dollarone #7

Joined 2 years ago


dollarone 2 months ago

I'm currently working on my game for the js13k competition. As you might infer from the compo's name, you only have 13k to make your game, which rules out most frameworks. I've done this a few times before, and because of the restrictions, the things I end up spending time on are a bit different from more "standard" jams. For example:

Yesterday, I looked at how to do graphics. I want to have some minimal pixel art in my game, but even small images can take up significant space, so I want a solution as cheap as possible in terms of space. I looked at creating an Image object dynamically, which lead me to looking at the data structure and the getImageData() and putImageData() methods - but I concluded that creating my own structure and just drawing the pixels individually is a cheap and good enough way for what I need.

Before that, I spent a fair amount of time researching how fonts work in HTML5 Canvas and especially how to not anti-alias them and how to make them crisp and clear even with a small resolution. There are some libraries that will give you a cross-browser/OS consistent font, but I don't want to dedicate too much space to this.

Today I am looking at mouse input. If I didn't use canvas, it would be easy, I could just attach events on images or buttons. However, in canvas you basically only get a single event (there is a addHitRegion() API but it's currently only available in experimental builds of Chrome and Firefox). Looks like I'll have to write my own thing to temporarily add a thing you can click on.

If I had been using a framework (like Phaser or otherwise), pretty much all of this is taken care of for me and I could focus on gameplay and features instead. I do enjoy the different approach and it is interesting to write a game completely from scratch every now and again. It is also amazing to see how much people can get out of 13k worth of javascript - the deadline is September 13th if you're interested!

dollarone 5 months ago

Hey folks! I thought it might be fun to brainstorm some ideas for the 10 shortlisted themes! You may not want to give away THAT special idea, of course, but maybe you have some sharable ideas for other themes?

I'll go first, and I'll fry the brain on my personal favourite of the 10, "Start small":

  • City-builder type game where you start with a single builder, and one or two types of buildings. Build a small village, attract traders, and eventually get new types of building and make a city. Potentially a game without wars (although maybe criminals), just focussing on building a city.

  • Instead of a city, you are a tiny tribe, and you must keep moving to harvest new areas and explore the wilderness. Perhaps you'll discover some ancient ruins with mystical powers, or run into the hiding place of a particularly dangerous animal? Or you'll discover a marketplace or even a city, and trade some rare goods that you can then use or trade with others in a different place?

  • War-game. Perhaps like Risk, or turn-based like Heroes of Might and Magic or even a RTS - start with a few creatures, expand and recruit to take on enemies and unexplored areas. Convince all to yield with your sword and axe.

  • Some kind of Tower Defense game, potentially as a city where you can add defenses as you defeat invaders and earn more gold. Start with a couple of archers and gradually build stronger and deadlier defenses!

dollarone 8 months ago

It's ok to fail. Fail early, fail often, and learn from it.

I wanted to make something for the Alakajam, as usual. I liked the theme and I brainstormed what I think is a cool idea that can be iterated and extended post-jam as well. The only problem was scope, and I guess I spent too much time evaluating what to do and how to cut the scope into something manageable.

In hindsight, it's obvious! I know how I could have done it now, but alas, during the weekend it felt a bit hopeless. I think part of the reason was I could "see" all the options for extensions and new features and got a bit overwhelmed.

Anyway, I finally started working on the game at some point on Saturday. I did a test-run last weekend which revealed my base code needed some repairs in order to do web builds (long time since I'd worked with my JS stack). Unfortunately I didn't manage to fix it in time, and so I spent much valuable time just getting the basics ready.

On Sunday I had some other commitments, and I quickly realised I just wouldn't have the time to get something playable ready. However, I do still like the idea, and will try to create a prototype as my next project.

