Posts Tagged ‘cave’

Abandon Compo

Posted by
Monday, August 29th, 2016 7:41 pm

(accidentally had my game private D; )

Screen Shot 2016-08-28 at 6.09.19 PM

Initially submitted to the compo, but I added some more polish and another level because there were more ideas! The rewards stage is pretty unfinished and i wanted to do more with it but the time wasn’t there

I hope you guys enjoy it, I had a lot of fun making this. There are a lot of things I would have changed were it a full fledged project but I’m still pretty happy with it overall

^^

play here (html in browser. no downloading :)

Screen Shot 2016-08-27 at 3.26.34 AM

Deep in the caves

Posted by (twitter: @JPSMJordan)
Saturday, August 22nd, 2015 5:37 am

For this Ludum Dare I decided to use minimalistic graphics (and no 3D Elements), but to implement sound and music.

I’ve created a simple cave generator with three tiles:

cave

This will be the main level. The Player needs to build some kind of a underground monster village where he needs to farm and so on.

The Goal is to exterminate a few human villages (Don’t know how many yet)

You can upgrade your buildings and then spawn more powerfull monsters!

 

Have a nice day,

Jordan

Did you play Scream(But not too much)?

Posted by
Sunday, May 10th, 2015 2:58 am

It´s a metroidvania where your only weapon is screaming. This is my first ever Jam, and making this “minigame” was really fun.

I´m working on the Postjam version, adding a new whole area to explore, more abilities and working on the “screaming mechanics” to make them a lot better. I have a lot to do these days so  I don´t think I´ll finish it before the LD32 party is over.  :(

But well, the solo-jam version is still waiting for you, so if you have time: please enjoy 😉

 

Screambutnottoomuchgif

 

 

Scream(But not too much) by Embalaje – Jam Entry

SINGLEHANDEDLY – the remake.

Posted by
Wednesday, June 19th, 2013 10:52 pm

I hate it when this happens. You create this universe. You come up with these characters. You twist this game mechanic and run with it. You end up falling in love.
And you swear up and down that it’s time to move on, you’ll do something new, something exciting and “innovative.” Something that’s different for the sake of being different in some futile attempt to break some hypothetical mold.
And it never happens. Because you’re in love.

Yep, I’m remaking an old contest entry.
All melodrama aside, this is going to be awesome. So awesome, you may want to take a knee.

Oh, wait, it looks like our little blue protagonist already has. Because he can duck now.

Also, I figured out how purple works.

This time around, you’ll be immersed in the universe in the way I had it visualized from the start. You’ll follow a storyline and get to know the characters just as well as I did. You will be tested and you will be challenged and you will like it and you will fall in love.
Oh, and you get a cookie if you remember this guy:

You won’t remember this guy, though:

These vids are old! It’s coming along like crazy. I hope I impress at least one of you guys, because this is going to be the biggest, most elaborate game I’ve ever made.

Cave Ninja – Tiny Bugfix Version

Posted by
Wednesday, September 16th, 2009 1:21 pm

I’ve released a post compo version of Cave Ninja. Nothing exciting, it just fixes two bugs:
1. Win check for last level corrected.
2. Divide by zero error fixed that occurred for certain OpenGL implementations.

To be honest, for most people there’s no reason to update. But for those that got the divide by zero (might also seem like it just shutdown at once), it might be worth it.

Windows binary (should run fine in Wine).

glaucon – post compo version

Posted by
Sunday, September 13th, 2009 6:29 pm

I made some changes based on the feedbacks !

  • fixed animation, to animate only when the char was in movement
  • add some instrunctions of how to fire
  • increase the distance of the border of the screen to avoid zombie-suprises
  • changed the torch throw to allow multiple torches
  • fixed level 3 and add a level 4
  • criated a windows exe
  • fixed some screen flickering
  • reduce the maximum speed of the zombies
  • generated some random textures for the ground

thanks all for the feedbacks !! this helped a lot to enhance the Java engine that Im building.

glaucon and the cave  v2

Cave Ninja – Post Mortem and Stuff

Posted by
Saturday, September 5th, 2009 12:31 pm

The Good

Fun tech. Not only does some tech idea stuff you want to try out make it fun to actually program the entry, it can also makes the entry interesting. Or so I hope it did. There was two things I tried out: Destructible landscape rendered with marching squares and some sort of fluid simulation.

