Primary tabs

Comments by User

Friday, July 27, 2012 - 00:43

Fantastic entry, my 3year old daughter loves it, she's played it 4 times now. Has walked the little girl up and down the stairs I don't know how many times... More rooms please! :D


Sunday, July 22, 2012 - 06:56

Unfortunately real life intervened, and over the weekend I became a daddy (again). So I've spent the last two days in hospital attending the birth of my baby boy. Mum and baby are doing fine btw.

I'm afraid to say that these last few days this competition has been the last thing on my mind so to speak.

Right now I've got about two days of peace and quiet before my wife and the baby (and other children) arrive home again...

On top of that I ripped the code apart on Friday to address some limitations I'd run into with the game library that I'm my entry is not in a playable state...far from it in fact.

I was never quite sure if I was going to finish my entry...but we did not expect baby boy to arrive until the start of next month. You can never be sure with these things. So it is looking increasingly unlikely at the moment that you'll see much more from me. Little babies are more important right now.

So one last rather sad screenshot (You can use that spritesheet in your entry if you want to)


Sunday, July 15, 2012 - 06:42

Not really, I've written simulation software for a living...this is smiple.

Didn't write a tool for the node editing, don't have time for that. My tool is a mouse listener on the canvas, if I click on it, I get the XY coordinates in the console ouput, and then I type that in in a script :P Very sophistimacated if I may say so myself.


There were only 8 nodes where the little peoples had to 'make a decision' if they were heading for the I set the 'emitters' on them manually.


Anyways, peoples are now walking on and off the screen and purposefully head for the shop, 

AND in the shop they queue up in an orderly fashion to buy and sell stuff. Huzzah.

It's see the head of the queue leave the counter and then watch the rest of the queue shuffle forward all in sync. 

So now I've got a random mix of peoples who either wander randomly down the road, or they

want to buy stuff, and/or they want to sell stuff. Now comes the real work...trying to figure out why they all want to sell and buy from my little shop :D


Sunday, July 15, 2012 - 00:19

All joking aside, I'm assuming those letters represent enemies...

The one thing that I felt was incredibly limiting in the LPC art assets

was the lack of 'monsters'...I think there is what...5..maybe 6 in total?


So what sprites are you going to use to represent them?

Or will they stay as letters?



Saturday, July 14, 2012 - 20:53

It's those D's I tells ya. Them's evil, I learned that in school, saw plenty of 'em :P

Saturday, July 14, 2012 - 06:20

It's all manual, going to do some more of it tonight. Just a lot of typing really, but I'll only have to do it once. I also specifically didn't want everything to be too straight, as in people do not walk in straight lines - which kinda contradicts what the art allows for ;) That reminds me, have to add a path for the dog, so that he can amble over the screen and pee on the trees ;)

(And yes, the nodes for that will be yellow :)

No collision detection, no pathfinding and no tilemap for me. I'm using 'emitters' on the node to ensure that characters walk towards a goal.

So each node has an integer, and I have a bit of code that 'walks' the tree of nodes once starting from a desired endpoint at gamestart. The 'endpoint' starts at a high value, and each 'step' away from the endpoint decreases the integer value on the next node. A bit like a heatmap.

So if character on the map has a specific goal, on each node it just picks the child node with the highest value to get closer to its goal. Easy as pie.


Edit: Easy as pie he said....not quite, that didn't work out the way I wanted it to. Recursively trawling the nodes from the desired target gives you a decreasing emmitter to the exits...but of course it can't reach the entry points...going to have a sleep on it and try again tomorrow :D

Just realised that the only nodes that matter for path finding are where the path 'splits', most of the paths are one-way, so don't need to worry about emitters on those. More tomorrow.


Friday, July 13, 2012 - 08:11

Have decided on a name, and we have another screenshot of the in browser game.

With dogs. Woof.

Don't try this at home kids, it's called overengineering (or overcomplicating?).

Odd note: Firefox picked up bugs in my javascript that Chrome did not...go figure.

I'll finish of the path nodes tomorrow...midnight, bedtime.



Friday, July 13, 2012 - 07:07


Placeholder schmaceholder, that will do.


Heh. Now I'm going to have to spend the rest of the night adding the dog to my game.


I've added a snuff frame and cleaned up the legs a bit.

The head in the last frame looks a bit fuzzy because I just used rotate in Gimp to get it that way :P


XCF is here

Friday, July 13, 2012 - 05:01

No, no violence in my game. Games don't need violence to be fun.

Despite the fact that the provided LPC art is really an 'RPG' art set,

I'm going against the trend and trying to put together a little simulation game.


A Cute and cuddly small dog would be perfect.

Add a cute and cuddly cat or a bunny and I'll make them chase each other :P




Thursday, July 12, 2012 - 03:12

I noticed the same thing, I've used some of his graphics in my mockups. I just

pulled the bits that I wanted to use out using the Gimp.


Flowers and a bush, plain grass is so boring...