Posts Tagged ‘laser’

Porst motem: UUWD

Posted by
Thursday, April 23rd, 2009 3:09 pm

So, I decided to try LD out. I actually found it while looking for “more cowbell” pictures to put in a slideshow at school, and found a screenie of jovoc’s Cowbell Hero. I noticed: Hey, it’s going to start soon! So I decided to join.

Introduction

So, I think I did fairly well. I picked an easy way out, in my opinion: I was actually thinking Rain would win the theme (although I didn’t particuarly want it), so I came up with an idea of acid rain falling from the sky, and using moving platforms to keep the rain from hitting you. But instead, Advancing Wall of Doom won. So I came up with a quick idea: You run across randomly generated terrain (2D) to avoid some wall of sorts. I wrote some code for the laser of doom (the wall), and created a little black ball with 3 frames of animation: one with ‘J’ written on the ball, one with K, and one with L. The idea was to press them in that sequence to move the ball foward. I ran into a problem: I couldn’t get the ball to act correctly to the terrain. So, I scratched the random terrain idea and went for something much simpler: a platformer game. I got the JKL movement idea from a game called “Dick Chaney’s Sky Patrol” whereas one level you were in a wheelchair, and you used IOP to move foward. So, I made the character a wheelchair. I’m a horrid spriter, so I didn’t put a person in it. Thus, Uber Unmanned Wheelchair Delxue was born.

The creation proccess

I was currently making another game to pass the time while waiting for Ludum Dare to start. It had autotiling. So I made some quick autotiling for the walls, getting the idea from the Dream Sector in Jumper2. I also made some other colored walls.

Then, I made sprited movement. You might not be able to see it in-game, but the wheel actually “spins” when you’re moving, but it stops when you stop moving. Genius!

Then, I programmed a quick platformer engine. Nothing special, although I did everything in the “step” event instead of keyboard events, because keyboard events like to conflict with one another. Which means that you would stop for a short amount of time when you jumped. Kinda inconvenient, considering how chaotic this game is.

Next, I began level design. I made a quick introductory level, featuring 0 moving parts. A lot of people had problems with this level. Failure, because you have to beat it to play the rest of the game (non-linear level path: level designer’s worst nightmare). As a result, people didn’t like it. I thought it was rather easy, although having played the game untold amounts of times, and having 3 years of platformer-game experience, that probably wasn’t a very good judgement difficulty-wise. I also made a wall tileset so platforms wouldnt’ just float there (although they do in later levels :P).

The next level introduced a gimmick used throughout the entire game: spinning sawblades! Whee! I tried to “time” the sawblades so you came up to them when they were out of the way, although this proved to be a difficult task because I could only start them at 90 degree intervals. Also, so that the sawblades wouldn’t spin off of an imaginary pivot point, I made a tileset that allowed me to make pipes. Snazzy!

The third level was an attempt to introduce the third wall color (by the way, the wall colors don’t mean anything), and the concept of waiting. Waiting. Yep, while a giant randomly-generated laser is steamrolling toward you, you have to wait. As a result, there are a few close calls. Also, the last part is kinda hard to jump over. :/

Fourth level: Giant wall of sawblades! Whee!

The fifth level introduces the pause item, which will slow down the steamrolling laser to a mere tenth of it’s original speed.

Then, the ‘game completed’ screen comes up. Party! You made it this far.

Hopefully, you didn’t quit there.

The humor proccess

At this point in making the game, I was feeling pretty worn out and silly, wanting to crank out some random gimmick, causing humor. So, I took some inspiration from Karoshi 2. If you have never played that game, go Google it. Anyways, if you have played that game, you know its random style of throwing in little injokes, or continuing the game when you try to quit. So, if you check the password box, you may notice: “Hey, I don’t remember that password being for any of the levels! So you click OK. And it goes to level six.

Level six is an abusage of pause signs. You have to go uber-fast on this level, because if you aren’t fast enough, you have to wait for the sawblade to get out of the way, and so the laser blocks off the exit. Level failed.

Then, it tells you that it’s really done now.

But it isn’t. Go check the passbox, and it’s a new password!

I had a lot of fun with this level. The original level didn’t have a pause item, yet it was still beatable. Barely. This was one of those moments when I decided to actually give the player a break.

Lookie, a new password!

This level was based off of the idea of having to backtrack a bit to make a jump, and backtracking again to win. Most levels are RUSH RUSH RUSH RUSH RUSH RUSH OMG THE LASER IS CATCHING UP OMG OMG WOAH I MADE IT HOLY CRAP, but I decided to put in a little variety.

Now, it tells you there is no new password. Don’t beleive it? Go check the password box. See? same password. You must be done now. So quit.

:)

Yeah, I felt like being a jerk.

So, this next level is based off of waiting. The jump is kinda hard to make.

Now, for the final level. This one took a while to make/beat, especially with the sawblade at the beginning. Then, I had a lot of fun with the next part. Not only is the laser on your butt, but the sawblades are nigh-impossible to navigate. A fitting last level.

Then, it thanks you for playing and says you’re done. Trust me this time, you’re done.

:)

What I did right

I made a game.

I made it within the time limit.

It had a main menu.

I personally think it turned out really well, for a 7-hour game.

What I did wrong

Too hard!

Not enough stuff

Inconvenient menu

Lame idea (in my opinion)

Conclusion

I think I did well for a first time, especially considering the small amount of time I had to work on the game.

sfxr sdl – sound effects for *ALL* =)

Posted by
Saturday, December 15th, 2007 5:25 pm

I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!

Download: sfxr-sdl.tar.gz

Just type ‘make’ to compile. You need SDL and GTK 2.

sfxr – sound effects for all!

Posted by
Thursday, December 13th, 2007 6:13 pm

Been tinkering with this over the last couple of days.

EDIT: Official sfxr homepage – http://www.drpetter.se/project_sfxr.html

As the audio geek I am, I find it a bit unfortunate that most LD48 entries are usually silent. I figure it’s probably due to the authors not having a quick ‘n’ easy application at hand for making sound effects and therefore neglecting that aspect of the game in favor of code and, usually, graphics. Even simple sound effects can add a huge amount of immersion and fun to a game, though.

What I present here is, if you will, an MS Paint for sound effects… or something along those lines. It’s meant to make it dead easy for anyone to whip up a few simple sound effects and save them as .WAV files for playback using most game/media libraries like SDL or pygame.

Basic usage involves clicking the left-most buttons to automatically generate random sounds loosely targeted at certain categories. For more advanced users it’s possible to spend some additional time to manually create fairly varied and interesting sound effects.

The interface is based entirely around sliders for controlling sound parameters, along with a few buttons. Even if you don’t want to spend time learning about all the sliders you can still have some fun just hammering away at them and listening to the various sounds that come out.

Hopefully this will mean that there’s no longer any valid excuse for anyone to get N/A in sound!

Download: sfxr.zip (win32, 48 kB) – Latest update: 2007-12-15 (see screenshot)

EDIT: Apparently it sort of works in wine 0.9.50, though with some stability issues. Fortunately though, the good Gerry JJ/mjau managed to port it properly. Here’s a copy of his post:

I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!

Download: sfxr-sdl.tar.gz

Just type ‘make’ to compile. You need SDL and GTK 2.

Source code is obviously included in the portable archive, and anyone is free to use or modify it for anything they please. There’s no need to credit me, although it would be nice if you did. I would also appreciate a little email note if you do create something cool based on my code.

If I get around to making a little update I’ll include source code in the win32 archive as well.

sfxr.gif

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