Posts Tagged ‘ancient technologies’

Our Progress So Far

Sunday, August 28th, 2016 10:35 pm

Hi There, it’s Sunfury!  :)

We didn’t post anything yet cuz we were hard in the developing proccess,
To sum up, we could be in a way deeper progress of a game. (everyone says that? ><)

Our force for this ludum dare contains:
Rom and Tom-Programmers sitting next to each other and working non-stop (full time)
Artur-Pro Designer (when he doesn’t work)
Ilya-Pro Designer (when he doesn’t work)

Our First Day:

We thought about making a physic game using levers/swing as ancient technology, this is what we came up with:

Kingeat by HealTheIll

Shootexample by HealTheIll

All tough it came up kinda fun and funny, we saw no potential in keep developing it (it may be too repetitive)

We reconsidered our options, thinking about more ancient technologies and we came up with pulleys (video) .
We decided to take the risk and test those pulleys.

after wasting  like 5 hours thinking about these pulleys and how we gonna make them intersting we crashed.
Day 2:

We wasted most of day 2 testing and trying to implement the most fun yet realistic physics and gameplay.
Working with Game Maker using Box2D, we tried using built in pulley  joints, but we found it too basic for our needs.

after hours of work in the end of day 2, we ended up with this:

Wegotsomthing by HealTheIll

You play as a well-known architect in Egypt, you’re there to solve their problems and well, mainly help them build their pyramids.
you do it by stretching ropes through the map.
The more we played with these mechanics the more we saw what a great potential this game has, hopefully we will think of some great puzzles tomorrow

Day 3 Plans:

-polishing (physics, effects, sounds…)
-challanging puzzles
-combining designs

hopefully, we’ll finish this game and make it somthing we’re proud of and hopefully somthing you’ll like too  !

if you guys can think of any interesting ideas to make our game better we would LOVE to hear them and give you credits of course if we use them  :)
Yours truly, SunFury

check out our Twitter/Facebook/Tumblr 

LD36 – Ancient Technologies post mortem

Posted by (twitter: @csanyk)
Sunday, August 28th, 2016 10:05 pm

Ancient Technologies for LD36 by csanyk

I just finished and submitted my game a few minutes ago.

In all this weekend I worked a total of 25 hours on my project.

I came up with the idea for the game in about 10 minutes.

Friday night was a struggle as I tried to produce art assets.  I didn’t like anything I was producing myself, so I resorted to grabbing some useful pixel art from the internet. I hope the original artists don’t mind.  For the record, the background graphic of the living room is mine (paint.NET), the atari 2600 console and joystick were found through google image search, and the TV and game cartridge were done by my girlfriend.  I did some minor modification to all of the images that I brought into the project to make them work as I needed them to.

I went to sleep around 12:30am Saturday morning.

Saturday I didn’t get much done during the day due to other plans that kept me busy until around 8pm.  I did manage to put in about 2 hours in the early afternoon.  Then I got into the zone that evening and hacked for 11.5 hours until the 7:30am Sunday.  I just kept making progress and thinking of more things that I needed to do.  Progress went very smoothly and I didn’t get stuck.

Woke up around 12:30pm Sunday, worked until 4pm, broke for dinner, then came back and finished it from 6pm-10pm.  This was mostly debugging and refinement and putting in the finishing touches.

I threw a few things out along the way.

  1. At first I wanted to make the setup minigame more of a challenge, and more detailed, where you would have to drag the objects where they needed to plug in, and connect them up.  Out of necessity, I simplified things quite a bit, so that simply clicking on a thing connects/disconnects it.  I omitted the RF switch that goes to the back of the TV, and I had also planned to do a volume knob on the TV, and have a channel knob with fake streaming channels for NBC, ABC, CBS, or at least station ID logos, and then you’d need to have the Atari playing on Channel 4 in order to make it work.
  2. I also didn’t get around to implementing the functionality behind the TV Type switch, or the difficulty switches or the Game Select switch on the Atari console.  The switches themselves are flippable; they just don’t do anything yet.  These were just more time than I had for the weekend.  (I know I could work another day until the Jam deadline, but Monday I have work and probably won’t get much done if anything.)
  3. My original choice for the game-within-a-game was Space Invaders. But after a while I realized that it would be simpler to implement Asteroids, so I did that instead.  It plays pretty well, and feels reasonably like the real deal, dropped features aside.  I wanted to make it feel as authentic as possible, so I used Stella and Audacity to rip audio and screen cap the sprites.  I had to rework all the sprites in GameMaker and Paint.NET, but getting the general shapes right was important and screen capping them was the way to go for that.  I also grabbed a sample image of the Atari 2600 NTSC color palette, and made sure that all the colors used in the game matched what the Atari was actually capable of.
  4. Programming the game mechanics so that Asteroids really feels like Asteroids was important to me.  I think I did reasonably well here, and I’m proud of the results.  It’s not emulation-perfect, but you’d have to put the two side by side to see the differences.  Making sure that the game system behaved correctly if you did things like unplug it or remove the cartridge while the game is playing was important to me, and made it all a bit more complicated than I anticipated, but I think I managed to get it right, although it’s possible I missed a bug here or there.  I kept finding bugs with the setup logic but in the end I hopefully got them all.  If you turn the TV off and back on, the game continues playing, but if you hit the reset switch, pull the cartridge, or hit the power switch on the console or pull the plug from the wall, it does what you’d think it would do (ie, kills the game if it’s running and dumps static to the tv, etc.).  It even stops allowing joystick input if you unplug the on-scree joystick.
  5. Inside the game, there’s a few features I didn’t implement:  hyperspace/shields and the UFOs being the two most prominent.  I may get to doing those later.

All told I might be the happiest with this project of any of my #LDJam submissions to date.  I found it very enjoyable to work on the project.


  1. The bugs you think are too dumb for you to make are the hardest ones to find.
  2. One of the biggest challenges when programming something that you know how to do is simply keeping track of the various tasks that you have on your to do list. It’s a huge mental challenge to hold that list in your head and cross things off as you complete them.There’s a lot of tools and techniques for managing this but it’s still a challenge to manage it. The biggest help is writing stuff down. Trello rules for this, but mostly this time it was notepad and memory for me.Plus on top of that you have to mentally walk through your code, following the logic you’ve programmed, and doing the math in your head to make sure you agree with your program’s output and behavior. A good unit test suite can help with this a lot, as can clean design. GameMaker lacks any kind of unit testing, but I’ve adapted to do without for the most part, but it would still be a huge help to have proper testing. To work around I end up writing a little, and run-testing a lot. Logging and screen logging help, but this time I didn’t really need to do either.One of the most pleasant things about an 8-bit program that fills 4k of code is it’s humanly possible to understand it in its entirety, and to run it in your head. I have really enjoyed simulating that experience with my project this weekend.
  3. The thing about programming is, when you get on a roll, you don’t want to stop for anything. And then you die because you neglected to maintain your metabolic processes. If there’s one thing that videogames have taught me, it’s avoid dying.


Play Ancient Technologies

[cache: storing page]