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So someone posted a simple spaceship design, so I ran with it :)

I am currently drunk, but I want to post!

I have been working on a platformer system!~

Added a demo and some fixes/features for Mass Warfare!


We were supposed to meet today for SLG kickstarter, but things got mucked up. Oh well. There's always next Wednesday.

Also I totally broke my streak yesterday. Fantastic day long migraine. Oh well, I'm still optimistic.

Today I've mostly been coordinating getting SLG's kickstarter stuff.

Reviewing notes, and thinking about how to make the video.

Not too much, mostly administrative.

Mostly just brainstorming today.

I was thinking of a cookie clicker mixed with a platformer ...

I did some more work on the demo, but ran into a bug with controllers on windows. I've had a migraine today, so I'm going to take a break and fix it tomorrow I think.

So I was working on a demo internally, and I mostly ended up just fixing bugs.

I totally forgot to add a "demo info" page, so I'll have to put the demo off until tomorrow.

Just a simple demo for today, so give it a try if you have an extra controller!


Tomorrow I'll probably make a demo of Mass Warfare

Not much today, but I did add some stuff I felt was missing from Mass Warfare.

  • Allow up to 8 players
  • Allow 0 human players
  • Colors shuffle on game start
  • All ships have been reskinned as two races, four colors each with four classes each.

So, the title says it all.


  • Fixes the zoom bug
  • Added a manual camera
  • Show what player won at the end
  • Adding title for non-fullscreen.


Today I've been mostly just cleaning up old game stuff.

Other than that, mostly winding down from the crazy game dev weekend!

I missed the last post, but I've been game jamming all weekend, so I think it's fair to say I'm still on my streak!

I finished two games this weekend:

  1. Mass Warfare - A game about universal domination!
  2. Game Jam-Chan - A romantic visual novel about Game Jams that is funny, sexy and surprisingly educational!

update: originally submitted this post from my phone ...

So, there's a lot to do, but it seems manageable.

  • Computer Artificial Intelligence
  • Sound & Music
  • Multiple players
  • Polish and juice!

So I've added mouse support to:

  1. Show a cursor where your mouse (or controller) is
  2. Show a selection when you press and drag your left mouse button, and select the ships when the button is released.
  3. Send units to your cursor when you press the right mouse button.
Pretty standard RTS stuff, but it works nicely!

I'm using my dong2 (https://github.com/josefnpat/dong2/) library to interpret the mouse input, which means it should be super easy to add controllers!

And of course always some juice: Bullet spray.

With all that in mind, check out the demo video for all this on YouTube!

So I added tweening to the camera today.

Some other tweaks as well, including a background.

Check it out here!

So, not much time today, but I was able to get the camera work tonight.

The min and max on the x and y are calculated for entities, and then that is used to::

  • Determine the center point to "Look At"
  • Determine the scale at which to draw the scene at


Check it out working on youtube!

Got a bunch done today.

  • Basic ship AI
  • Team colors
  • Range system
  • Size, defense, reload variations
  • Bullets (not working very well)
  • Target dispersal

So I've started on my 1GAM for feb. I've had a LOT of ideas and a GDD, and it's nice to see all that coming together.

And very quickly I might add, especially with that `bump.lua` tech demo I made earlier.

Here is a scene with planets produced by my universe generator (http://missingsentinelsoftware.com/blog/gnuplotive...), the kikito's bump.lua library (https://github.com/kikito/bump.lua) and urraka's texpack (https://github.com/urraka/texpack)

Then I generated all the classes with my class generator (https://github.com/josefnpat/LuaClassGen) which made everything nice and squeaky clean.

So I was thinking that maybe a shadow title library would be cool, so I pulled something together.

I'm not impressed, and it probably won't make it into the game, but it was worth trying out.

So I've been meaning to get deathmatch mode into the game, and I have started working on it.

It's not turning out that bad, but I still have quite a bit of work to do.

So I've been working on a bunch of ships, this time I tried to change the style up a bit. Worked out pretty well!

My progression can be fully followed here: holyshitspaceships.tumblr.com

I didn't have much time today, so I decided to do something small.

So originally the timer in game would only show the number of seconds, but now it formats it as minutes with seconds.

So I've been doing some research on spatial partitioning for this upcoming weekend, and I've been rather successful.

Normally with collision checking, one needs to check every object against every other collideable object. With a few objects, this isn't really much of an issue, but when you start using a lot of objects, it can quickly become a mess.

The simple check every object against another object system used about 1,720,000 checks per second.

Using Kikito's bump.lua I was able to reduce it down to ~600 checks per second, and that was even with more ships. Damn amazing!

If you would like to try it out on your own computer, simply download `test_spatial_hash.love`, and run it with LÖVE 0.9.x.

Right click to reset and toggle bump. The window is re-sizable.


I was working on my spaceship skills early this morning, and I've gotten a pretty good process down.

I will probably use these assets for this month's 1GAM.

edit: background from here.

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