About noonat (twitter: @noonat)

Entries

noonat's Trophies

Green glow award of good gameplay
Awarded by Hempuli
on September 1, 2009
30 Pixel Points
Awarded by DrPetter
on December 16, 2007

Ratings

OveFunInnThePolGraAudHumTecFooJouTim
4435343233
3444432333
23351121
5545354444
332322243
442433334
44344433443
44343443
44355345333
4444223444
44355434
2
45555455
4433332433
444545534
453544435
44344334
443231
554444444
34433423
3444333434
443543434
3.814.103.254.193.433.333.133.713.30-3.50-

Covenant says ...

Couldn't decompress the windows zip...

lokijki says ...

Sorry I didn't rate the audio (dunno if there was any), was playing on a school MacBook without sound and it won't work on this computer. Fun game though.

codekitchen says ...

Man those turrets are deadly accurate. I love the wall, and it's a fun game in general. Could be longer. Final score 296370.

ondrew says ...

My spleen!!! :) Too funny.

Although simple, the graphics is very pretty. Enjoyable gameplay.

georgek says ...

GREAT visuals and fun gameplay. I would love a bigger/expanded version. Seriously, this is excellent, thank you.

HybridMind says ...

wow. I LOVE this game. There are so many elements to this that really rock my world. I can't wait to try the updated version! The screen shaking effect and whiteout as the beam gets near is so awesome for building atmosphere and tension. The robot is FUN to fly. I had no problems with the turrets whatsoever and didn't find them unfair like I noticed some others commenting on. If you just pulse up and down you can easily dodge the bullet from hitting your humans. The graphics are great for being little blocks. I got like 28000 some points my second go round. The first time through I didn't realize I could string humans together. Very nice and very fun. Congrats!

sinoth says ...

Excellent! I had fun playing it. The game sorely needs some kind of music though. The gravity seemed a bit too much. The graphics are spot on though, love the low-fi feel. Would be nice to know approximately how far away the wall is without being right next to it. It seemed pretty hard to save the humans from being shot... maybe they should trail behind the ship horizontally like a tail? With the addition of some kind of upgrade system (faster ship, more carrying capacity, etc) and slightly different environments, I would play more levels of this.

lucasshrew says ...

Nice entry! I like the art style and the effects.

LunarCrisis says ...

This game was a lot of fun! Despite the stuttering, the game felt really well polished. The sound, gameplay, and graphics really came together well.

One point of frustration for me, though, was that it was often really hard to get by the turrets without losing several humans, since the bullets moved fast enough that it was hard to dodge them.

nilsf says ...

I liked it, but there were big problems with collision detection, I could often fly through walls. Despite that it was a fun game and I felt the graphics, simple as they were, worked really well. I really liked the screen whiting out when the beam got too close. The easter egg beyond the exit was also a nice touch.

Endurion says ...

Didn't work on Intel, but on my FX 5500.

Nice game.
There are some problems with collision detection in the right part. Also, for whatever reason it sometimes really stutters hard.
I love the little comments "My spleen!" ;)

agj says ...

Fun, but... freaking hard (why the long wait for the teleporters?)! Good thing you fixed the collisions, too.

Arowx says ...

Nice one just fun to play!

SethR says ...

This is one of my favorite games... lot of elements come together nicely.

More levels and internet highscores would rule if you're going to keep working on the post-comp version...

But let's be serious, the scientist should be worth more than a mere politician.. think of his value in the post-apocalyptic world!

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

Deathbeam Timelapse

Posted by (twitter: @noonat)
Wednesday, April 22nd, 2009 8:05 am

http://www.youtube.com/watch?v=9IjsHysbTUk

I can’t believe how long it took me to reboot to get rid of that Windows Update dialog, hahaha.

Next compo I’ll get the webcam going, too… much more interesting when you can see the person I think.

Deathbeam Postmortem

Posted by (twitter: @noonat)
Tuesday, April 21st, 2009 3:52 pm

Long post, more after the jump, but the headlines in summary:

  • Learning from past mistakes
  • Step #1: Add tile mapping
  • Step #2: Add collision detection
  • Step #3: Add physics
  • Step #4: Evolve game concept
  • Step #5: Iterate gameplay
  • Step #6: Build-out and polish
  • Step #7: PAAAANIC!
  • Step #8: Deep sigh of relief… followed by panic

(more…)

Deathbeam patch

Posted by (twitter: @noonat)
Monday, April 20th, 2009 9:44 am

I’ve uploaded a patched version of Deathbeam! It offers a big performance boost, rendering and collision fixes, and tweaked scoring. After I released it I found that it got horribly chuggy on pretty much any computer but the one I developed on (except when I was in OS X… weird).

