SpeedHack Blogs
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Polishing
This is going well. It's pretty much finished.
There were a few dead ends in the dialog tree, which we've hopefully ironed out by now.
Now going to write a README.txt
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The heat is on!
Feeling pressured by time, Miquel has decided to switch to at least getting the other two rules he's been holding back on to at least have them completed. First thing first, the dialog system he planned on.
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Uploading entry
I'm currently uploading my entry as it is nearly finished.
I may find some time during the 19 hour lefts, but not sure.
Anyway, entry finished :-D
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Sounds
My entry feature a home made annoying sound. Hope you'll like it ^^
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Uploaded entry
Fixed some more bugs / features ;-)
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Dialog work underway
Miquel spent a little trial and error, but he has a dialog screen with three buttons. Now he just needs to test with the other three layouts, and have the buttons do stuff!!!
Note: Images already out of date, the message has been moved down.
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Bawwwwwwwwwwwwwwwwww
I'm now synthesising some annoying sounds. It sounds remarkably like when those old BBC computers used to crash. That might be because that's what I was going for, of course.
We also now have difficulty progression, time restrictions and a game end condition, and with all those things, I think the gameplay has worked out rather well.
So, still to do:
- Scoring
- Think of a name! -
Particles are a go
Miquel spent too much trial and error on it, but he has particles in his game. Miquel now just needs to set his sights on fulling the seedling rule.
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Presenting B.U.N.
I haven't got much more time anyway, because work will come back in full force on Monday and I need to get some rest.
One of the last remaining tasks for us was to pick a name. Too tired to put much thought in this, so we went with the first thing that came up. So the game is now called B.U.N.
I hope it's not too difficult. I have play tested it so much that I know the puzzle inside out. But how is it going to play out? Is the puzzle too easy or too hard? Is ...
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Storytelling
It was clear from the start that the dialog tree needed to be in a config file. It started off simple but it quickly grew into a pretty advanced interpreter with nested if/else statements. I resisted the temptation to add boolean operators.
But the great thing was that this allowed Max to spend a lot of time writing storylines. Usually when we do these competitions she starts idly designing some placeholder graphics without a clear idea what the game is going to ...
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A plant?
Well, this got to be my lamest speedhack performance yet. The weekend was very busy, I've only got a few hours so far.
The game idea is, you have to care for a plant. So far I have started on a plant thingy that grows procedurally.Not much to see yet...
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Better Late Than Never
Twelve hours left, and I have a blog. It's crunch time, so wish me luck.
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Final entry
Miquel of Fire has completed his entry for the SpeedHack of 2015. And as such, this will be the last blog entry.
He has no plans to make any more versions of this game, though he might do some coding fixes for other platforms.
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Pics!
dropping these here before I get back to the crazy...
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day #3 state: finished
I added a title screen and a win condition. I also have a monster now and when it appears gravity reverses and the Allefant title music plays :D
I also got some other songs and apparently the old .abc music parser I was using has a bug and played everything wrong, but luckily I have someone around who immediately heard it and we found a way to work around it :)
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Nth Hour Update
The game is...interesting. It fulfills the rules, but could use some time polishing and testing. Unfortunately, the night is coming on fast and sleep for work is starting to diminish, so I've got to stay focused. Giving myself another hour-ish to polish and implement some final pieces and then I begin the process to submit as-is.
Here. We. Go.
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Tile map up and running
I spent the better part of today implementing a layered tile map, but I finally have some screen action to share. Now I need to implement a player and enemies and have them interact with the map.
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All Nighter
There come times in programmers' lives when they must pull all-nighters. Now is one of those times.
I have cookies and juice. Caffeine doesn't do it for me.
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Fight fire with fire!
I am done. This isn't my best entry, I think, but it is reasonably solid. I had a lot of trouble coming up with an idea, and had to take a few liberties with the rules. The biggest mistake I made was making this an isomatric tile-based game, which always takes forever due to compilcated tile movement code and the requirement for tons of graphics (the civilian graphics are particularly atrocious this time around). I'll try not to repeat this mistake again.
I'm ...
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Finished!
The source is uploaded!
I have a larger zip with binaries, screenshots and a git repository too which the site hasn't accepted yet. I assume it's too big even though it's under the stated 10 MB. Working on it ...
Here's a screenshot of the finished game (o_o).
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The Human CPU Experiment
The full zip, including executables, DLLs, screenshots and a git repository, is here:
http://bdavis.strangesoft.net/HumanCPU.zip
Also, here's the title screen.
Announcement thread: https://www.allegro.cc/forums/thread/615497
It's been fun!
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The Fallings - ninja edit
There are still four hours left.
Let's use this time to polish the entry a little, and why not provide a linux binary ?
I uploaded (a new time), I messed up the ustrlen call on the activation textbox which allowed to put the right word followed by whatever and still achieve the goal, and removed some files that were unnecessary .
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Dependencies ...
Fixed missing dll's, have to upload... one mooooore tiiiime taaaaaa tataaaaaaaaaa
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my entry
here is a screen shot
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Sounds
As I still have 2 hours left, I added some more sounds.