Posts Tagged ‘Chris Sanyk’

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!

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10473

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.

Enjoy!

Bad Puppy: Post-Compo Enhancement 3

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

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.

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.

Karyote new alpha build

Posted by (twitter: @csanyk)
Saturday, August 25th, 2012 2:50 pm

Karyote

  • pseudoparticles
  • debugged. Stupid GM room editor inserted two player objects on top of each other, resulting in some pretty crazy behavior during collisions.

Getting closer to being ready to attempt to implement a little  AI behaviors and start linking them up to create evolutionary behavior.  I hope to be able to replace the shitty placeholder sprites with something real once I have core gameplay up.

 

Early alpha: Karyote for LD24: Evolution

Posted by (twitter: @csanyk)
Friday, August 24th, 2012 11:05 pm

It’s not much at all yet, but I have an alpha build of my entry for Ludum Dare 24: Evolution up and running in HTML5.

Karyote

It’s not really playable yet, at the moment I’m just working out some motion and object prototypes.  Graphics are all placeholders. You’re always in the center.  Move with the arrow keys.  Left/Right turns, Up moves forward.

Somehow, I’m doing another game with a microorganism theme.  LD#23 was Bactarium, LD#24 will be called Karyote.  You control a single celled organism that mutates as you play.

I still need to figure out what exactly you’re doing in the game, but I have some ideas that I haven’t implemented yet, so I’m a little further along than it looks as far as the concept goes.  I’m designing as I go, mainly this is design by fiddling around.  That’s a dangerous way to go on any project, but when I don’t have much of an idea to begin with, I find it’s one of the most reliable ways of getting me going.  Hopefully I’ve learned enough lessons from previous projects to avoid messing up the code architecture, so debugging and feature changes don’t turn into a nightmare toward deadline.

Bactarium 1.1

Posted by (twitter: @csanyk)
Monday, April 23rd, 2012 9:10 pm

Ran through the game again and noticed a few bugs, which are now fixed:

  • Score: counting errors resulting in inaccurate Births, Deaths.
  • Collision(enemy) bug resulting in every collision killing an enemy regardless of its health.
  • Fixed a few minor bugs in the Player controls (I think for real this time)

If you’ve already downloaded it and played it before, it’s worth downloading again and trying it out with the fixes.  Gameplay should be a good bit more challenging than in 1.0.

Postmortem: Bactarium

Posted by (twitter: @csanyk)
Monday, April 23rd, 2012 7:51 pm

play it!

I’ve written an extensive 3-part postmortem on my web site, narrating my thought process as I worked through the weekend on my compo project, and describing in detail some of my programming techniques (no code, download my source to see that).

Here’s the uber brief synopsis:

What went well:

  1. Really liked the bacteria behavior.
  2. Good use of translucent graphics.
  3. Very happy with the effects I achieved using stochastic functions.
  4. The controls ended up working out pretty well — this was the first time I’d done a game where the controls are so indirect, and you control hundreds of objects.
  5. Performance is good despite having a few thousand objects in play.
  6. <3 Game Maker for rapid development

What went wrong:

  1. Didn’t get to complete all the features I’d planned.
  2. Spent a lot more time debugging and tweaking the controls than I ever imagined I would need to.
  3. Game is short.  <1min/play is pretty typical.
  4. Could be more depth to it, if I’d made it a little more complex by including some of the features I’d hoped to complete.
  5. h8 Game Maker for debugging.

What I’d like you to know:

  1. This is the second weekend in a row that I built a game!  I’m taking a break next weekend:)
  2. I’m really happy that I participated and completed my project.
  3. I am looking forward to doing more of these.
  4. Can’t wait to see people’s comments, find out how I ranked, and try other people’s games out!

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