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joemanaco

1,083 karma · joined February 16, 2011

I make games: https://www.asylumsquare.com
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joemanaco··on Show HN: A game I made in 48 hours
Thanks.
joemanaco··on Show HN: A game I made in 48 hours
Coding wise the game is pretty simple. It has no real physics or anything involved and basically simple "Rectangle-Collisions". You can have a look at the source code (although it's pretty dirty with lots copy/paste involved during the hard time constraints).

As mentioned I did it in Monkey, but it should be also easy to recreate it in vanilla javascript, because all you need is a basic canvas you can render to, and there you go.

The real hard part was to get all the differents parts involved ready in time. For example the art took me alone around 10-12 hours because I'm really bad at graphics and I put a lot of effort and lots of trial and error in the animations.

The music I did in Logic Pro and Renoise, and it took only around 2 hours because I'm quite experienced in doing music (doing it since my childhood). But if you listen carefully you will find out that the arrangement is very simple, and it's also not mastered. Turning this in a full-blown-not-so-repeatedly track would take several days I think for me (I sticked to the 80:20 rule here ;).

The level design I did in Tiled, and I had the Tiled loader ready before the Compo started.

joemanaco··on Show HN: A game I made in 48 hours
Glad you enjoyed it. Thanks for the feedback.
joemanaco··on Show HN: A game I made in 48 hours
Yes, a lot of people mentioned that. Indeed I had the mobile version opened next to me while I pixeld it and tried to recreate this minimalistic style. The idea was that because I suck at pixelart I would probably be able to create a consistent and nice looking game in this simple style.

And I think especially in the sprite I took a little bit too much "inspiration".

I replaced the sprite now with something more unique. You can play the updated version here: https://joemanaco.itch.io/timezone

joemanaco··on Show HN: A game I made in 48 hours
Thanks
joemanaco··on Show HN: A game I made in 48 hours
Yes, will add it. I will put it into public domain.
joemanaco··on Show HN: A game I made in 48 hours
I really prefer movement controls for arcade-ish games on the right hand, but I guess it's a matter of taste. Haven't decided yet if I want to go further with this project, but will definitely added support for a custom scheme if I continue with it. Thanks for your input!
joemanaco··on Show HN: A game I made in 48 hours
This is the new language by Mark Sibly, but haven't really used it yet: http://monkeycoder.co.nz
joemanaco··on Show HN: A game I made in 48 hours
Yes, I made a playthrough on YouTube if you prefer watching it ;-)

https://www.youtube.com/watch?v=pSW4QmNz1JY

joemanaco··on Show HN: A game I made in 48 hours
Thank you. Hey, I'm also a backend developer by day ;-)
joemanaco··on Show HN: A game I made in 48 hours
Monkey is a language by Mark Sibly. Unfortunately the original language is abandoned since Mark started to work on Monkey-2 (But Monkey-1 still available at: https://github.com/blitz-research/monkey).
joemanaco··on Show HN: A game I made in 48 hours
Yes, I know phaser. But I don't like Javascript and also prefer to use my own custom stuff (especially for simple things) instead of Frameworks. (No offense, just my personal preference).
joemanaco··on Show HN: A game I made in 48 hours
Yes, I think for a more complex post-compo version a lot of thought has to be put into the level design to consistently push the player and give him this feeling of "Shit, I'm almost out of time" - but also with the possibility that he saves himself in the last seconds.
joemanaco··on Show HN: A game I made in 48 hours
Thanks for your feedback.

Yes, I wanted to implement a separate crystal for the enemy loot to make it more obvious, but I ran out of time.

joemanaco··on Show HN: A game I made in 48 hours
LOL :)
joemanaco··on Show HN: A game I made in 48 hours
Thanks :)
joemanaco··on Show HN: A game I made in 48 hours
Yes, it's very hard :)

You should be able to adjust the jump height by pressing/holding the up key. Didn't that work for you? Which browser/os?

joemanaco··on Show HN: A game I made in 48 hours
Thank you. Yes, it's intentional a quite hard game. :)
joemanaco··on Show HN: A game I made in 48 hours
Thanks for you Feedback.

I think I have to tweak the hit boxes a little bit, so it's more forgiving. And probably also change from insta death so you only loose time/life when you hit an enemy.

joemanaco··on Show HN: A game I made in 48 hours
Thanks!
joemanaco··on Show HN: A game I made in 48 hours
Author here: Last weekend I participated in the Ludum Dare Game Jam (#44, Theme was "Life is your currency") and did a game from scratch in 48 hours:

TIME ZONE

How to play?

Arrow Keys Left/Right: Move left/right Arrow Keys: Up: Jump X: Shoot

Instructions: Try to reach the exit before your life counter reaches zero. You can earn valuable time by collecting Life Capsules. When you destroy an enemy they will drop Life Capsules. But be careful: Each shoot costs you time.

Play at itch.io: https://joemanaco.itch.io/timezone

Source code: https://github.com/JochenHeizmann/timezone-ld44 (will add Readme/Build Instructions later on when I got some more hours of Sleep)

Soundtrack: https://soundcloud.com/jochenheizmann/timezone-ludum-dare-44

Ludum Dare Game Page: https://ldjam.com/events/ludum-dare/44/timezone

I did everything from scratch (Code, GFX, Audio, Level Design). I've used Monkey (which transpiles to Javascript) to code it, Photoshop for the pixels (Artwise I was inspired by Downwell, which I tried to mimic, but I suck at art) and Logic and Renoise for the Music and Sound FX.

joemanaco··on XXH3 – a new speed-optimized hash algorithm
Here is a comparsion with meowhash: https://twitter.com/mmozeiko/status/1106714583761215488

Meow is faster than xxh3 for all sizes, small or large.

joemanaco··on Show HN: Jetpack – Webpack made more convenient
Haven't looked deeper in it, but why does it happen all the time that people think they can fix complexity by adding another layer of complexity too it?
joemanaco··on Refactoring Large Functions
John Carmack on this topic:

http://number-none.com/blow/john_carmack_on_inlined_code.htm...

And I easily agree 100% with him having tried both approaches in bigger projects.

joemanaco··on Ask HN: What are you working on and why is it cool?
I’m working on Tiny Thor:

https://m.youtube.com/watch?v=bGrNjyV5PhE

It’s cool because it’s the game I always wanted to make since I was a teenager. What’s even cooler is that two heroes of my youth are doing it together with me: Henk Nieborg (Pixel Artist) and Chris Hülsbeck (Music).

joemanaco··on I'm developing a game and it burned itself into my display
I really need to put a big badge on my website saying "No warranty on physical damage" :)
joemanaco··on I'm developing a game and it burned itself into my display
It's an LG 29EA93-P (LED Display).
joemanaco··on The Death of Flash and Rewriting 1.4M Lines of Code
1.4M Lines of Code in a very high level language? What the hell are they doing?
joemanaco··on Ask HN: Senior developers, what would you tell a younger you?
I really am.
joemanaco··on Ask HN: What was your best passive income in 2016?
Watch Handmade Hero from Casey Muratori.
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