Posts Tagged ‘flex’

I’m back in!

Posted by (twitter: @Cirrial)
Friday, April 25th, 2014 1:50 am

After throwing a hissy fit over the theme last time I’ve decided, on retrospect, that the issue wasn’t with the theme, but with my incredibly narrow and literal-minded interpretation of the theme.

So I’m back in and I’m going to figure out something for this theme regardless of how much I’m inevitably going to hate it.

Stuff:

  • IntelliJ – Code
  • Flixel – Framework
  • Pickle – Graphics
  • AutoTileGen – Graphics
  • Bfxr – Sound
  • DAME – Map Editor
  • Sunvox – Music (ahaha unlikely)

Here’s hoping this time around goes better than last!

I’m in for LD21!

Posted by (twitter: @Cirrial)
Saturday, August 13th, 2011 10:15 am

I’m in for LD21!

It might not be my best effort, given as I’m starting a new job this week and I might be exhausted by the weekend, but I’m still going to give it my best!

I’ll be using Flixel as my library of choice, using DAME as a map editor, Photoshop for graphics, BFXR for sounds and, in the unlikely possibility of getting done fast enough, SunVox for some music.

Prepare for the competition!

EDIT: I just realised I sent a video in for the keynote speech under the name of “Cirr”. It’s another nick I use, just a shortened form of Cirrial. Don’t worry, Cirr is still me!

Audeat Autumnus: 21 Days

Posted by (twitter: @thegrieve)
Sunday, October 10th, 2010 4:25 am

Today, after much faffing around I officially kick off my October Challenge game. After a long and heated debate between myself and an empty page in a notebook, I’ve decided to lower my sights considerably. I had intended to make a non-traditional tower defense game, I had two interesting aesthetics for this. One had the working title “In the Loop” and was centred around espionage networks intercepting information to stay relevant. The second was a hacker-orientated TD, where the towers are the various applications deployed in an effort to usurp control of the system.

Upon thinking about it, I realised that even though I have one of these ideas quite well fleshed out in design, to make it fun and interesting will take a hell of a lot of playtesting and iteration. So for this month I’m going to stick to tried and tested mechanics and make a traditional TD. The working title for this is “21 Days” since that is exactly how long I have to finish it and set it free.

My goals today are to get stand in creeps running around a tile-based map with quick and hacky A* directing them. Then get some grid-control and be able to plant towers (that do nothing yet). If I get this game polished up enough in the 21 days I might add a bit of meta-research, between levels you task scientists with researching technology dropped by creeps during the last mission, in order to develop more effective towers to help as the levels and creeps escalate. However, I’m going to focus on having a playable TD first.

Feature creep begone.

I’m developing in Flex/AS3 with Flashpunk. This is counter to my plans, as I had spent the better part of last week messing around in flixel. Flashpunk just seems that much more sensible, I can work far more quickly in it as I find its structure and usage much more intuitive, seems to me it was written more for programmers than flixel is.

Now, if I can resist the urge to play more Civilization I might actually achieve today’s targets….

Dialogue (well, technically, monologue)

Posted by
Sunday, April 19th, 2009 3:44 pm


Click to enlarge.

The wall’s coming, honestly..

Coming on slowly

Posted by
Sunday, April 19th, 2009 11:40 am

I’m at the stage now where I’m just mapping out the gameworld and populating it with words and people. It’s looking like I’ll finish in time, which I’m pleased about :)


Click to enlarge.

Engine nearly done

Posted by
Sunday, April 19th, 2009 2:00 am

I had a few hours of sleep and got back to work. I’ve now implemented player movement, gravity, collisions, etc., and just finished my class to handle animations.

Collisions caused me quite a bit of bother as I made a load of stupid mistakes (as usual), but they seem to be well and truly out of the way now.

I still need to pull the sprites I made over from my other computer so I won’t bother with a screenshot this time.

Tiles

Posted by
Saturday, April 18th, 2009 6:11 pm

Implemented tiles. Okay, it’s still at the stage where everything is boring. I think after this one, I won’t post until I have something a little more visually stimulating.

We have pixel fonts.

Posted by
Saturday, April 18th, 2009 5:19 pm

Started coding a little while ago and just finished a pixel font class.

I’m working with the Flex SDK in FlashDevelop.

[cache: storing page]