Failing is not bad. I want to participate in each Alakajam, but this time I will be doing it post-jam :)

dollarone 10 months ago

I've been beavering away on my Feedback Fortnight game over the last month, making steady progress. I put up v1 a couple of weeks ago, and today I have a second version ready. There's plently of changes, bugfixes, and refactoring. I got an idea from Dr Laguna's feedback: you can now upgrade your spells after you defeat certain wizards. Adding this feature required refactoring a whole bunch of code as the various spells were all hardcoded and never meant to be changed in its original version!

I've also added more music and gone through the sprites with a fine comb - there's enough space to add another enemy/spell, and I would love feedback on what would be a cool addition to the game!

Missing things and known bugs:

  • win screen, intro screen and in-game tutorial
  • AI - still random
  • units with haste sometimes jumps back while moving (display bug)
  • non-unit spells sometimes appear to hit things a bit far away (bug, but might leave it like this - it's a hassle to get right)

Things added in v2:

  • multiple maps and crystal tower configs (and countdown on the crystal towers)
  • hard mode (and super hard mode) options (press enter before your first battle to try them out!)
  • non-unit spells
  • spell upgrade functionality
  • units are now using their wizard's colours
  • friendly fire for non-unit spells (beware…)
  • a new html wrapper as chrome won't let you autoplay sounds anymore

dollarone a year ago

Submitted without comment.

Anyway. I'm working on a PICO-8 game based on an idea I had ages ago. I have many extensions in mind, but really trying to just finish the core gameplay for now. It's a game about winning.

dollarone a year ago

Hello! I am in and I am likely to create a PICO-8 game that I can also submit to the Monster Mix & Mash jam.

The themes from that jam are all spooky and halloweeny, so I am hoping for a theme that I fits. Or maybe I'll just make a game about miscommunications between vampires and ghosts?

dollarone a year ago

Wildfire is a game that you probably didn't play for the 5th Kajam, mainly because I completely failed to get it done in time.

The main reason for that was that I was busy working on a killer feature that I wanted to have available before people played (and forgot about) the game.

The new feature I've added to the game is the ability to create levels. This is pretty cool (IMHO) because it's adding "cloud saves" to a PICO-8 game. The way it's done is by exploiting the GPIO flags that were added to PICO-8 presumably to be able to control simple lights on your Raspberry Pi or similar. Since the data needed to store a level is pretty light, I save it in these GPIO controls, which can then be read by the HTML5 app serving the PICO-8 cart. The data is then stored on my own server via a REST interface.

This means that any level you create is available to play for all players via the "challenges" list! I can't wait to see what kind of crazy challenges will appear!

Have a play here: Wildfire

dollarone a year ago

Hello Alakajammers!

Over the last month or so, we have been busy working "behind the scenes", submitting the appropriate applications to make Alakajam an NPO: a non-profit organisation.

Why a non-profit?

I wanted to try to explain why this matters to you all.

Initially, Alakajam was @wan's one-man project to set up a new site for running jams and creating a gamedev community. It was set up to be open source so that anyone can contribute, with a modern design and architecture.

Another goal from the get-go was to make the site in such a way that makes it easy for different people to run a jam, to help moderate and even fix the website when needed. Crucially, we wanted the community to maintain and run the site, with no single keymaster and single point of failure.

And this is where the NPO comes in. Alakajam is now an actual organisation, run by an elected board with transparent processes, finances and activities. Anyone who is interested can help out and contribute in various ways.

The Council of Jamicians

The initial organisation has been set up, and the starting elected officers are (for a period of one year):

After a year, there will be a board meeting and an election, where anyone can nominate themselves for a role.

The sole reason for filing all this paperwork is that so Alakajam can be a community-owned site which can survive even if its founder decide to completely remove themselves from the process.

Hopefully Alakajam will continue on for many years and jams to come - as long as its community want it to run!

Registered in France on 11 August 2018, as an "association loi 1901"
RNA Number W691095617

dollarone a year ago

August is pretty hectic for gamejams! I want to Kajam, I want to do js13k again, there's LD and there's LowRezJam and A Game By Its Cover.

