Posts Tagged ‘goat’

hi, i’m in.

Posted by (twitter: @commanderstitch)
Tuesday, November 25th, 2014 9:01 pm

This time around, i haven’t decided yet, i’m either using:

ENGINE:

Flashpunk/as3, with flashdevelop and air/sdk. -Chevy Ray is responsible for flashpunk! thanks Chevy! (good luck with your unity stuff)

SOUND:

audacity, sounds by (me)!

IMAGES:

paint.net is still my favorite pixel editor.

CODEXUS:

tile editor by tyler moltz. Thanks tyler!

preloader/button(if i need it) by noel berry. gl noel!

NOTES:

notepad++;using chronolapse for timelapse; If you have interest in me streaming, ask. :-) i will definitely timelapse. 😀

or:

ENGINE and IDE:

c++/sdl2/visualstudio2013express

SOUND:

audacity, sounds by (me)!

IMAGES:

paint.net is still my favorite pixel editor.

CODEXUS:

if this is the route i take i’ll be using the libraries extensions, mixer, image, ttf, foo.productions tile editor, and other bits from his tuts. I’m brand new at c++ so, not sure yet on this.

NOTES:

notepad++;using chronolapse for timelapse; If you have interest in me streaming, ask. :-) i will definitely timelapse. 😀

-Commanderstitch

I made this for LD31!

funz!

funz!

Post-compo release and post-mortem

Posted by
Sunday, January 6th, 2013 4:30 pm

I managed to finish my first LD entry and I now present you a post-compo version of it. Play it here. Title screen:

intro

I made improvements based mainly on what people said about the game:

  • Added music (from http://www.nosoapradio.us/)
  • Added sound effects (with sfxr)
  • Added intro/help screen (as seen above)
  • Polished the graphics a bit, lowered window size
  • Increased player control
  • Made it more game-like instead of a simulator
  • Let the player control destinies of Igor and Dmitri

Some post-mortem thoughts:

Comments gave mixed feedback about the graphical style of the game. Graphics were made in about 10 minutes, and I doubt more time would have made them any better, considering my interest and skill in art.

Lack of music and sound was perhaps worse than I thought. Next time I’ll try to include those in the compo release. The post-compo sounds are not impressive by any means, but I guess it’s better than nothing.

Intro screen to explain the game and controls is also something I’ll try to get into the actual release next time around.

Player control was a central issue in this game. The player can only vaguely affect the behavior of a large number of independent AI agents to indirectly achieve his goal. Many players reported they didn’t feel like they were in control and I’m not entirely satisfied with the improvements of the post-compo release I made to address that.

The game was an experiment in emergent gameplay created by multiple AI units – a simulator type of game. I think the emergence was limited as the minions do not really interact with each other, only the Hero. That is, the game wasn’t complex enough to be really interesting. I have a feeling I’ll be trying something similar in the future, using what I learned here.

 

In conclusion, I think my first LD entry was quite successful. I learned a lot and want to make more games in the future. I was also very impressed by entries by other people and look forward to seeing the results of voting!

Heroes are so Annoying! + Timelapse

Posted by (twitter: @MetaKnighty)
Tuesday, December 18th, 2012 4:39 am

I finished my Ludum Dare entry, I didn’t make a post yesterday because I was too tired.
Come play it if you want some rpg goodness. Click here!1goat

screen5

Also, here’s a timelapse.

Goat of Justice says:

Posted by (twitter: @daredevildave)
Monday, December 17th, 2012 7:43 pm

goj_play

Play Rapture Capture

Wow, that was closer than it should have been. Last minute fixes to the server, crazy audio explosion bugs on Windows, cross-browser compatibility. We did it all, and all in the last hour too.

But really, I’m just so happy with what we made, and a huge thanks to Philippa, Ben, John, Tom and Simon, who made the artwork and audio and helped with design. Having that talent has made such an enormous difference since our last entry.

faction_select

Also, seriously, can you believe this is a browser game, it’s the future! PlayCanvas has come on so much since our last entry.

Robin Banks!

Posted by (twitter: @BlockBrains)
Monday, December 17th, 2012 6:06 pm

Just wanted to make a new post because even though we submitted our game yesterday we are taking part in the JAM and wanted to say congratulations to everybody, even if you finished or not, really. I’m just amazed at what this community can do! Good luck everyone and lets play!

You are the villain, Robin Banks, a punny banker who has gone too far.

>> Robin Banks entry is HERE!

Robin Banks screenshotBAAAAAAHH

If you enjoy our game, please vote and comment if you want, feedback is always nice! Stay tuned for a progress report and post mortem!

ps: What do you call an arrogant fugitive falling from a building? Condescending.

Woot: 8 hour ludum dare!

Posted by (twitter: @jezzamonn)
Sunday, December 16th, 2012 11:51 pm

Due to being away and stuff I was highly limited in my actual working time. I only found out the theme 7 hours after it had been annouced, and didn’t have time to work on it. BUT I STILL MADE AN AWESOME GAME!!

PLUS GOATS!!

Click to play!

It has goats!

My only regret is not including enough exclamation marks in the title.

The basic premise is to rebound lasers from other ships in order to get massive combos

Cool things about this game:

  • I used as3sfxr and generated the sound in-game for the first time.
  • I used box2d for the reflection angles, making this the first game I’ve used box2d in.
  • This is the first game I’ve used a restricted colour palette for, and the graphics went well.
  • Didn’t use any silly flash engines like flash punk because I’m cool like that.
  • GOATS

Robin Banks (pun intended) is finished!

Posted by (twitter: @BlockBrains)
Sunday, December 16th, 2012 5:56 pm

>> Robin Banks entry is HERE!

