Posts Tagged ‘Bad Puppy’

Bad Puppy news: OS X build now available

Posted by (twitter: @csanyk)
Monday, December 31st, 2012 10:27 am

@xbelanch was kind enough to produce an OS X build of my LD25 game, Bad Puppy, so you can now play the game if you’re a Mac user.

Play Bad Puppy – Now on OS X!

I am not sure whether the build he produced was the compo version or the post-compo, as I am unable to play it myself due to lack of Mac. Easiest way to tell is if the people in the game are all male and have green sweaters, it is the compo build.

The OS X build is not up on the main site yet, so for now please obtain it from the Mirror link.


Bad Puppy update

Posted by (twitter: @csanyk)
Sunday, December 23rd, 2012 9:20 pm

Play Bad Puppy

  1. randomized petter skin color.
  2. fixed some subtle graphics bugs that would sometimes draw a person’s clothes backwards.

Bad Puppy: Latest post-compo update is live

Posted by (twitter: @csanyk)
Saturday, December 22nd, 2012 2:46 pm
  1. Added girl petters.

Play Bad Puppy.

Bad Puppy post-compo update

Posted by (twitter: @csanyk)
Friday, December 21st, 2012 8:47 pm
  1. New “fear” animation for person running away from Bad Puppy if you bark at them enough.
  2. Fixed bug in highscore detection so that tweet prompt only happens when you really do have the local highscore.

I’m still looking forward to seeing my first high score tweet from a player.  It will make me feel really happy when I finally see that :)

Play Bad Puppy

Bad Puppy: Post-Compo Enhancement 3

Posted by (twitter: @csanyk)
Wednesday, December 19th, 2012 12:15 am

Bad Puppy: Design analysis

Posted by (twitter: @csanyk)
Tuesday, December 18th, 2012 5:43 pm

Bad Puppy: Tonight’s post-compo enhancements

Posted by (twitter: @csanyk)
Monday, December 17th, 2012 9:52 pm

Play Bad Puppy!

  1. Random sweater colors.
  2. Multi-barking.

These are just aesthetic enhancements, and do not affect gameplay at all from the previous post-compo build.


Posted by (twitter: @csanyk)
Monday, December 17th, 2012 8:25 am

The day after a Ludum Dare compo is one of my favorite days.  I am really looking forward to hearing from players about how they found my game.  I’m looking forward even more to playing other people’s games.

As always, if you play, rate, and comment on my game, I guarantee I will play, rate, and comment your game in return (assuming it’s available on a platform I have access to).

Play Bad Puppy.

Bad Puppy: Post-compo enhancement

Posted by (twitter: @csanyk)
Sunday, December 16th, 2012 10:57 pm

Bad Puppy: Postmortem

Posted by (twitter: @csanyk)
Sunday, December 16th, 2012 4:54 pm

Bad Puppy by Chris Sanyk for Ludum Dare 25: You are the villain

I think this one ended up coming together ok.  It’s not much of a game, but I was able to turn it into something at least playable in the last couple hours.

This was originally going to be called Puppy Hitler, but I ended up changing course, and spent most of Saturday in a reflective headspace, thinking about the decision, and as a result I was not very creative or productive on Saturday.

What worked:

  1. Humor: I think I had decent humor in this game.  The title screen and endgame are good.
  2. Animation:really like the animation for the petting and wagging dog.  I like the color effect I pulled off on the score.
  3. Sounds: I used Audacity and a bit crusher filter to do voice samples that hopefully sound like 8-bit voice chip synthesis.  This was used for the bark and the “Baaad Puppyyyyyyy!” and the panting and the “Good boy!” sounds.  I think the only sound I created with bfxr was for the Start screen when you press Enter to start the game.

What didn’t:

  1. Humor: I thought my original “Puppy Hitler” concept was funny, and I still kindof do, but I can appreciate that it’s not the sort of humor that everyone would like, understand, or appreciate.
  2. Animation: The walk animation for the person character is passable, but I’m not happy with it.  I had a very hard time creating an even halfway decent walk animation, and worked on this a ridiculous number of hours that I don’t even want to think about on Saturday, and scrapped.
  3. Music: I was going to try to do some kind of music, but I had no idea what kind of music would create the right mood.  It feels like something is missing, just a little, without any music, but I think the other elements still work to create a silly mood.
  4. Gameplay:  It’s a pretty shallow game with not a lot of replayvalue.  Still, it was pretty fun to make it, and once I got past the point of having a test level, and actually implemented the (admittedly quite rudimentary) AI, it became fun pretty quickly.

Bad Puppy update

Posted by (twitter: @csanyk)
Saturday, December 15th, 2012 7:03 pm

I couldn’t think of another game idea and rather than quit I decided to remove the Hitler references and rename the game Bad Puppy.

I now have a Person animation in the game.  If you get too close to the person, it will pet you, causing you to lose meanness.  When your meanness drops to 0, you cease to be a bad puppy and start wagging your tail.

Not much of a game, yet, but the animation is pretty cute.

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