Tag: game development

Ludum Dare 27: Triad

Posted on August 29, 2013 in Projects

For pretty much all of this year I haven't really been doing any game development (nor posts). But I'm starting to get back into it now; a couple weeks ago I started working on my arena shooter again, and now I've participated in the 27th Ludum Dare. It would seem my period for "not participating in the main competition" was only eight months. :P The game I made is called Triad. You can download it...

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Ludum Dare 25

Posted on December 19, 2012 in Projects

Well, I participated once again in Ludum Dare and managed to succeed in creating a game (unlike last time). The game I created is called Amongst Shadows, and you can play it here on my website, or rate/comment on it at its Ludum Dare page. Anyway, on with the post-mortem. Theme The theme was "You are the Villain"; I had hoped it would be "End of the World", given the date and that I had...

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Ammo 1.0

Posted on December 13, 2012 in Projects

This is just a post announcing that Ammo 1.0 has been released (changelog). After a couple months in the 0.x range, I feel it's ready to be pushed up to 1.0. Hopefully soon I can create some tutorials for the library; the documentation is complete and up-to-date, but documentation isn't particularly good at conveying the big picture. Anyway, if you've got any feedback on the library, please let me know.

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Ammo

Posted on October 15, 2012 in Projects

This announcement post is a bit overdue, but, better late than never. A short while ago, I released the first version (0.1) of Ammo, my organisational library for LÖVE. Its current version is 0.1.3. I plan to let the library stay in the 0.x range for a while as it's tested by me and any others who use it. Along with the core library, there's a number of extensions available. The one I'm most excited...

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Custom Cursors in Love2D

Posted on September 20, 2012 in Tutorials

When making a game in LÖVE, you'll probably end up needing to customise the mouse cursor. As I recently had to do just that, I thought I'd make a quick tutorial on it. If you want an example cursor, here's the crosshair I'm using in a game right now. Now, all of what we need is contained within the love.mouse module. The first step is to hide the mouse with love.mouse.setVisible. You'll probably want to...

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Illusive Dreams: Test Build 5

Posted on May 29, 2012 in Projects

Well, it's been some time since I've released a test build for Illusive Dreams hasn't it? Work on it has been very slow lately; both I and Jeremiah haven't done all that much on it during the last few months. Nevertheless, a lot has happened to the game since the last test build, and I thought it best to release a new one before I go off to Brisbane. You can find the build here:...

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Getting More Ratings in Ludum Dare

Posted on May 02, 2012 in Tutorials

I thought I'd share a few quick tips on getting more ratings, which I've picked up in my experience with Ludum Dare. Please note, I'm not putting this down as fact or anything, but merely expressing my own opinion. Rating Games Yeah, this one's kind of obvious by now I'd say. Your "coolness level" increases by one per game you rate, and the cooler you are, the higher chance you have of getting rated. Games...

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Rock 'n' Slash: Ludum Dare 23 Postmortem

Posted on April 29, 2012 in Projects

Well, I think it's about time I made my Ludum Dare 23 postmortem. First of all, I blame not posting in a long time on my seemingly inherent laziness. Procrastination is an easy trap for me it seems, but that's another topic altogether. Back on subject, the latest Ludum Dare took place between April 21st and 24th, with the main competition ending on the 23rd. It just so happens that this event was Ludum Dare's...

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Ludum Dare 22 Postmortem

Posted on December 20, 2011 in Projects

Last weekend was Ludum Dare 22, and of course, I participated. The game I created is entitled Uncorrupted; there's more information available at its page on my website and on Ludum Dare. You could also check out the time-lapse of my work on the game. Preparation Anyway, with that aside, here's my postmortem. As always, it's important to prepare beforehand, especially making sure that your toolchain works. I decided to use FlashPunk this time, firstly...

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Illusive Dreams: Test Build 4

Posted on December 16, 2011 in Projects

The fourth test build for Illusive Dreams has been released. Chapter two has been finished, with nine new levels, in-game text replacing cutscenes, and many other modifications and fixes. I haven't been able to do anything with the commonly reported "white screen" bug, as I'm not able to reproduce myself. Please let me know if it occurs in this build. If it hasn't disappeared, I'll have to put more effort towards hunting it down. Anyway,...

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Illusive Dreams: Test Build 3

Posted on November 24, 2011 in Projects

I've now released the third test build for Illusive Dreams, and as usual, it's bigger than the last one. There's eight new levels, re-arrangements of previous levels, another night time music track, and many modifications and fixes. Check it out and let me know what you think. Thanks!