This should not be considered for voting, of course!

You can get it here:
Windows: deathbeam_p3_win32oo.zip Mac: deathbeam_p3_osx.zip

And Python source is here. If you go that route, I recommend running it with python -OO deathbeam.py.

Deathbeam 101

Posted by (twitter: @noonat)
Monday, April 20th, 2009 12:49 am
Aliens are attacking. This is the mothership.
It’s charring humans left and right with its deathbeam. How rude.
This you: Rescue Bot XLD-14Z. You’re the humans’ only hope.
You can pick up humans and use your jets to carry them off to safety and wellness.
left & right arrow to move
space to jet
Drop humans at the teleporters to beam them to safety. Teleporting many at once earns you extra points!
Some humans are worth more than others. This one, however, is boring. He is worth only 50 points.
This is a scientist. Scientists are worth 250 points.
This is Mr. President. The humans’ leader is worth a whopping 1000 points, robot.
Watch out for alien turrets. Your armor protects you, but humans aren’t so lucky. Poor guys.
Rescue as many humans as you can and use the rocket booster to escape to orbit!

Deathbeam

Posted by (twitter: @noonat)
Sunday, April 19th, 2009 7:51 pm

Update: For anyone who isn’t judging for the compo, you should get the patched version here with better performance and fixed collision edges.

Windows If you get a “This application has failed to start …” error, you need to install vcredist_x86.exe.
Mac

Python source
(python2.6 + pyglet)

Instructions:

Update: Visual instructions here.

Aliens have invaded and are exterminating the humans! Their massive deathbeam is tearing across the world, destroying everything human. It’s up to you to save them.

You are the white dot, and you have a jet pack. Use left-arrow and right-arrow to walk, spacebar to jump.

Grab the other colored pixels and take them to the rescue teleporters to send them to safety. The more people you deliver in one teleport, the more points you get. Some humans are worth more than others!

Getting hit by the beam will kill you and other humans. Your suit protects you against the turret fire, but the civilians aren’t so lucky.

Deathbeam is deathy

Posted by (twitter: @noonat)
Saturday, April 18th, 2009 8:45 pm

Actually it’s not, very… but it’s going to grow up, soon.

http://vimeo.com/4219935

Not as friendly as it looks

Making slow progress. Had to throw out my initial stab at a vertically oriented game and ended up going horizontal instead… I’m liking it a lot more this way. Got my moving beam and I can pick up and rescue people. I like the feeling of it so far, but I need to put more pressure on the player. Luckily Entar kicked my imagination and I have some ideas now.

So much to do before I sleep! I’m hoping to get the gameplay ironed out tonight, and focus on art + polish tomorrow.

Jetpacks are go

Posted by (twitter: @noonat)
Saturday, April 18th, 2009 10:38 am

Physics are mostly done, and a jetpack to boot! Gotta work out some weird sticking problems and do better collision response. Added some simple particle effects for the jetpack.

Off to lunch now.

Progress, progress

Posted by (twitter: @noonat)
Saturday, April 18th, 2009 1:29 am

Finally got Pyglet loading tile maps exported from Tile Studio, and doing collision against the edges. Loading a y-down tile map in a y-up coordinate system is surprisingly confusing when you’re tired. ¬_¬

Physics next!

Hullo LD14!

Posted by (twitter: @noonat)
Thursday, April 16th, 2009 4:39 pm

Looking forward to participating again. Learned a lot from LD10. Hopefully I’ll really finish my game this time.

Gonna be using:

  • Ruby + Gosu + Gosub (http://code.google.com/p/gosub/)
  • or Python + Pyglet, not sure yet
  • sfxr (and musagi if I’m lucky)
  • TileStudio (http://tilestudio.sourceforge.net)
  • GraphicsGale (http://www.humanbalance.net/gale/us/)
Can’t waaait!

[cache: storing page]