Posts Tagged ‘crunchtime’

Beware the crazy cats!

Posted by (twitter: @caranha)
Sunday, April 22nd, 2012 8:09 am

10 hours to go, and I generally finished the interface, including a nice message parser, an inventory screen, pause and about screens, and winning and losing screens.

The game screen, with placeholder art.

I have almost all the minimum features that I wanted, and at least all the features required for the game to be completeable. So I guess I will take a quick break, and add some content.

I’m pretty sure I won’t be able to add all the sounds, music and art I wanted to, but I’ll see how much I can get done. If I’m lucky, I might even sneak in one more feature or two.

10 hours to go, fight, fight!

Oh, you can play the game here (java web applet) or here (downloadable jar).


Posted by
Sunday, May 1st, 2011 3:29 pm


Old Monochrome

Posted by
Sunday, January 11th, 2009 4:57 am

Well.. my working title is evolving a little from “Monochrome Train”.   Anyway, here is the update:

I have been working like mad during this miniLD#6.  I worked 12 hours on Friday, 17 hours yesterday, and now I have a little over 5hours left to at least wrap up the gameplay.  At this point I’m going into triage mode again like many LD format competitions force us.  In a last minute rabid attempt to cram and adjust all the critical features that will turn a project from a demo into a  game.  This being my third LD type event I have yet to feel that I’ve suceeded within the timeframe.  Not sure this time will be any different yet but at least a big difference is that this time I have been able to play my game a LOT more during creation.  Probably to the detriment of the timeline a little.  I guess that is a good sign though.  Anyway, 8am EST is almost here and that is when my crunch time begins.  I have made a critical todo list to accomplish during this time and we’ll see how it goes!


  • score file handling to support matrins compo requirements
  • detecting most primitive form of ‘you win’ condition when reaching locomotive at head of train
  • enemies – spawning, moving, fighting, dieing, dodging (of some type)
  • simple player / enemy animations for the logic I have coded so far (right now there is no animation)
  • simple event sounds
  • tiny train like soundtrack loop (update: DONE @ 9am)
  • how to page?  I am confused on this because due to the matrin framework requirement– I was planning on using his idea of the 400×400 image in his framework to provide how tos… but I also want people to be able to know how to play if they just download this level from the blog without the loading framework.. so there is the connundrum of sorts.
  • animations for train wheels and locomotive parts and steam cloud

Current screen shot above and current windows build here.  Use arrow keys (left/right/up) to move or gamepad stick with button 1 to jump.

Seeya all on the other side! 😉

Saturday Night Continues

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Saturday, August 9th, 2008 11:03 pm

Saturday Night ContinuesOh.  Hey. 

It’s time to bust out can number two.  And I’m running dangerously low on Gobstoppers.

Saturday Night Begins…

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Saturday, August 9th, 2008 8:12 pm

No Fear

So it’s time to bust out the big guns.

I’m behind, I’m not sure if I have something fun, and we’re down to the last 23 hours.

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