Posts Tagged ‘octopi’

Octobyargh Challenge

Posted by (twitter: @stuckieGAMEZ)
Wednesday, October 2nd, 2013 1:16 pm

Well, we’ve not done so well in trying to do Ludum Dare this year! Let’s change that and take part in the October Challenge.

Raiding my archive of past entries, we’ve decided upon taking Yargh! from prototype to completion, and hammer it on to as many devices as we can.
Those that may remember Yargh! will probably remember the art being somewhat wacky, and that’s something we’re going to be keeping!

So, without further ado, I present Pegleg Pete.

Pegleg Pete

Dance, monkey boy dance!

Pegleg Pete is the backbone of your pirate armada, serving as your ground troops in capturing as many forts, docks and gold mines as quickly as you can.
Capture more than the other players before the time runs out to win, also acquire more gold than everyone else, and perhaps blow everyone’s ships out the water for good measure.

Octopi has been cleaning up my original art, and Pegleg above is an indication of where we are heading. We thought the two frame “dance” animation was mad enough that we just can’t not put it in!

Anyway, we shall keep you updated with our progress, and hopefully we’ll be on our way to shaking our booty at the end of the month!

We’re in again!

Posted by (twitter: @stuckieGAMEZ)
Thursday, August 22nd, 2013 2:31 pm

We didn’t finish the last Ludum Dare – well, technically I didn’t finish it, Octopi had done all the art for it! It was all technical gubbins that needed done, and I ran out of time as other things came up…

So, let’s try this again.

Arcade Badgers shall be jammin’ and using ImpactJS once more.
Along with this, LMMS and Audacity for music and sound, GIMP and Paint for graphics, and I’ll be poking at Sublime Text for my code editor this time round.

Will be fun to have another mad prototype to play with!

The Badgers Are In!

Posted by (twitter: @stuckieGAMEZ)
Thursday, April 25th, 2013 11:11 am

Arcade Badgers will be taking part in this weekend’s Ludum Dare.. somehow… we’ll have two kids running around, but there’s always the twilight coding hours!

This weekend’s combatants shall be: Octopi and Stuckie!

Octopi shall be using Windows 7, with MS Paint, Notepad, Firefox and ImpactJS’s Level Editor thingy-mah-bob.

Stuckie shall be using KXStudio, with GIMP, Chrome, KATE, Audacity, LMMS, a LAMP stack and ImpactJS.

(And yes, we do have two ImpactJS licenses!)

Good Luck to All!

Happy holidays everyone!

Posted by (twitter: @stuckieGAMEZ)
Monday, December 24th, 2012 4:43 am

Happy Holidays!








Have an awesome holiday season everyone! Octopi just threw this together while the kids are driving her absolutely bananas so its not the best she can do but we are happy with it :)

Though, Grim’s list is one you don’t want to be on! Have a play (If you want! We won’t be offended if you don’t!) to get you into the holiday spirit 😀

Play Grim’s Christmas List!

A Grim Post-Mortem

Posted by (twitter: @stuckieGAMEZ)
Thursday, December 20th, 2012 6:12 am

It’s been about a week now, and the dust has settled a bit to reflect over Grim’s Christmas List.

This was the first game we’ve done together, the first time I’ve done any serious JavaScript, the first time Octopi has done any game art like this, and the first time I’ve done any coding whatsoever since having to leave my job in August due to ill health. And, I think we did pretty well!


A lot of things went right.
We both clicked with the theme right away, and Octopi started sketching out characters and an idea. I gave some input into it as well, and we ended up with a hybrid mix of Bomb Jack, Rainbow Islands and Bubble Bobble. Sadly, the Bomb Jack elements got dropped due to time constraints, but we love the concept enough that we’ll likely continue with Grim and make it to the original idea.
The workload was split pretty evenly – with Octopi on sprite work and general design, and myself on coding, audio, and piecing together the sprite sheets. And being a Jam game, we got an extra day to work on it, so I wasn’t too stressed out my noggin.
Impact was a joy to use.. although I very likely made some bugger ups here and there as a few people have pointed out the slightly weird collision detection at times, but overall I had no problems with it – short of not really learning much about it beforehand.
Our game actually worked out pretty well, and is probably the best entry I’ve done so far.

A few things went a bit pear-shaped, however.
Most of Saturday was taken up with us travelling down to see my family to do the great Christmas gift exchange of the year… but we worked out some of the game on notepads during the journey.
We didn’t get the third aspect of the game in – collecting presents/reaping enemies in order for bonuses – from Bomb Jack, so you just get one measly point per present.
The level changes are a bit abrupt – we need to add some transitions, or at least a READY? GO! style thing.
No music ( bar the couple of seconds on the title screen ) as I couldn’t think of anything to do, and sound was workable at best ( though the boss/mini boss explosion sound works really well, with the presents flying everywhere! )
The end is a bit anticlimactic… probably could’ve done something a bit better than a black screen with text on it!

All in all, we think it went well, and we enjoyed ourselves :)
We’ll definitely be thinking of expanding upon it later on.

If you haven’t seen it yet, you can find it here:

Now for us to start rating some games!

Crossed the finish line!

Posted by (twitter: @stuckieGAMEZ)
Monday, December 17th, 2012 6:22 pm

Well, here’s something unusual.. finishing early, for a change!

Grim’s Christmas List is now up and available to play:

It’s an HTML5 game so should be playable on most PCs ( I haven’t done anything to make it work on mobile devices as yet, so your mileage may vary with that. )
Both Octopi and I have really enjoyed making this, and I’ll likely be posting up a post mortem later in the week.

Congrats to the rest of the Competition and Jam entries – we look forward to playing them too!

Grim’s Christmas List

Posted by (twitter: @stuckieGAMEZ)
Saturday, December 15th, 2012 2:37 pm

Today has been quite productive, even with most of it being spent travelling to see relatives!

Octopi has nearly all the art done, and I’ve started pulling bits of logic together.
The design has been done as well, so without further ado, I give you Grim’s Christmas List.

Grim's Christmas List

More information and a (hopefully) playable demo will be available tomorrow, once I’ve bound some more logic up to confirm what we’re up to is actually playable 😉

As neither of us can be bothered to do tile sets, we’re primarily using the GfxLib-Fuzed pack from ( ) as we’ve still a lot of content still to do, so our time is better spent elsewhere for now.

Oh, and Octopi has been updating the Arcade Badgers twitter: should you wish to follow us on our merry game development way this weekend!

We’re in LD25

Posted by (twitter: @stuckieGAMEZ)
Tuesday, December 11th, 2012 5:50 am

My wife (Octopi) and I will be partaking in some jolly good Ludum Daring this weekend. Pip! Pip! Jolly Good! Ahem.

After a year of chaos, and having to leave my job due to ill health in August, I think a little Ludum Dare therapy could be useful, so we shall be Jamming this weekend to see what mess we can make. I haven’t done any coding since August, so this’ll be a good chance to see if I can concentrate enough to do anything.

We shall be running about as Arcade Badgers, and using HTML5 and ImpactJS.
Art via MS Paint and GIMP.
Sound via sfxr and Audacity.
Music (hah) via LMMS or MilkyTracker.

Should be fun!

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