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Illusive Dreams: Test Build 2

Posted on November 20, 2011 in Projects

I've just released the second test build for Illusive Dreams. This build has six new levels, two music tracks, chapters for level ordering (although there's only one at present), and a number of other modifications and fixes. Once again, I'd really appreciate any feedback or suggestions you might have, as it really helps to improve the game. Thanks!

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Illusive Dreams: Test Build and a Composer

Posted on November 17, 2011 in Projects

Quite a bit has happened (as usual) since the last update via my blog. I've created more levels, added a system for chapters, and many other changes and additions. But there are two main things which I'll cover in this post. First is the release of a test build of the game. I needed some people to test the game, to find problems and things that could be improved (the main thing of interest for...

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Another Update on Illusive Dreams

Posted on November 12, 2011 in Projects

It's about time for another update post on my platformer, Illusive Dreams. As you may guess, I've finally found a name for the game. The main thing I've been working on is the levels for the game, with the first seven already done and two others which I'll use later on. I don't think I'll be making a hell environment, as it seems to be too much work right now (this is a free game...

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Pixel Says: A Game with One Pixel

Posted on October 30, 2011 in Projects

A couple days ago I felt like doing a quick game for a little change from the game I've been working on for the last seven weeks. For some reason, I decided that limiting myself to only one pixel would be a cool idea. So last night, in an hour and a half, using FlashPunk, I put together a Simon Says remake called Pixel Says. Obviously, the only thing that I wasn't able to do...

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Progress on the Platformer

Posted on October 28, 2011 in Projects

Since last time I posted on my new platformer game, a lot as happened (as you would expect). Since then, I've released two new progress videos, so instead of me throwing a wall of text at you, I'll let them speak for themselves. Take note that, like last time, the videos are darker than the game itself (though the severity of this seems to have improved somewhat). Here's the latest one: And the one before...

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How It Works: The Thruster in Facilitated Escape

Posted on October 23, 2011 in Tutorials

In this post I'll be taking a look at how I programmed aspects of the ship's thruster in my game, Facilitated Escape. I'll most likely be making more posts like this in the future (as in, I intend to make a series of "How It Works" posts). Initially I had a lot of trouble getting the thruster to look right; you might be able to see some of my troubles in the Ludum Dare time-lapse....

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A New Game and Future Plans

Posted on October 06, 2011 in Projects

I've been working on a number of things lately (hence why I haven't posted for a month), one of those things being a new game, which I'll be talking about in this post. After completing Facilitated Escape, I spent a few days wondering what game I should create next. This is where I've got with my idea so far: As a warning, YouTube has darkened the video a great deal, the game is actually lighter....

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Mouse Dragging in Love2D

Posted on September 06, 2011 in Tutorials

In this tutorial, I'll be taking you through my method of enabling objects to dragged by the mouse (in LÖVE of course). You can view the completed code for this tutorial at gist #1196228. So, say you have an object with x/y coordinates, width, and height, and you want this object to be draggable by the mouse. For this tutorial, I'm just going to construct a table and put in the global, rect: function love.load()...

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Facilitated Escape 1.0

Posted on September 02, 2011 in Projects

This post is to announce the release of the first version of my game, Facilitated Escape (other than the one submitted to Ludum Dare). I've been working on it for nearly two weeks since I started work during Ludum Dare 21. The game revolves around escaping a collapsing facility in your rocket, dodging oncoming "blocks" that are in your path. It's got quite a retro feel to it, with pixel art and 8-bit music. Anyway,...

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Ludum Dare 21

Posted on August 22, 2011 in General

After my complete failure in the last Ludum Dare, I didn't plan to take part in the next one (the 21st), however I decided to give it another shot. I'd learnt a number of things from my failure last time: go with a concept that's really simple, and use simple art, like pixel art, at least if you're a programmer like me. I also decided not use my personal framework for LÖVE; the biggest reason...

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Glow Effect for Lined Shapes in Love2D

Posted on July 16, 2011 in Tutorials

Recently I experimented with an easy way to make lined shapes glow (using LÖVE of course). There are of course other ways of doing it, and there are many styles of glow that can be used, but this is the one I came up with. love.graphics.setColor(r, g, b, 15) for i = 7, 2, -1 do if i == 2 then i = 1 love.graphics.setColor(r, g, b, 255) end love.graphics.setLineWidth(i) -- draw lined shape here...

