Posts Tagged ‘craftyjs’

CraftyJS – TweenColor

Posted by
Saturday, April 27th, 2013 9:44 am

So when using CraftyJS’s tweens, it doesn’t tween colors.

Tween::tween only works on numeric attributes.

color is stored as a string

So I’ve spent the past 3 hours figuring that out and how to fix colors.

Find my TweenColor component on github.

Small caveat: you must set colors completely through the new ::rgb method, you can call .rgb(r,g,b) or .rgb({r:r, g:g, b:b}).

.tweenColor is .tweenColor({r:r,g:g,b:b}, frames)

Maybe this helps someone. :)

I’m in again

Posted by (twitter: @GranorD)
Thursday, April 25th, 2013 10:07 am

I’m in for a second time.

I will use Crafty.js and probably Photoshop.

Yeah, that’s it, I guess.

‘The Voynich Experiment’ is done!

Posted by (twitter: @AlakajamBang)
Sunday, August 26th, 2012 6:21 pm

Tired, but quite satisfied! I managed to do most of what I planned for this 2nd and last day. My only regret is that I might have taken too much time on nitpicking stuff instead of producing more contents/levels, but it could have been worse.

Congrats to everyone, I’ve seen quite a lot of promising games during this week-end! Now it’s 3am here, so time to sleep. See you soon!

‘The Voynich Experiment’ entry page

Failed LD23

Posted by (twitter: @floriaen)
Wednesday, April 25th, 2012 4:14 pm

Even if I’m finally out of the contest, I was in this week-end.

I worked saturday and sunday night (my time zone) but I failed to finished a playable game :/
Because it makes me very sad I would like to share an enhanced version of the incomplete game here

Congratulations to all!

 

Non-Memetic Declaration of Participation.

Posted by
Thursday, December 15th, 2011 9:10 am

I’m in. HTML5/JS for the cross-platformness. Specifically, CraftyJS, Underscore.js, jQuery…

I have a game idea that I’ll need to fit into the final theme. It’s sort of an action resource management game that draws on pipe tile games like the classic Pipe Dreams or the card game Waterworks. Except you’re on a spaceship that’s under attack.

Gratuitous Placeholders

Posted by
Wednesday, September 21st, 2011 9:32 am

So many placeholders. My goal for this evening is to finish the “go” button logic that executes your actions on the characters and rooms each night, dress up the placeholders a bit, and get a story put together that can evoke some horror from the player. That’s probably enough to submit for this, though not enough to satisfy me. I might keep polishing it for a while after the mini-LD with an eye toward this month’s Experimental Gameplay and Super Friendship Club.

I was able to formalize the story module format last night. Everything’s in CSV spreadsheets; characters, rooms, story fragments, story-specific game configuration… This lets me almost completely separate content from logic, and should let a person build a story module without learning/modifying the code.

Screen shot below. That’s the basic interface once you’ve started a story. Clicking a room gives you a menu where you can “lock in” an experience type for the night (e.g. noises, dreams, physical manifestations). Once the actions are locked in, the “Begin” button will start the night. You’ll get accounts of the night’s goings-on from the characters the next morning, which will help you understand the story you’re trying to tell them.

Screen Shot

Very nearly operational

 

Location, Location, Location – Damn the Deadlines

Posted by
Monday, September 19th, 2011 3:24 pm

Still going on the Mini-LD. It’s my first time, so I figure I’ll get the blatant cheating out of the way now; it’s been more than 48 hours on the wall clock. I probably only have 12 hours of dev time so far, so I’m running with that. =)

Javascript is a tricky mistress/master when you’re not accustomed to working with it. I’m learning the CraftyJS framework at the same time (for the second time). Got the concept for a data-driven horror-ish story game pretty well worked out and more than half-implemented. It’s almost interactive now.

The premise is that the player is a location that has experienced something wrong. My sample case is a house which experienced a tragedy. Some folk have chosen to spend the night at the house, and it’s your job (as the house) to communicate the tragedy to the occupants through metaphysical actions. Your basic set of actions can produce different outcomes based on the person and the part of the house they occupy. The player learns the story through the experiences of the visitors.

 

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