Apr 162012
 

Next weekend Ludum Dare happens for the 23rd time, and it will be the ten year anniversary of the competition!

As you might know, I released an early version of the pixel editor, now called PyxelEdit, for the Ludum Dare community. Even though it is far from complete, I wanted to share what I had because I think it’s cool and could be useful for making quick graphics for LD.

I have not yet decided exactly what to do with the editor. Right now I’m refactoring the code because there is a lot of prototype code in there, the data and representation is not fully separated etc. This will make the code much easier and faster to work with in the long run, but it also means there won’t be any updates for a while (more than small fixes to the LD version if needed).

In the mean time, you can get the LD version of the editor here: http://danikgames.com/stuff/pyxeledit/

Here is a demo video (sligtly outdated):

 Posted by at 11:23
Apr 082012
 

This week I have had a lot of free time, so I started working on a new project. It’s a pixel editor inspired by Pro Motion and Pixothello with some special features to make the process of making pixel art more streamlined and fun. Some of the features can be seen in the screenshot below. The basic editor is working pretty solidly. I plan to work hard on it the coming days adding animation support and probably a lot of other stuff. In the mean time, enjoy this screenshot.

If you have any name suggestions I’d appreciate it. Pretty much anything with “pixel” seems to be taken. :)

 Posted by at 02:20
Mar 092012
 

I made a game called Spot The Odd One, to take part in Blackberrys free Playbook offer. I just want to share this image of the game running on the actual device. It’s really exciting, as I made it using the simulator. It runs pretty much the same, just much smoother. I have realised some of the colors are almost impossible to tell apart though, like the purple and blue in the image, so I will fix that in the next update.

If you have a Playbook, you can get it for free in App World. Let me know if you have any feedback.

 Posted by at 15:39
Feb 222012
 

I needed a profanity filter for the highscores in an app I made, but I couldn’t find anything free that worked the way I wanted, so I made a simple one myself. It’s pretty basic but someone might have use for it.

You need a list of lowercase words to filter for. The one I used is far too big to paste here, but you can find one by searching for “bad word list”.

private static const badWords:Array = ["lots","of","bad","words"];
// Returns a profane word if found, else ""
static public function checkName(text:String):String {
  text = text.toLowerCase();
 
  for (var i:int = 0; i < charReplacements.length; i++ ) {
    var ra:Array = charReplacements[i] as Array;
    text = strReplace(text, ra[0], ra[1]);
  }
 
  for each (var w:Object in badWords) {
    if (text.indexOf(String(w)) != -1) {
      return String(w);
    }
  }
  return "";
}

The function will detect character sequences that look like some other character, to make it harder to bypass the filter. For example, 1 becomes i, û becomes u, |\| becomes n etc.
In this way “Fuc|<” would be detected for instance. The sequence replacements can even be used to identify inappropriate symbols like “(.)”, by converting them to (in)appropriate words if you like. :)

private static const charReplacements:Array = [["@", "a"], ["0", "o"], ["1", "i"],
  ["2", "r"], ["3", "e"], ["4", "a"], ["5", "s"], ["7", "t"], ["8", "b"],
  ["9", "g"], ["|<", "k"], ["|\/|", "m"], ["|\|", "n"], ["ä", "a"], ["ã", "a"],
  ["â", "a"], ["ä", "a"], ["á", "a"], ["à", "a"], ["å", "a"], ["é", "e"],
  ["è", "e"], ["ë", "e"], ["ê", "e"], ["§", "s"], ["$", "s"], ["£", "l"],
  ["€", "e"], ["ü", "u"], ["û", "u"], ["ú", "u"], ["ù", "u"], ["î", "i"],
  ["ï", "i"], ["í", "i"], ["ì", "i"], ["ÿ", "y"], ["ý", "y"], ["ö", "o"],
  ["ô", "o"], ["õ", "o"], ["ó", "o"], ["ò", "o"], ["(.)","boob"]];

You will also need this helper function for string replacement:

// Helper that replaces all "find" with "replace" in the given input string
public static function strReplace(input:String, find:String, replace:String):String {
  while (input.indexOf("find") != -1)
    input = input.split(find).join(replace);
  return input.split(find).join(replace);
}

It works quite well, let me know if you found it useful or have any suggesstions.

Feb 122012
 

Sos at Ludum Dare arranged nanoLD - make a game in 48 minutes. I got the theme RTS and made this. (the theme was random each time you loaded the page but I didn’t realise that until afterwards)
I spent an extra couple of minutes fixing a few bugs afterwards, so maybe 55 minutes in total.