I’ve wanted to try out destructible terrain with marching squares for some time. Mostly when thinking about doing Blastup 3, though I’m probably more for doing pixel perfect (with alpha) stuff. But still, wanted to try this approach out. It worked pretty OK, though it requires more work to be anyway close perfect. As a note, the collisions just uses bilinear filtering of the nearby grid points and checks it against the threshold, so the marching square output is just for rendering here (which really simplified things).

The fluid simulation pretty much just happened. I had a world which was a grid of values of 0 to 1. There’s a lot you can do with that. I’ve thought about similar things for earlier LDs, for the theme flood, but that theme never won. Basically, it’s like those old water simulations where each pixel is a water particle, and it can either go down or to the sides if there’s room. I just had float values instead, so the whole of it didn’t have to move. Then marching squares on top. Anyway, the lava seems to be what people liked the most, so I’m glad I did it.

The actual game idea. With the destructible terrain etc, I sort of wanted a game in between Worms/Liero and Lemmings. Which I think is what I got. It’s lacking things though (see below). Overall, I think it’s a good game idea.

Once again used the D programming language, which was good and makes most things easy (except in one place where a thing I did in a loop became very slow, which cost me some time). Also used OpenGL, GLFW and Fmod. Stuff that works pretty well and that I’m used to.

The Bad

Time, time. Lack of time. Or too ambitious project, perhaps. I spent 4 hours away from the compo helping some people to move, but I’m not sure those 4 hours would have made a lot of difference. The time issue had most impact on the level design, I feel.

The level design started out sort of OK. I wanted to introduce every new element by itself in a single level, then start combining them and creating puzzles.

Well, to start with, not all elements that I wanted to introduce got introduced. There was only one weapon, there was only one enemy type. I had planned for more there. And I had planned some cool movement tools, like a jetpack (and if I really had had some extra time, a ninja rope).

Anyway, as it were, I did get the elements that existed introduced in the way I wanted (though some levels was a bit too long, making them annoying). But then suddenly I didn’t have time to introduce more elements, yet I didn’t have enough materials or ideas to make good puzzles. So that first lead to a platform/jump level.

Then there was the last level. It got too hard. A little too busy. Even its name gives it away, it was named: A little bit of everything. Basically it had become apparent that it would be the last I had time to do, so wanted it real, if you know what I mean. Nothing tutorially. As a base there was a single good puzzle. But after making it, there was lots of room left, so got another semi-puzzle, some jumping, some digging, and some kill things. Too much. But maybe it suited as being the last level. I can tell you, even I have had trouble completing it sometimes.

That’s not the only bad thing with the last level though. The last level’s win condition check is bugged. So you only actually need to reach the star to win. I realized this bug existed after having gone to bed after just submitting my entry. So I got up, “fixed” it, and re-uploaded (it was within the deadline, don’t worry). Only the next day I realized the check was still bugged. I had added the correct check, but I had also left in a call to the base class update function, which just checked the star. So that was a waste of time.

Graphics. They turned out rather bland and boring. And dark. Noticed today that even just making the game 50% brighter helped a lot. But I’m not good at creating good textures or animate stuff, so perhaps it’s OK given the time available.

The Other

Sounds. It’s thanks to sfxr that I got any sounds at all. All in all, it might have taken 15 minutes to get all the sounds in. It was a great improvement over no sounds, but beyond that it was lacking. In addition, it seems that the sounds cut out for quite a few people — I have no idea why.

Heads up

I really recommend maximize the window to get a look at the whole level (if your screen is big enough). It’ll look bad that the level just cuts off if you have too large a screen, but even then it’s well worth it.

