Posts Tagged ‘minmo’

MinMo LD11 Final

Posted by
Sunday, April 20th, 2008 5:56 pm

MinMo is my entry into the LD11 – Minimalist Theme compo:

final minmo screenshot

Update:

Two win32 versions are now available, a fullscreen and a windowed.  No other changes were made to gameplay or bugs.  The resolution is 1024×768.  I recommend the fullscreen version for a more immersive experience.  😉

Fullscreen win32 available here (2.3MB)

Windowed 1024×768 win32 available here (2.3MB)

full zip with win32 exe and source here (3.5MB)

I’m hoping to post a linux version / instructions soon too.

The goal is to get from the left of the screen to the right of the screen. Each time you do the world will advance one level. Each level brings more flowers and enemies to overcome.

You play as a character with two forms. “Min” – who is thin, vulnerable and snakelike. “Mo” – who is an invulnerable and immovable gelatinous mass.

You can only move around when you are Min but if you are falling off of a block you can transform into Mo to crush enemies below you. If you happen to be cornered by an ememy as Min, you can transform into Mo to let them pass by safely. You can only get hit by the enemies once or the game ends. You can continue though so never fear!

The game world consists of rising and falling blocks that also play the music of the game in time to their movements. There are little flowers that grow from time to time that you can collect for points.

This was created with ruby and the incredible gosu game library.

I used the awesome sfxr for all game sounds too!

Bitmaps created in Tile Studio after some initial concept art inspiration in Corel Draw.

I finished this with 3 minutes left in the deadline. That means that I didn’t have a chance to play it that much to tune for fun. It is functional and seems stable. The player crushing enemies collision detection could be a little better for sure and the levels could advance in a more interesting way. All in all I am very happy with having completed this project in such a short time. I didn’t think I was going to be able to make it under the deadline the past 4 hours or so leading up to the end so I am glad that I actually managed to pull something off. I’ll post a post mortem later perhaps. I can’t wait to check out all the other entries! Good luck and congrats to everyone who participated!

MinMo screenshot #3 and win32 test

Posted by
Sunday, April 20th, 2008 9:29 am

So, after some sleep last night I have finally finished a good working pass on all the character vs moving blocks collision tests.  Had a few bugs / kinks to work out that I introduced due to tiredness last night.  Now everything seems stable and falling seems to work good enough for now.  Plus, the characters position correctly updates as the blocks move up and down and the character can now fall down and meet a moving block without problems.  Plus, thanks to the new algorithms I should be able to implement similar ones for any other objects / obstacles / enemies I manage to implement in next 8 hrs or so!  😉

win32 available here for anyone curious as to its workings / progress.

Screenshot #3 for minmo

minimal MinMo minutes..

Posted by
Sunday, April 20th, 2008 6:57 am

Well, I’m back up and starting to wake up.. (mmm coffee)  I was too tired last night to tag the evening with a journal update as to progress of MinMo so I think I’ll do that now as I recollect my thoughts and tasks for the day.

I managed to get about 3-4 hrs of code in last night during which I got the block classes correctly picking new heights, updating to the new heights etc.  It looks really neat in motion and there is something about it’s minimalism that I do like.

I got the player char position to be updated as the blocks rise and fall and started working on more advanced collision detection.  I need the char to correctly get stuck in the block valleys and be able to move left and right only when their block is above neighboring blocks.  Sounds simple enough right?  😉

I managed to piece something together that was crudely working after fighting through some annoying bugs but basically hit a wall of tiredness where I was causing more harm than good.  :)  So, I went to bed hoping to refactor a bit better / clearer algorithm in the morning and then hopefully add a few more elements to make this thing a ‘game’ and maybe even slightly ‘fun’.  I still have hope even though there is less than 10 hrs left in the compo.

MinMo screenie #2 and journal update

Posted by
Saturday, April 19th, 2008 10:53 am

Here is another screenshot of MinMo. I have got a basic ‘block’ class defined and working for the land now. Basically, keeping to the concepts of the theme with min and max (or mo?) the blocks will be moving up and down possibly signaling their moves with color changes ahead of time. Another minimalist thing I’m trying to incorporate is that your little MinMo player guy can’t jump. You will have to use the moving of the ground blocks to get around the world. You WILL be able to fall though and I’m still thinking up what kinda of implications this may have. I am still brainstorming other aspects of the game (enemies, goodies etc) but nothing too concrete yet.

MinMo Screenshot 2

So, now I’m off to a birthday party I’m throwing for my girlfriend so I won’t be back for about 6 hours or so. Then it is a late night sprint on the game, some minimal sleep and the final crunch on Sunday to pull this thing off. Good luck all!

MinMo screen shot and win32 test file

Posted by
Saturday, April 19th, 2008 9:05 am

Finally got a screen shot here along with a link if anyone on win32 wants to try my character test and let me know if my exe doesn’t work. Basically got my character tiles from last night all coded in and initially timed between states.

The current player character MinMo has two states. A ‘Min’ state where he is a little thin snake and a gelatinous block ‘Mo’ state where he can’t move but will probably be invincible. You are frozen as ‘Mo’ currently until the time is up where you then transform back to ‘Min’.

You use arrows to move left and right, space to transform, and ESC quits. Now for more game elements!

win32 exe available here

MinMo Screenshot Char Test

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