Ludum Dare 31 "Entire Game on One Screen" by joppiesaus
You are a guy who fights a war against evil unicode snowmans. You do that using bombs that come from no-where. And using powerups, that magically grow.
The plan was that the starting screen was "All you get". No spawning, no menus, no... It was also the meaning that it wouldn't be a regular bomberman spin-off. The idea wasn't good, and I should have come up with something different. But sometimes you can't. I thought: game > no game.
Great thought but it will be very difficult to make the snowmen do anything productive and I understand this. side note its great that they move away from there own explosions :)
Well, there`s still lot`s of work to do to make this a fun game. But hey, as you said: game > no game! Nice try though and thumbs up foro the bomberman!
Thanks everyone! Amazing to see what people create! Yes those things take ages to kill, that's to compensate the AI's level, so you make more mistakes than they do. You have these power-ups that spread, they have many functions, like damage, radius, and amount of bombs. They're usefull. I might try an actual AI somewhere in the future.
The level could probably do with having much less open space, a lot of the fun of Bomberman was managing to trap people. It's also kind of annoying that how bombs block explosions without chaining.
Those just bug me 'cause I'm used to them from Bomberman though and you should totally go your own direction with it if you carry on with this, definitely better than nothing and still pretty satisfying to blow stuff up.
Fuck yeah! Reminds me of Mine Bombers! Loved that game as a kid. It's a game where you blast things in a cave and collect treasure. Then you buy more bombs with the treasure you collected. And you're competing against 1-3 other miner bombers. It had some really creative stuff too, like clone cyborgs, multiplying slime that could kill you, exploding slime, nuclear bombs, etc. Loved that game. I love games where you bomb things, especially snowmen. Good job.
It would've been nice with a slightly smaller bounding box on the player, it was a bit hard to move through narrow "corridors". I liked the idea with having health, instead of the classic 1 hit one kill thing in bomber man. I have to ask, out of curiousity - How hard was it to port from XNA to monoGame? I used to do a lot of XNA, but never really tried out MonoGame.
J
joppiesaus26 Dec 2014, 08:43
Thanks everyone!
@Mekuri I agree with you. It's not hard to port from MonoGame to XNA, but MonoGame does a terrible job at seemless integration. Usually what I do is when I port I just start a new monogame project, delete Game1.cs and modify the namespace, copy all the classes from the XNA project, build it. Then I copy the content folder from the XNA build(NOT the content that needs to be compiled, the one in your Release folder). Then you're good to go. This is the simplest way I know. If you've a long project with regular builds it's the best to add a link to files instead everytime you make a class in the main XNA project. That makes it easier to manage the project. Oh, and if you're trying to be smart and pick just a MonoGame project, don't, because MonoGame lacks a good content pipeline compiler thinggy which makes adding textures more time consuming.
You're definitely right, rule #1 of LD: Game > no game. This game was actually a lot of fun, I loved the feeling of power of getting a whole load of powerups at once, then suddenly realizing your bomb radius is like 10, and almost killing yourself.
Comments26
But this time with "intelligent" snowman enemies. Funny idea ;)
I think this game is like the opposite of mine, though.
Is it normal that I can kill the snowmen?
(not even myself)
Yes those things take ages to kill, that's to compensate the AI's level, so you make more mistakes than they do.
You have these power-ups that spread, they have many functions, like damage, radius, and amount of bombs. They're usefull.
I might try an actual AI somewhere in the future.
Those just bug me 'cause I'm used to them from Bomberman though and you should totally go your own direction with it if you carry on with this, definitely better than nothing and still pretty satisfying to blow stuff up.
It was fun to play this=)
I have to ask, out of curiousity - How hard was it to port from XNA to monoGame? I used to do a lot of XNA, but never really tried out MonoGame.
@Mekuri I agree with you.
It's not hard to port from MonoGame to XNA, but MonoGame does a terrible job at seemless integration.
Usually what I do is when I port I just start a new monogame project, delete Game1.cs and modify the namespace, copy all the classes from the XNA project, build it.
Then I copy the content folder from the XNA build(NOT the content that needs to be compiled, the one in your Release folder).
Then you're good to go. This is the simplest way I know.
If you've a long project with regular builds it's the best to add a link to files instead everytime you make a class in the main XNA project. That makes it easier to manage the project.
Oh, and if you're trying to be smart and pick just a MonoGame project, don't, because MonoGame lacks a good content pipeline compiler thinggy which makes adding textures more time consuming.
This game was actually a lot of fun, I loved the feeling of power of getting a whole load of powerups at once, then suddenly realizing your bomb radius is like 10, and almost killing yourself.