..seems for me a good start to go on. It was a bit to fast no chance to avoid a massacre in front of my main building :D Go on with the game and you will have a blockbuster!

ondrew says ...

I can see the potential in this one, but it's a pity you didn't managed to finish.

Anyway, the first food shot sure looks delicious. :).

And for those of us with sucky graphic cards, please set
GraphicsDeviceManager.SynchronizeWithVerticalRetrace = True. On my computer the scrolling tears a lot.

Gilvado says ...

Think it would have made an interesting game, considering the targeting/shooting is simulated and not deterministic. Too bad you didn't get any gameplay in. Are you still working on it post-compo?

demonpants says ...

First: don't use rapidshare. I hate it. ;-)
Second: Do you have to use XNA for something like this? Many people can't run it.
Third: The game seems like it's got potential, but your idea is probably a but too ambitious.

Hamumu says ...

Complete theme failure. It sounds like you intended to incorporate the theme somehow, but as it stands, it's a big flop in that regard.

It looks like this could be a good simple RTS with some updates. As it is, the enemies move too fast for your guys to actually hit!

caturday says ...

Unfinished, but a big shout out to the XNA crew! Too bad the installer issues is a headache for so many. Good idea, look forward to seeing finished product some day...

crc says ...

Could not download. I got the following message:

"This file is neither allocated to a Premium Account, or a Collector's Account, and can therefore only be downloaded 10 times."

Archive for the ‘LD #13 – Roads – 2008’ Category

Gah!

Posted by
Thursday, December 18th, 2008 8:18 am

Sorry about not being around lately to read comments or judge anything. My internet utterly and completely died. Finally managing to get on now at school, I’ll try and get a few more judged and sorry about the rapidshare link, I know it’s terrible but I didn’t have the time (or bandwidth sadly) to be able to search for a more reliable site. Thanks for the comments, I’m thrilled that people are actually looking at it.

Epic. Failure.

Posted by
Sunday, December 7th, 2008 7:47 pm

Well I wrote it, all 2260 lines of it. The is my first LD entry ever, and I’d like to throw this out there. I started with good intentions, Road based RTS. I had this whole idea in my head (most of it on paper) but I got caught up in minor bugs and issues, so I ran out of time. This does work, but it isn’t anywhere near done.

Here’s the download link

http://rapidshare.com/files/171320925/Mirrored_death.zip.html

I included the source code, it’s compiled with Visual Studio Express 2008. It uses XNA 3.0, I included the Redristributable. I hope I do better next time, it was a ton of fun though.

I do wish the Roads genre didn’t get lost in the game… Oh and don’t forget to read the Readme.txt

EDIT: I forgot one thing! Use the arrow keys to move around the level!

Here’s a screenshot

I’ll keep trying =]

Posted by
Sunday, December 7th, 2008 3:44 pm

Well this is going badly at this point. No sound, and no AI. I just finished the abilities to build buildings that spawn units, working on the AI as quicky as I can, but I somehow think it won’t neccesarily work out too well. But here’s a screenshot anyway…

I’ll have something remotely playable soon, hopefully a little entertaining. I didn’t plan it out nearly well enough so the whole Roads genre kind of got lost when I realized I wasn’t getting enough done nearly quickly enough…

LineCount: 1783

The good and bad

Posted by
Sunday, December 7th, 2008 11:32 am

Well, I got a UI up and running, and I made the units interface with the tilemap… But there’s a catch. If you have over around 100 units moving at a time, the frame rate completely dies. I need to get my loops a little more streamlined, and I reeeeeally need to get the units to be able to fight other units… The roads make units move more quickly, so that’s a plus at least. Here’s a screenshot…

Food is amazing

Posted by
Sunday, December 7th, 2008 8:12 am

So I’m back at it after a solid eight hours of sleep. A little under twelve hours left and I still can’t “Spawn” units. I can make them randomly appear, but somehow I think that won’t be enough.

Here’s a foodshot of BreakfastFood

On the other side of things, I am getting closer with the RTS game. You can select any number of units, and right click to have them move wherever you want. Once I can make units spawn I’ll release a beta. More to come!

Bleh.. Energy drinks are overrated.

Posted by
Saturday, December 6th, 2008 10:15 pm

Gone through two Amps,  but I’m headed off. Units are movable (Through commands now) and I Randomized the tile engine so the grass looks better. I still need to figure out how to have units fight other units, and how the AI will work. Sound would be nice too, but I’m trying to get the main game working before anything else. I’m up to around 1200 lines of code (Horribly commented code) but getting closer to an actual game. I’ll post another screenshot once I can get it to load and save maps.

Maybe this is a bit too complicated?

Posted by
Saturday, December 6th, 2008 7:40 pm

Well I’m still working on my RTS game. Based on Roads of course… Currently have the units working, and an engine to control the units. Hopefully I’ll get them moving correctly in the next few hours, till then here’s a shot of the selection working. I don’t think I’ll get pathfinding going, so I’ll stick with vector movement. More to come…

Selection is up and running

Those little details…

Posted by
Saturday, December 6th, 2008 3:54 pm

Well hitting a few road blocks that really shouldn’t be that hard to circumvent. But here’s the first screenshot of the TileEngine. Now I need to code all my units, and a way to save and load maps.

First screenshot

Critical Information

Posted by
Saturday, December 6th, 2008 7:07 am

Up and at it again, here’s the first food shot. Onto coding base classes and grid structures…Breakfast!

First LD

Posted by
Friday, December 5th, 2008 9:49 pm

Well this is my first LD, roads got me a bit off track, but I managed to come up with an idea for it. Strategy using roads as a basis, hopefully I can get something working later today (12:47 right now). I got a few ideas sketched out, I’ll post pictures later in the morning. To the rest of you, good luck.

=]

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