Streak Club is a place for hosting and participating in creative streaks.
I started porting my Mass Battle game over to Luxe from HaxeFlixel as another engine exercise. Coding the whole thing in an MCV architecture made most of the port simple. The game logic is set up and I'm close to where I left off in HaxeFlixel after only a half hour converting.
The problem is that I used a couple helper functions in HaxeFlixel that won't work the same in Luxe. I used a TileAtlas for all my images and Tiled to create the levels. Luxe has importers for both those things (I think...) but of course they are undocumented, as the engine is still in Alpha. So I've got to read through the code and figure it all out myself. I'm a little too tired this evening to start that.
So nothing to show, because it is a blank box.
I did a ton of art the past couple days for my Ludum Dare entry, called Release the Monster. You play as a monster that was summoned by the nefarious Dr Destructo to investigate his minions and find the incompetent ones and destroy them! It was made in Adventure Game Studio and plays like the old Lucas Arts games (complete with 320x200 graphics!)
If you are interested in playing you can check it out here.
This is what happens to minions that you discover are responsible for the failure of the master's plan.
I started my Ludum Dare 33 competition entry with the theme of "You Are the Monster".
The evil Dr Destructo's nefarious plan has just been defeated by the forces of good and he is in a foul temper. He is sure that his plan was sound and the reason he lost was due to incompetence by his minions. He has summoned his loyal monster to use its powers of mind reading to discover who is responsible for the defeat and deal out horrible retribution!
Seriously though, if you wanted to help me out, I need some ideas for funny reasons that this unspecified plans could fail. Things like "Minion was drunk", "The meal before the attack, the minion cook used spoiled food to make dinner, so everyone was sick" and "minion forgot to put bullets in his gun" are what I'm looking for.
This is a game my brother and I have been working on forever. I redid a bunch of the graphics (instead of making actual progress...)
Run cycle
EDIT - Apparently the stupid internet connection in this hotel still isn't going to let me upload anything... You'll have to imagine it...
EDIT 2 - Apparently fourth time is a charm!
Now the orc can run around without a sword or shield. Or just a sword. Since you will have to find them in the game. This should have been a simple process if I'd thought about it and made the sword and shield on their own individual layers so I could have just hidden them. But of course I didn't.
I was going to animate them, but its too late and I'm tired, so you'll have to imagine it.
Started a new Tileset that I don't like. Too boring. I think for this one I'll have to write my own autotiler and randomize tiles break up the uniformity.
Created an underground Tileset. Also, make a tileable background. There will be another parallax layer between the foreground and background when I'm done, so currently it looks a little funny.
EDIT - I noticed from the GIF that there are two ugly bright pixels out of place in one of my tiles. It is fixed in the tileset, but I don't want to re-record the GIF...
The orc is coming along. I'm just kind of randomly adding different things he can do. The latest is that he can glide on his shield like Olaf from The Lost Vikings.
I think this is going to turn into a game but I'm not sure exactly what it will look like. Definitely a platformer of some sort but I'm not sure if the focus will be on action or puzzles or something in between.
I've been thinking about ways to use the crawlers that I wrote last week. Some ideas that I had were maze generation (it is out because the mazes are actually pretty lame), tile texturing (the tiles have to be really large for it to make sense), and random entity movement (not sure why this would ever be useful). Then I noticed that all of the negative space paths always touch the outside border, so if I spawned crawlers on the corners of the space I could fill in the pattern every time. So then I decided to try them with scene transitions and I really like the look. It would only work in games with a certain style and the speeds need to be adjusted because the transitions are too long now, but I'm happy with it.
Messed with my exploding sprites code to allow sprites to teleport. There is an explody teleport and a more linear one.
Also, made a pixel orc. He is the one teleporting.
So I did some quick optimization work on the exploding sprites algorithm. One of the very noticeable problems was the delay during the initial and last frame of the explosion or combination. The delay came when the PC had to write a large amount of objects to and from arrays. By introducing a random delay to the algorithm I made it so that all the pixels don't arrive at their destination at the same time so the array writes are spread out over multiple CPU cycles instead of all at once. It removed the delay at the end. I'm leaving the slight delay at the explosion because I think it is worth it to have them all go at once.
I have a couple problems to solve:
Messing around with making some exploding sprites. Sprites explode into individual pixels and can recombine to form other sprites. Right now it only works with small images because there is a LOT of calculations being done every update (each pixel gets tweened) so optimization will be key. Not sure how I want to handle this yet though.
I can do about 5000 pixels without any slowdown currently which is right around a 64x64 sprite. Needs work...
I made some changes to my crawlers. They still follow the same 6 rules as before, but I changed it so now turning and backtracking along a path no longer take up the crawlers "step", so now they all find alternate paths much faster. This was a design choice the first time, but I like it more now.
I also got rid of the hard coded step distance, so now crawlers can move any number of spaces in a step instead of just 2. I used 2 so the paths are spaced apart, but there is no reason they have to be. So now I could do a very inefficient flood fill with crawlers.
Crawlers can now change the color of the trails they leave behind.
The mouse can now spawn crawlers too. Which lets you do cool stuff.
You can play with Crawlers yourself here.
I was inspired by the cool temple wall art by MrTedders and wanted to make my own. His was done by hand, but I wanted to make something similar using the computer. I have a lot of interest in computer generated content and this case seemed like a perfect opportunity to use it.
I want to use these techniques to generate some interesting patterns for game development. Maybe not this particular pattern, but something.
I made this pattern with a bunch of what I called Crawlers. Basically a crawler is a little bug that leaves a trail behind it as it walks around and keeps track of where it has been. My crawlers follow a set of very simple rules to make their patterns:
Those 6 simple rules generate random patterns that look like this:
daily from
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