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A Guide to Getting Started with Love2D

Posted on June 14, 2011 in Tutorials

In this post, I'll attempt to give you my personal guide on some good steps to getting started with the Love2D game engine (the proper name is LÖVE, which I'll be using from now on). It's not perfect, of course, but I hope you find it useful. If you have any feedback, I'd love to hear from you in the comments. What is LÖVE? I'm guessing you probably already know, but for those who don't,...

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Cameras in Love2D Part 3: Movement Bounds

Posted on May 09, 2011 in Tutorials

Because there was some interest in a part 3, of this series, I've written it, and in this part we'll cover creating bounds that the camera can't move beyond. Make sure you've read part 1 and part 2 before continuing. In case you're wondering what I mean by this, I mean restricting the movement of the camera to a "box", as in, having minimum and maximum x/y coordinates for the camera. This comes in handy...

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Draw Origins in Love2D

Posted on May 06, 2011 in Tutorials

In this post I'm going to be showing you origins when drawing stuff in Love2D. First of all, what are origins? They specify the offset for the origin of the object's x/y coordinates. In other words, if you specify the x origin to be 20, the object will be drawn 20 pixels to the left, as in x - 20. It's the same for the y origin: if we have a y origin of 20,...

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Ludum Dare 20: My Experience

Posted on May 02, 2011 in General

From April 29 to May 2 Ludum Dare 20 has been going on. For those who don't know, the main competition involves making a game based on a certain theme in a 48 period; tough call. Hundreds of developers have a shot at this every four months, and I thought I'd give it a try. In this post, I'm going to write about my experience in it, and the lessons I learnt. I'll let you...

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Cameras in Love2D Part 2: Parallax Scrolling

Posted on April 22, 2011 in Tutorials

In part 1 we constructed a basic camera. Now we're going to extend it by adding some parallax scrolling. Note that the method I'll use is probably not the prettiest, as I came up with it in half an hour. Nevertheless, this will be a starting point for you to develop your own system. What Is It? Now, for those who don't know, what is parallax scrolling? It's a way to get a pseudo-3D effect...

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Cameras in Love2D Part 1: The Basics

Posted on April 19, 2011 in Tutorials

This is the first of a couple of blogs on creating cameras in the LÖVE engine. This part will deal with the fundamentals of creating a camera. Part two will deal with parallax scrolling and creating layers. So, let's get to it! Update: I've actually ended up writing a part 3, which covers restricting camera movement. The Functions The functions we'll need are these: love.graphics.pop love.graphics.push love.graphics.translate love.graphics.rotate love.graphics.scale Love2D (I'll use this name from...

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Launcher - Camera Improvements and Music

Posted on April 17, 2011 in Projects

A little late, posting this, but oh well. I've improved the camera by limiting where it can go, and also by added shakes on explosions. I've added some very quickly put together music. Lastly, I've experimented with increasing the velocity of wall explosions. Enjoy!

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Launcher - Sound and An Awesome Level

Posted on April 14, 2011 in Projects

Now this gameplay video I'm pretty proud of. I've now added some very rough sound, generated with CFXR. This is also the first time I get to display a much more awesome level; because I'm telling you, it takes a lot of skill to play this kind of level with a screen recorder running, with all the jerkiness in framerate. The screen recorder also caused a few physics problems a long the way. At two...

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Launcher - Exploding Walls

Posted on April 13, 2011 in Projects

I just posted a new gameplay video of Launcher. Most of the time on Launcher since last time has been fixing bugs; there were some pretty serious ones in there. But anyway, that's over now, and the main new feature is exploding walls. Enjoy!

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Code for Launcher Released

Posted on April 11, 2011 in Projects

I thought I'd release the code for "Launcher" in its current state for the public to muck around with. Note that, as expressed in LICENSE.txt (make sure you read that), that this only applies to its current state. Meaning that you have this code under the terms of the BSD license, but don't have any future code under its terms. I know this is obvious, but hey, we live in a confusing, wacky, legal world....

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Launcher

Posted on April 10, 2011 in Projects

I've been working on a little game (in the LÖVE game engine), which for now I'm calling "Launcher". The core gameplay mechanic is this: you are a circle, which can stick to certain surfaces, and then launch yourself at great speed off them in the direction of the mouse. It's completely controlled by the mouse, you aim with it, and the distance between the player and the mouse determines the speed of launch. On my...

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Grace is No Longer in Development

Posted on April 08, 2011 in Projects

My big project called Grace is no longer under development. The reason I started this project, is because I wanted organisation to back me, before I started making a game. That wish is totally valid, but I went too far. Instead of sticking with some simple organisation, and only implementing what I actually needed, I made this monolithic framework that eventually became a little hard for even me to comprehend. After some examination, I found...

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