BAAAAAAHH

Robin Banks screenshot

Two humans, two days, first Ludum Dare. Game designed, coded and illustrated from scratch in over 26 hours. Submitted to JAM but COMPO rules followed!

Off to bed now! Enjoy! Looking forward to checking out entry!

Super Goat Combo

Posted by (twitter: @juaxix)
Sunday, December 16th, 2012 5:49 pm

Be Careful when the invaders team hits your planet with the Super Goat Combo!

KILL'EM'ALL!

KILL’EM’ALL!

+1 Goat

Great success

Posted by
Sunday, December 16th, 2012 1:48 pm

 already_dead

I did it! My first LD entry has been submitted. It is a game in which you try to win, but not by too much. As an Evil Overlord, you don’t want the Hero to ruin your plans, but you don’t want him to die either, because that would spoil the fun! More on the submission page.

That was most intense coding I remember ever having done. Towards the end I had to start heavily cutting corners. There are so many global variables and redundant checks, and so much duplicated code that I don’t ever want to look at the code again 😀

I had some time to spare but was too exhausted to start implementing anything – testing my game is pretty tedious. So there’s no sound, no starting screen, and most placeholder art is better than what you see in the game. Still, I completed what I set out to do – to create a game with many AI controlled agents and player only having global control over their behavior.

I feel I was very lucky with the theme, planning the game took only about 15 minutes. And I even managed to include a goat!

If he didn’t have a cute (but deadly) pet goat, he wouldn’t be an Evil Overlord. On the left, you can see Igor and Dmitri, trusted associates of the Evil Overlord.

more_men

The game is controlled by giving orders to your minions by choosing one of three available random choices. There are three levels, at the end of each level there are special choices.

orders

See you in next LD!

The villain’s dream – the goat is watching you!

Posted by (twitter: @davidfarndt)
Sunday, December 16th, 2012 1:37 pm

villains dream devscreen

 

 

 

 

I thought this was a nice way into the last 5 hours (hopefullly less for me).  Lots of bugs to fix & but most of the base code works!

 

 

It’s done!

Posted by (twitter: @EdoMiyamoto)
Sunday, December 16th, 2012 11:27 am

My game is quite finished… This is my first entry, so I hope you’ll like it. I don’t want to expand it because i’m having a lot of error unsolved and i don’t have time to learn how to make some clean engine and stuff.

Thanks to everyone for this event this was a lot of fun and i have a lot to learn !

 

The villain’s dream – kittens & goats artwork

Posted by (twitter: @davidfarndt)
Sunday, December 16th, 2012 11:08 am

Not that there isn’t enough programming to be done but I needed a break.

Doing Artwork under pressure is always bad … I’m also not a very good artist^^

the villain's dream red kitten artwork

the villain’s dream red kitten artwork

goat

the villain’s dream goat artwork

kitten_blue

the villain’s dream blue kitten artwork

 

 

 

 

 

 

 

 

 

No there’s not going to be an epic battle between kittens and goats, but there’s going to be an infinite number of kittens and one, and only one, goat.

 

Main Villain enters the game!

Posted by (twitter: @emberheartgames)
Sunday, December 16th, 2012 8:34 am

Ok, 10 hours and 30 minutes left. That’s not much…it’s near the end! I have plenty of stuff to do to make game more fun and interesting but we’ll see how far can I get.

For now, some updates:

  • villainishFinal map where AI works more or less fine (still need one small fix on that)
  • Some balancing
  • You can see how damaged are your creatures in the dungeon (less HP –> more red color on the icon)
  • Villain’s (Player’s) dungeon Added! When Villain’s dungeon gets attacked, main health bar starts to lower. Once it reaches zero healthpoints you loose.
  • Started to work on tooltips
  • Villain’s avatar drawn -> It’s a goat in armor (or is that a goatman?)

preview8(click for full resolution)

What I have to do next:

  • Add another creature
  • Make heroes unique (mages less HP but more AP and vice versa for knights)
  • Some morale system(percentages!). When you defeat enemy you get higher morale for x% which means you’ll hit enemy more easily and the same works for enemy.
  • Maybe I’ll add some SFX this round

I’m still streaming on Twitch.tv (chiptune music included)

(Goat villain) 

2nd Update, polishing it up

Posted by
Sunday, December 16th, 2012 3:56 am

Finally this morning I came up with a 3rd mini-game for the criminal “simulator” I’ve been working on.
The new activitiy was very simple to implement which leaves me good chunk of time to polish and tweak the game.

The biggest thing left to do is to port the game for Windows, but in theory it “should” compile pretty much out of the box (result may vary ™).

Started today with a healthy breakfast… a large cheeseburger:

I’m not entirely satisfied with my games concept as it doesen’t really give you a motivation for the crimes you’re committing other than a bad story :D.
On the bright side it haz g0at(s)

At the moment seems very likely I will end my bad streak of 2 failed LD’s in a row, which is nice… time to get to the horrors of porting to windows…

Final shot of the night.

Posted by
Sunday, December 16th, 2012 3:55 am

We seem to be mostly set up now and the only remaining art pieces are the title screen, credits, and a few more misc. stuff. We’ll turn most of our focus now over to finishing up any code, some music, and designing levels. I’m about to clock in so here’s the final screenshot of the night plus a preview of the title screen.

~AlucardX60

Screenie3

We’re hoping it’ll breath fire.

Title

This is quit time consuming. :?

 

Well, there’s a goat in the game now…

Posted by (twitter: @LPavownage)
Sunday, December 16th, 2012 1:48 am

…even if it only appears to commend your inability to be stealthy…

Goat Face...If nothing else there’s now another layer of strange on this cake.

 

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