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#51 2012-08-26 13:10:36

16Skittles
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Registered: 2009-08-26
Posts: 1000+

Re: Ludum Dare 24!

jukyter wrote:

I would like to know how to activate godmode ;D

Godmode isn't really invincibility, it is kind of a joke. You hit f3 to get the debug menu with some info about your position and stuff, like in Minecraft where f3 shows stats. Then I made a joke achievement "Creationary Progress! You are a god!" when you hit that for the first time.

I made a really nice improvement to the system I was using for the announcements. I used to have that code in each one, where they would overlap if more than one was announcing at the same time, but now they all use an announce(message) method which adds the message into a waiting list until it is their turn to be displayed.


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#52 2012-08-26 13:34:03

maxskywalker
Scratcher
Registered: 2008-01-27
Posts: 1000+

Re: Ludum Dare 24!

I'm trying to make a turn-based RPG game (because I like 4-way scrolling turn-based RPGs [OT: Probably because Final Fantasy V was one of the first video games I played in my life] and they're easier than 3D  tongue ) in which each skill is linked to a body part.  You start off as a generic blob, and get new parts (ie. skills) through using related parts.  As you use a part more, it gets better, and as it falls out of use, it downgrades until it disappears.  Each part is linked to some passive ability as well, so if you lose, for example, your feet, you lose, like, some agility boost or something.  If I don't make it in time for Ludum Dare (which is looking likely) I'll remake it in Java(?) and post in TIMAC when I have something playable.

Last edited by maxskywalker (2012-08-26 13:36:16)

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#53 2012-08-26 13:37:48

16Skittles
Scratcher
Registered: 2009-08-26
Posts: 1000+

Re: Ludum Dare 24!

maxskywalker wrote:

I'm trying to make a turn-based RPG game (because I like 4-way scrolling turn-based RPGs [OT: Probably because Final Fantasy V was one of the first video games I played in my life] and they're easier than 3D  tongue ) in which each skill is linked to a body part.  You start off as a generic blob, and get new parts (ie. skills) through using related parts.  As you use a part more, it gets better, and as it falls out of use, it downgrades until it disappears.  Each part is linked to some passive ability as well, so if you lose, for example, your feet, you lose, like, some agility boost or something.  If I don't make it in time for Ludum Dare (which is looking likely) I'll remake it in Java(?) and post in TIMAC when I have something playable.

Sounds interesting, looking forward to the TIMaC Post. (Assuming you don't get it done in the next two days in time for the LD Jam)  smile


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#54 2012-08-26 13:41:35

maxskywalker
Scratcher
Registered: 2008-01-27
Posts: 1000+

Re: Ludum Dare 24!

16Skittles wrote:

maxskywalker wrote:

I'm trying to make a turn-based RPG game (because I like 4-way scrolling turn-based RPGs [OT: Probably because Final Fantasy V was one of the first video games I played in my life] and they're easier than 3D  tongue ) in which each skill is linked to a body part.  You start off as a generic blob, and get new parts (ie. skills) through using related parts.  As you use a part more, it gets better, and as it falls out of use, it downgrades until it disappears.  Each part is linked to some passive ability as well, so if you lose, for example, your feet, you lose, like, some agility boost or something.  If I don't make it in time for Ludum Dare (which is looking likely) I'll remake it in Java(?) and post in TIMAC when I have something playable.

Sounds interesting, looking forward to the TIMaC Post. (Assuming you don't get it done in the next two days in time for the LD Jam)  smile

Even if I get it done I'll probably rewrite it and post it  tongue .  Ruby's not usually my preferred language, but Gosu is the only graphics engine I'm good with right now.

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#55 2012-08-26 14:10:24

poopo
Scratcher
Registered: 2009-09-20
Posts: 1000+

Re: Ludum Dare 24!

Darn the weekend of ludum is the weekend I have tons of homework. T-T
Finally evolution got picked. Did you know it had made it to the final round every time but had never been chosen?


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#56 2012-08-26 16:10:55

16Skittles
Scratcher
Registered: 2009-08-26
Posts: 1000+

Re: Ludum Dare 24!

Trees and inventory are now implemented. Now to add rocks and basic crafting and combat, then I'll be done! I'm trying to finish it tonight, so I have 5 hours.

http://i46.tinypic.com/ei5unq.png

Approximately at 1300 Lines of Code.

Last edited by 16Skittles (2012-08-26 16:11:52)


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#57 2012-08-26 19:02:39

16Skittles
Scratcher
Registered: 2009-08-26
Posts: 1000+

Re: Ludum Dare 24!

FINISHED!!!
Neanderthalis is complete with 1,800 lines of frantically written, some unused code included! Going to enter it into the compo, does anyone have any suggestions in the next two hours?

Edit: Here is the entry on Ludum Dare's web site.

Last edited by 16Skittles (2012-08-26 19:09:31)


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#58 2012-08-26 20:58:31

gbear605
Scratcher
Registered: 2008-03-06
Posts: 1000+

Re: Ludum Dare 24!

I made a game  big_smile   http://www.ludumdare.com/compo/ludum-da … p;uid=6087.  I did a 12 hour jam, and slept for 8 of those hours  big_smile   smile


Yeah, I'm mostly inactive.  I check in once in a while though.  If you want to contact me, I have a contact form at my website, http://escratch.org

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#59 2012-08-26 21:07:12

16Skittles
Scratcher
Registered: 2009-08-26
Posts: 1000+

Re: Ludum Dare 24!

gbear605 wrote:

I made a game  big_smile   http://www.ludumdare.com/compo/ludum-da … p;uid=6087.  I did a 12 hour jam, and slept for 8 of those hours  big_smile   smile

I made a smiley face with a kitten in the middle  smile


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#60 2012-08-26 23:43:14

Ecliptic
Scratcher
Registered: 2012-02-27
Posts: 500+

Re: Ludum Dare 24!

Great games guys.


If you can read this you are in range.

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