There are probably even more, but wow, that's a lot. I don't need to do all of them, but then I had an idea: maybe I can combine some of them? Especially with this theme, I should be able to join the Kajam and the LowRezJam! Maybe I can even find a cover for the name?

With this in mind, I started on an idea for my belated entry to yesterday's onehourgamejam. I went with the LowRezJam's resolution requirement, and used PICO-8 for that retro-feel.

In a couple of hours I have a prototype, which I think I will extend and submit for the Kajam and LowRezJam! It's pretty basic right now, but you can play it and win or just set things on fire: Wildfire

The idea is to extinguish fires with whatever tools you have at hand. I think if I make it turn-based it can become a nice little puzzler :)

dollarone a year ago

The 3rd Alakajam! is over and that means my duties as its host are over.

I wanted to just quickly go over what is required for running a jam, and why you might consider volunteering!

In terms of duties, it's pretty simple, and there is a document with all the steps written down so you can easily prepare for what is needed when. There is an event admin menu on the website itself where you can control which post is pinned, what the current countdown is for, and what the status of the ongoing jam is. It's all rather nicely setup - you don't need to ssh into a box somewhere and run scripts or mess with databases.

The important thing is that Alakajam was set up to be a nice gamedev/gamejam community, with emphasis on that last word. In order to be exactly that, we need to not have a dependency on a single person, and we need to make it easy for other people to get involved. You may not care who makes the site tick as long as it does, but I think it's crucial that we run the site and its jams as a community - which is why I'm writing this post! So if you think it would be fun to spend some of your time running an Alakajam or a Kajam - get involved! Talking to the regulars on #alakajam on irc is a good starting point!

Additionally - if it wasn't already obvious, anyone can get involved with the development of the site itself - just check out the site repo and start committing - there are a bunch of issues that specify missing features and bugs (look for the "good first issue" flag if you're new!).

High scores

1 x1 2 x3 3 x1
# Game Score Date
The Lost Beans
by dollarone
279 s March 31st 2019
Disappainted: Master of the Invisibrush
by dorkulon , cloakedninjas , treslapin
77 % May 5th 2018
by thomastc
5235 March 23rd 2019
by Raindrinker
0'34"460 May 5th 2018
by sorceress
11 Level Reached May 5th 2018
Pyramid Peril
by HuvaaKoodia , SUOMAR
95 July 24th 2019
Infinite Duel
by javucha , gechy
1'21"577 July 24th 2019
You Can't See Everything at Once
by sebastianscaini , EternalStormfire , Supermooper123 , coleycaves
1'41"000 May 5th 2018
by rnlf
0'16"850 May 5th 2018
Lollipop Ninja
by DaFluffyPotato
13'39"230 May 29th 2018
by euske
23 October 16th 2018
Accurate Racing
by dollarone
0'09"914 July 24th 2019
by euske
4041 May 5th 2018
Rocket Jumper
by Wan
8310 July 28th 2019
Shinobi Blocks
by dwemthy
5 March 31st 2019
Spike Dungeon
by DaFluffyPotato
0.73 km July 28th 2019
by voxel
3'05"820 September 16th 2018
by toasty
2944 May 5th 2018
Parachute Simulator X
by smbe19
0'04"330 October 16th 2019
You are the Grimoire
by Aurel300
2'17"250 March 31st 2019
Electric Tango
by laaph
3542 March 31st 2019
Thyl's Tale
by Laguna , KaramBharj , Thunraz , xXBloodyOrange
10'14"500 September 23rd 2018
Boostone Tomb!
by tsjost
72 October 16th 2018
Hunk Hustler
by sebastianscaini , Josh_Schwarm , Wulusi , carsonmackie
7 September 16th 2018
Rollercoaster Breakdown
by KayZ
2259 July 27th 2019
Whirling Blades
by DaFluffyPotato
2'05"035 September 16th 2018
by benjamin
57 September 16th 2018
Philosopher's Strike
by Wan , Thrainsa
7350 September 16th 2018