There’s a skip level cheat — it’s pressing F1 and F11 at the same time (as in most of me entries with levels).

I used a bit of base code and some utility code for rendering, fonts, and sound. Not really a library, just some random stuff (it’s what’s available in stdf in the source folder of the package). This is probably bending the rules a little, but I hope you guys are OK with it. Absolutely not game code.

Also, it’s not like I came up with marching squares during the compo. I’ve written a few application using it earlier, and actually adapted some old code. Writing it completely new might have cost me extra 15 minutes or so but it seemed pointless. The idea is really quite simple: For each square in the grid, start making a polygon. Check one corner, if it is within the threshold, make a point. Check this corner against the next corner — if one is out and one is in, find the point in between. Then do the same for the three other corners and edges. And that’s it.

Outro

There were probably some other things worth mentioning too, but none that I can remember now. Think I’ve responded to most stuff that I’ve got comments on as well. Overall, people seems to have liked the game, so I’m pretty happy. It’s been a good LD.

glaucon and the cave – timelapse

Posted by
Monday, August 31st, 2009 5:04 pm

Glaucon and the cave – final toughts

Posted by
Sunday, August 30th, 2009 7:57 pm

Clipboard02

ouch, that was close 30 minutes to the end and the jar file was giving me problems hehehehe, allways forgeting the deploy details !! but at the end everything is fine, and the final version is on the air.

thanks all !! that was a real fun !

zombie-left2

DiggR: Gold and bombs

Posted by (twitter: @drZool)
Sunday, August 30th, 2009 10:54 am
Gold and bombs!

Gold and bombs!

Arrows + Z + X

DiggR: FLOOD is slow but cool

Posted by (twitter: @drZool)
Sunday, August 30th, 2009 3:19 am
FLOOD is slow but cool

FLOOD is slow but cool

Arrows +  Z

DiggR: I has FLOOD in my caves!

Posted by (twitter: @drZool)
Saturday, August 29th, 2009 2:23 pm
I has FLOOD in my caves!

I has FLOOD in my caves!

Trying to flood, dunno if it will be in the final game. Click to run!

rogue-ish dark cave w/light

Posted by
Saturday, August 29th, 2009 10:40 am

so far very basic,. just a procedural-noise based cavern and a brute-force point light algo,. it runs fine here but it terribly unoptomized,.  I may try to get some recursive shadowcasting going,.   however for the sake of a timeline I should probly just move on to a bit of gameplay and see what develops.

I am working in the ZGameEditor,. so it’s opengl for the graphics, once I get the game working I will then consider the visuals..,

IDE shot,. .

IDE shot,. .

Cave Thing – Water and Rock layers

Posted by
Saturday, August 29th, 2009 4:58 am

Nothing too fancy yet, most time I’ve been working since the last log entry was spent on writing some pretty bad water simulation stuff. Just now added the rock layer as well. Still not sure what the game will be, but it’s getting closer and closer to involve burrowing. From caves.

jolle_cave_progress_02-water-rock

Also got the news that my sisters are moving this day, so will have to spend some of the afternoon and evening carrying stuff.

Cave Thing – Basic Renderer

Posted by
Saturday, August 29th, 2009 1:59 am

OK, so I’m not sure what kind of game I’ll make yet — I have several ideas, it’s just that I don’t know if they’d be fun. In the mean time, I’ve set up simple cave rendering:

jolle_cave_progress_01-caverenderer

It’s basically marching squares on top of a grid of 0-1 float values.

the cave of Glaucon

Posted by
Friday, August 28th, 2009 9:08 pm

aha ! now I can go to sleep… I have the ideia to dream on :) Glaucon after a boring class from Plato fall in a cave and have to escape from it, but in order to escape will have to find the sequence that opens the door of the cave, the keys are around the cave, but you cant see all around because the light dont go too far … and watch out the monsters of the cave Glaucon !! throw fire on it !!

here are the drafts

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draft_page2

draft_page3

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