Posts Tagged ‘soil’

Jumpy Human (It’s a human, I swear.)

Posted by (twitter: @powderblock)
Sunday, February 23rd, 2014 7:04 pm

I just submitted my  Flappy Jam game (For more information on the Flappy Jam, click me!) and it’s turning out to be pretty interesting! I am actually really proud of this game, as this was one of the first times I have taken more than a few days on a game. The main gameplay is just jumping over some randomly generated spikes. Really. It’s simple, but so was Flappy Bird. That was the point of this jam.

All in all, it was a lot of fun to make, I got to get better in a lot of areas and actually explored a lot of stuff.
JumpyHuman_Title

 

It’s not super flashy, but I am actually pleased with the art.

Some things I learned how to do from this jam:
High scores saved to a file, keeps scores after player closes game.
Improved randomized spawning systems.
More reliable and less buggy “scrolling effect”.

I reused the speaker icon asset from my last LD game! Woo! Reuse of assets!

JumpyHuman_Bestdeath

Here is what the death screen looks like, as you can see, it has detected that my amazing score of five was greater than the score in the file (I set it to zero, for the demo.) and tells the player that they beat their score by showing the player a very fancy medal. I designed this system in about two days, without any prior experience with “long term” score capturing options. Pretty darn neat if you ask me.

Anyway, I thought I’d just share that with you guys.

I used the T-Rex C++ engine I made, with OpenGL (SDL_OpenGL) to draw everything, SDL for window and input management, MMSystems for the sound (I’ll get SDL_mixer working, someday.), glut for the text (I’ll get SDL_ttf working, someday.), and SOIL for texture loading!

(You can check out the game here, or you can get the source here. I highly recommend checking out the Flappy Jam and playing some games.)

botanic quest – first draft idea

Posted by
Friday, December 11th, 2009 8:49 pm

ld16 botanic quest first draft

This is my idea, you control a char that have quests to explore the map and find vegatables hidden in different places, under rocks, from trees, in the soil just click on the place to gather, but your bag can only handle 5 itens.

Each npc will give you a quest as you click on, a ballon with the item image will show and you have to bring the itens to the quest giver, you will equiped with bombs and a knife, during the exploration will face some agressive npcs that will try to kill you, you can use the bomb or the knife to attack then, to buy more bombs use the coins received from the vegetables gathering.

vegetables from the soil will be in the soil :) and fruits from trees.

when you are full of items in the bag you will not able to gather anything else, until you deliver the quest, or click on the item to remove from the bag and destroy it.

any time you will be able to save the current state of the game. now that i finished the idea will allow myself to have sleep :)

[cache: storing page]