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  New CD Style 04:59 PM -- Tue April 19, 2005  

As promised a long while back, here's what the new CD cases look like. What do you think?


They're SKINNY! I really like them, though obviously they don't have the artistic value of the DVD cases. But they've got their own charm. And look how nicely my thumbnail is trimmed! I believe the new CD price will be about $5, plus shipping cost (somewhere around $1 in the US, maybe $1.60 for Canada and Mexico, more elsewhere). So it's going up from the former flat $5, by whatever actual shipping costs to your location happen to be.

I still have a hundred or so blank CDs and cases and all. What do you think about limited edition signed copies of the old style? Would anybody care?

PS - we're still on the old style. The new style is slowly dribbling into place.
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  Game over 01:12 PM -- Sun April 17, 2005  

Okay, I'm all done with room to spare. There's now even really crappy background music! But it doesn't matter how much time I had, the music wasn't going to be good. So if you'd like to try out my 48 hour game Habitat For Horror, click right here! It's 2.4mb, and it's not bad I think. I can't quite tell if it's a good game or not, so you tell me. Now it's time to relax and enjoy the half day of weekend I have left. See you tomorrow, peopleses.

Whoa, uh oh, I forgot to put up the source code! I would've been disqualified!
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  Pretty much done 11:09 PM -- Sat April 16, 2005  

Well, now there are 10 levels (some of which made me feel kind of clever, and others of which pummeled me fairly mercilessly... I think this may have actual challenge and gameplay... or maybe it's just pure luck), a level select menu, help screens, winning, losing, sound effects, and who knows what else. It's really finished. So I'm thinking about adding one of several alternative dangers. My wife just came up with a really cool one, though I don't know how on earth to do the artwork for it. Here's one of the exciting new levels in action:
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  Gameplay! 08:17 PM -- Sat April 16, 2005  

You can win! And lose! And there are sounds! And lots of fancy particle effects. Here's the latest:

I gotta work hard, it turns out we have to go do something tomorrow at 1pm, and the contest doesn't end until 7pm, so I think those last 6 hours are completely out for me. But the game is totally there now, just need to make levels, instructions, wouldn't be too bad if I got to put in the aliens I was thinking about doing, and... well, some serious polishing would be nice too. Oh, and the main menu needs real help.
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  Run!!! 06:24 PM -- Sat April 16, 2005  

Whoohoo, now we have evil muppets chasing around, wishing to eat the currently inedible humans, but showing a big "CHOMP!" image every time they move anyway (to test that effect), and there are sparks when you place a new fuse just for fun. Best of all, if you light up a room that a monster is in, he starts to smoke, and RUNS fast out of there. If all exits are blocked, after a couple seconds, he vaporizes in a puff of smoke. Nice! Once I make my little guy edible, the first level is effectively done! Oh, and also there is now a moon that gradually sets in the background to indicate how much time is left on the level.
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  Movement! 04:24 PM -- Sat April 16, 2005  

Hey, I've now created the monsters that will hunt my people - they look suspiciously like muppets. I haven't put any in the game yet, though. But what I have done is gotten the person to move! He now scampers from room to room, as long as they are lit. It looks very odd when he goes vertically, and if I had more than 48 hours, I'd probably have him exit through the back of the room (fade out) and come back in the other room (fade in), but I don't, so he sort of levitates or something. It's supposed to be stairs. But when he goes SIDEWAYS, oh it's a laugh riot! It's not what I intended at all, but I daresay it's just perfect. So, back to work - once I get those muppets in there, there will actually be a sort of a game!
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  Interference 02:47 PM -- Sat April 16, 2005  

Still going, but got sidetracked by business concerns - had to print and mail some CDs! See how getting that off my back will be good? I'll win more contests. Also ordered a pizza I will be picking up very soon.

Progress is that now there is a little guy who is looking very scared (spent way too long creating him), and when you turn the lights out in his room, he's all black except his eyes, because everybody knows that eyes glow white in the darkness. Now I need a zombie/zombie pelican/sewer monster/ghost of some kind to threaten him, but I don't even know what I want to make.
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  The Next Morning... 12:08 PM -- Sat April 16, 2005  

I got up this morning, got my raisin bran, and got to it. It's going great! Now there is a 'working' title screen (click to play, ESC to exit) and 'gameplay' (you can click and drag the fuses around to light the different rooms, level setups are defined in a file, and you can press ESC to go back to the menu)! Here's a screenshot combining those two things (you would not normally see them both together):

That layout is intended to be the first level. Super duper simple, one guy will be in there, all you have to do is get the fuse onto his room so he's in the light, then kick back and wait for the sun to come up in a few seconds.
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  First Screen up! 11:34 PM -- Fri April 15, 2005  

Hey, I drew a bunch of stuff for the game, and implemented enough to make it randomly lay them out and display them. Here is the current state of the game:


(Shrunken down 50%, by the way, it's not really that small or blurry)
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  LD48 #6 Begins 10:06 PM -- Fri April 15, 2005  

Well, the theme for the 48-hour contest was just announced! "Light & Darkness"... The one of the 5 themes that I didn't have an idea for (well, of the 3 not-garbage themes). So I brainstormed by butt completely off, and now I have no butt and an idea which is currently called Spooky Skyscraper, which I have change since that's just a venue change from Spooky Castle.

Here are the idea notes I wrote down for it:

You see the skyscraper with windows, 8x6. You have a fusebox with only 7 fuses. Rooms with the fuses are lit, others are dark. Monsters come up frmo the basement. People are in the rooms and can walk from room to room, but will only move about when it's light. When dark, they stand and shiver. Monsters only move in the dark. If they come across a person, they eat him. If you turn the lights on on a monster, he zips to a neighboring room. If all neighboring rooms are lit, he is fried by the light. More monsters come up all the time, play until you lose too many people. Maybe each level has N monsters and N people, and you have to avoid losing N people. Either kill all the monsters or hold out until morning.

So that's it... I don't know if it'll be remotely decent, but it's at least what I'm starting on. So far I have an entire black screen fully implemented! Darkness: check. More notes as appropriate.
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