Oh yeah, here's the background music I created just for Come No Closer.
Yeah, I used inudge again. :P

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Oh yeah, here's the background music I created just for Come No Closer.
Yeah, I used inudge again. :P
LD26 Done!
I've stopped work on Come No Closer for the weekend.
You can download the game here: Win | Mac | Love | Repository
Vote at the entry page here.
Enjoy!
So what's up with a game?
Story
There are monsters loose in the city. You are running out of supply and without them, you will die.
Controls:
WASD / Arrow keys - Move around (not sure what else I can do to support non-QWERTY keyboards on Love2D D: )
LShift / RShift - Sprint
Space / Enter - Turn flashlight on/off...just in case you prefer the dark. Using it has no downside.
Mouse - Move flashlight around. Use this to spot the monsters at a safer distance than blindly bumping into them.
Tips:
Upgrades come at every four (4) supply that you collect
You can allocate a maximum of five (5) points per upgrade
Monsters hit harder as the days go by
Monster vision gets better every ten (10) days
Theme: Minimalism
I set myself to create a game that displays the player, the goal, and the relative surroundings. The enemies roam, yet they do not become relevant until the player is being chased by them or stand between them and the goal.
The graphics are at a somewhat bare minimum. The player and the monsters are simply boxes in the game world.
The game was inspired by the old-school snake game and the Slenderman games. I simplified the mechanics of the Slenderman game with a level of fairness and made it into something that could be played somewhat infinitely.
Problem: I tried to do away with an upgrade system, but I found it essential to add some difficulty early on with only a few monsters on-screen. As a compromise, there is a limited amount of upgrades to spend on. After getting all the upgrades, the player is left to progress in skill.
Finally got to making the title screen. That means I picked a title (for now?): Come No Closer
It fits I guess. The title screen was made to be similar to the Silent Hill ones. A bit much for the gameplay, but hey! HAHAHA!
Anyway, practically done with the game. Just need to add the sounds. :P
This is how it's looking so far. Not that much progress. But somewhat ok since I just moved from Unity to Love2D.
Seems more appropriate given the minimalist theme.
LD26
Minimalism.
Doesn't really seem like a theme, more of an art style, but aw hell. I'm thinking of doing a minimalist take on horror games. Not really a fan of horror games though so let's see how things go later on.
I've avoided making anything gameplay-specific so far just to toy around with ideas. If the horror thing doesn't work, I think I'll go do a top-down platformer.
Goodbye Posterous
Well, not yet, but it'll be down by April 30, 2013. I have already exported all my posts from there, but I have yet to post them somewhere. I probably won't post them all again and I'll also be merging my normal blog & dev blog. Here's hoping tumblr won't go down anytime soon. :P
Done!
Hereâs my entry on the Ludum Dare site:
As a lone pixel that gains consciousness in a userâs display, you try to make through the graphical mazes until the end. Pull is a puzzle game with 28 levels, all solvable. :) This is my first LD Compo entry. Tried before but ended up with no time to work on it. x.x Didnât have much time for this so had to do this quickly as well. :P
Controls:
Arrow Keys - Move Space - Grab R - Reset level Y - Start over from the first level M - Toggle Music On/Off N - Toggle Sound Effects On/Off
Links: Windows | Mac | Love/Source | Source (Repository)
Repo is up!
Just uploaded the project source code on bitbucket:Â https://bitbucket.org/goofydelinquent/ld23Â :P I might be rewriting quite a bit so I thought that it's about time I had something to revert to in case things get messed up. Not sure yet though, might work with what I have first, and add them up in future versions instead.
Quick notes in case you look at the source code:
crate.lua is unused.Â
I'm embarrassed by the string comparisons since they are icky but hey, it's something hacked away in a short time! Might fix it later, but for now, it works. >:)
Accidentally uploaded the audio loop. Hahaha! I guess that's ok...right?
For documentation's sake, here's how my workspace looks at the moment:
Notepad++ to code with
Command prompt for running the game
TortoiseHg Workbench for source control
GraphicsGale FreeEdition for level design
Nighty night!
It's 1:41 am. Time for bed.
I probably could have done more today, but I took a few naps, went to the mall...well, generally other things that doesn't involve the game. Hahaha!
Before signing off for tonight, here's what I have so far (yes, it's downloadable!), and what's still missing:
Tutorial text
More levels (current game ends at level 7 and level 8 is just a repeat of level 7. Whoops!)
Level counter
Sound effects
Since there's no tutorial text (and controls display on the right side) just yet, here are the controls:
Arrow keys = move
Spacebar = grab
R =Â reset
Thinking of adding teleporters and some animation on different tiles for polish. I guess that will have to wait...
DotA 2. Diablo 3 beta. Oh, how they taunt me! x.x
11:13 am edit : Ok, I think I forgot to package the DLLs...updated the download. :P
Pixel World Progress!
Still no name for the game. Hahaha!
Progress is slow today. Not as much as I wanted and so I'll probably have to work on it tomorrow as well.
My idea so far:
Tiny World of Pixels!
Puzzle game
Black "pixel" need to push them pixels!
Pixels can be grabbed from all sides
Pixels can't be pushed forward (try not to get trapped!)
No need for screenshots for now since it's pretty much a bunch of squares and a rectangular map.
Here's what I have so far:
Bounded player movement
Interactable map
Grabbable crates
Currently working on the maps. I decided to use 25x17 pixel maps where image data will be converted to game objects. At the moment of writing, I can already read pixel data from an image. Still need to work on the values I will be assigning the objects, actually creating the map, and rebuilding it in-game.
A few more TODOs of mine in case I forget:
Display controls
Tutorial levels
Credits screen
Onwards!
LD23: Maybe this time...
Last time, I was stalled by distractions and whatnot, this time it's no different. PS Suite open beta, Diablo III open beta, other MMO events...
Maybe I can work something out. I dont' know. We'll see.
I decided to try out LĂVE, since I've done work on Lua before and after trying out LĂVE for short while, it seems to get the job done quickly.
The theme this time around is Tiny World and I'm still looking for ideas. I tried to work on some music to get me inspired and this is what I got. I'll be needing my audio cable to record this, but I can't find it. Probably going to go out after lunch to get a new one. :\