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The AA "I Drink To Take the Edge Off" Certificate
Awarded by Doches
on April 20, 2009

Ratings

OveFunInnThePolGraAudHumTecFooJouTim
352533133
333334343
211322112
4323333
33343232
343343433
33323344
43544554
4455541435
443444344
343344
3323344
434434333
434232433
34453343
333333
324333131
33332343
333333433
33223
434343434
22432343
333234323
33212342
444321
444443533
322332112
3324343
333423333
444233333
3.273.173.173.243.073.131.003.422.92-3.29-

athanazio says ...

cool

Jonny D says ...

I got nogged :(

Redbone says ...

Good concept of being on the wall!

Doches says ...

Intentionally jerky controls always bother me -- why take control away from the player? -- but other than that, this was surprisingly fun. Go go programmer art! Run! No, not off the edge!

nilsf says ...

Neat idea, but it lacks some sort of indicator to show you're making progress.

SethR says ...

Hmm, reminds me of pole position.. :) Game play seems balanced pretty well, interesting strategy involved.

Needed sound!

Arowx says ...

Nice one hicc!

Jach says ...

w00t Flex.

Nice little game. I love eggnog, too.

HybridMind says ...

Very fun game. I've played this a bunch which I can't really explain. The 'nog wobble is awesome! The buzz run is quite fun... I really wish you had added health restore pickups because it is pretty unfair in that last 1000meters to go or so when the rose boquets of death (or whatever they are) start coming fast and furious and you don't stand a chance. A lot of fun for sure! Played your post-compo version afterwards and had a lot of fun with that too. Congrats on creating probably the first humpty dumpty racer ever! :)

badlydrawnrod says ...

My humpty was a bit of a numpty and kept falling off the wall as I was going too fast. Nicely executed.

FenrisWolf says ...

A very fun game. One thing I'd like to see is some kind of scoring system. It brings much more meaning into playing a game if you are trying to beat your high score.

5parrowhawk says ...

I second nilsf's comment. Knowing how close I am to the end would be a really strong incentive to replay.
Overall, it's amusing, and I like how the nog and buzz have both positive and negative effects.

sol_hsa says ...

Some kind of visual indicator of the intoxication would probably help. Neat, in any case. And I agree that it needs sound.

ChadyG says ...

Would be more fun if the movement was less jerky (as Doches already noted). You could just give him more momentum as he gets more 'nogged.

Covenant says ...

It was interesting for a while... Like Doches, I don't appreciate having the control removed from me, as player, but that was the point... :)

Endurion says ...

Weird, but also fun in a way :)

A progress indicator would be nice, to see how long you've left to go.

noonat says ...

Hahaha, hilarious nog movement. :D Loved it. The game is surprisingly addictive. Trying to find a balance between nog and buzz is fun, but the eggbeaters seemed like a bit much without a way to heal myself. I've been playing for a while and still haven't managed to win.

erik says ...

Interesting idea, and quite well executed. I think games that are intentionally difficult to control are a tough sell though.

I got frustrated by the difficulty before I was able to win it.

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

Quick fixes & scores

Posted by
Wednesday, April 22nd, 2009 3:54 am

Shortly after the compo I fixed up the menu images, flickering graphic bug and added something to track your progress as requested by some people I showed the game to. As most of my comments here have been requesting score tracking. I thought I’d share the updated link with you chaps in case you want another go at finishing it. Usually it just frustrates you with how close you came. I still haven’t finished the game but I have it on good authority that 3 people have.

Get IT here.

Finally: Humpty Doompty!

Posted by
Sunday, April 19th, 2009 7:04 pm

Screenshot uploading was failing me there for a while. Anyway here is my entry zipped:

Download

but it’s a flash game so why not just

Play it now!

Warning: My splash screen won’t load and neither will my win/lose screens, hence the missing image thing on the main menu. Cest la vie. Also ran out of time so no instructions or similar help is provided.

Basically left and right arrow move you. Drinking nog extends the end of the wall doom cloud thing away from you, but makes you stagger all over the place. Drinking buzz increases your speed and the responsiveness of your controls. Running into the red egg-beaters (yeah didn’t get time to go over that piece of art) hurts you. You can lose by running into the doom cloud, falling over the side, and losing all your health. To win, get humpty home safely and into bed.

Might post an update tomorrow night fixing the splash screens and any other minor bugs.

Finally, a little gameplay.

Posted by
Sunday, April 19th, 2009 10:34 am

It’s 4.30am here, but the end is in sight so I’ll probably push through until it’s finished. Finally got some gameplay happening; no “goals” or win/lose conditions yet, but it’s something. Basically humpty is now a little under the influence and stumbles along his wall drinking ‘Nog and RadBuzz energy drinks, avoiding obstacles (OF DOOM) (currently the little red placeholder things, later to be egg-beaters and frying pans). The eventual goal will be to get him home to his bed at the end of the wall (OF DOOM) (not yet visually “there”).

The drunker he is the further the wall advances in front of him. “Buzz” doesn’t really do anything yet but will soon affect how in control of humpty you are. McDonald’s should be open in 1.5 hours, breakfast of champions.

Humpty enjoys long walks along the clone forest.

Posted by
Saturday, April 18th, 2009 9:59 pm

Spent the morning profiling and banging my head against the wall, hence all the timing data on screen. Finally figured out why my game was rapidly losing FPS over time. It was all because I forgot to clear my flex canvas before drawing to it, whatever that does.

I think that about wraps up my tech stuff on the graphics, dodgy 3d in flash and all. Time to add a game, or at least some wall doom.

Play \

Picture should take you to a “playable” version. There’s nothing to do but move left and right (arrow keys) and you might have to click on the screen after you start the game to gain focus (it is a mystery).

Progress! (-ish)

Posted by
Saturday, April 18th, 2009 3:26 am

Spent most of the day pondering the theme, procrastinating, and playing TF2. Finally opened up flex builder and drew a sprite, I guess this is progress.

Game is basically humpty dumpty walking along his wall, having partaken of a beverage or two. The wall advances in front of him, and there’s plenty of doom on it for him to avoid.

My first time

Posted by
Friday, April 17th, 2009 5:34 am

Will probably use:

  • Flex 3/AS3
  • Box2dAS3 for physics
  • as3ds for data structures
  • musagi, sfxr, audacity for sound
  • gimp, paint.net, inkscape for imagery

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