48 min RTS

 Posted by at 12:31
Jan 302012
 

This weekend me and about 10000 others around the world participated in the annual Global Game Jam, the largest game jam in the world. The theme was this: http://en.wikipedia.org/wiki/Ouroboros. Me and my team made a game called Planet of Yrwys (You Reap What You Sow) featuring a hungry harvesting robot:

The game is about a robot, endlessly walking on the surface of a small planet. To survive you have to plant seeds, which turn into plants that you can harvest for more seeds, and so on. To make the task more complicated, you keep going faster and faster, and there is a hungry Capybara eating any of the plants he comes across. Colliding with the Capybara or a plant that has been left too long and turned into a thorny dead bush will make you drop all your seeds!

Each time you complete a circle, you need to eat one seed for energy, and if you pass the flag without any seeds you loose.

I made the graphics and music and a little bit of the programming. Andreas Bjerkeholt (Harteex), Disa Faith (Disaia) and Robert Edström (Legogris) did the programming, and we all made the game design together.

You can find out more, and try the game here: http://globalgamejam.org/2012/planet-yrwys. To run it you need Windows and the XNA runtime, but that should download automatically in the installer I believe. You can also use an Xbox controller if you have one.

 

 Posted by at 10:55
Dec 192011
 

I entered the Ludum Dare game making competition this weekend as usual. The theme was “Alone”. I didn’t have any immediate ideas, so I began by making the basis for a platformer with the theme in mind. Then it sort of evolved as I came up with things I thought would be cool to add.

PLAY

The tools I used:

  • Flashdevelop (IDE)
  • Flashpunk (Game library)
  • Photoshop
  • Audition (sound editing)
  • Cubase (music)
  • Chronolapse (timelapse recording)

I decided early on to make it atmospherical, and I put a lot of focus on the effects, sounds, music and animation.

Continue reading for more info and a post-mortem. Continue reading »

Sep 072011
 

I’m have been working on Coin Runner since Ludum Dare 21. Here is a screenshot of how it looks at the moment, although a lot of it is still placeholder art. As you can see, there are now achievements.

It plays a lot better than the compo version!

There’s also lot’s of new items and skills you can buy. More info coming soon!


 Posted by at 03:32
Aug 232011
 

I participated in last weekends Ludum Dare 48 hour game making competition again. This time the theme was “Escape”, and I made a game where you run from enemies and collect coins, called Coin Runner. This time I focused most of my efforts on the gameplay, hence the squares for graphics. You can try the compo version here: Coin Runner compo-version. I’m continuing to work on the game, so stay tuned.

 

Coin Runner

 

Cross posted at the LD site:

Waking up at 1:30 PM in the day today with aching fingers, I felt happy.

The game is actually pretty fun to play, and not too badly balanced. There are three zones of different colors, and each zone get’s a bit harder. The enemies get a little too fast and jumpy after a while though.

I don’t regret using Flashpunk this time, it really makes everything so much easier than using just as3 like last time. I spent many hours on a stupid bug though, and realised Flashpunk tilemaps do not actually clear tiles when you call clearTile() on them if the clear tile (index 0) is transparent. That was annoying and made me loose a lot of time.

I think the leaderboard can add a lot to the game. Sadly Playtomic has disabled it’s leaderboards due to some problems, but it should be working soon again.

I didn’t really make any graphics at all, but focused on gameplay instead. I think that was a good idea, but the game could really use some better graphics. The music and sound effects could be better too, but they do the job.

A breakdown of the time spent in different applications (tracked with ProcrastiTracker):

  • Flashdevelop 13h
  • Chrome 6h
  • Flashplayer 4h
  • XChat 2h
  • Photoshop 2h
  • Cubase 1h
In total 28 hours!

Entry page: http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&uid=2311

Timelapse:

http://www.youtube.com/watch?v=


 

 Posted by at 20:51
Jul 252011
 

Ludum Dare 20 was almost three months ago, and I have been working on a new version of my game The World Above every now and then.

The original game had a lot of flaws. There was only one level, you couldn’t move for a few seconds when you collided which was very frustrating, the resolution was way too high making it unplayable on smaller screens, if you ran out of fuel it was a chore to continue playing as you fell and crashed over and over, and it just suffered from a general lack of playtesting.

Even though there was many problems, I feel like there is a good game in there. I’m especially happy with the controls and movement of the submarine, and I want to get it closer to it’s potential. Due to work over the summer, progress is slow, but I have fixed most of the problems in the LD version, added some new features such as time powerups and mines and replaced many of the rushed sprites with shiny new ones. There are now multiple levels instead of the huge single level, and the tiles in the level are now about half of the original size. (can’t remember why I made ‘em so huge!)

New animating title screen

Continue reading for more info and screenshots.

Continue reading »