Sorry for not updating for a while guys.
Spent almost $100 on hardware and stuffs, worked for more than a month, Whack-a-mole over telephone is finally completed!
各位! 好耐無打廣東話嘅blostpost. 耗資陸佰港元. 動工參拾陸夜. 小弟嘅電話扑傻瓜終於搞掂喇!
Behold the gameplay(Cantonese with English subtitle)!
The gameplay is simple. First, dial the number 5517 6408 in Hong Kong(does not accept international call, Cantonese only). Then, when you hear certain sound, you'll have to press certain key. The sounds and the keys are randomly generated. If you press the correct one, you get a score. When it reaches the threshold, the difficulty will be increased as shown below:
Level 1: Score requirement: 0; Three random animal sounds. Each requires the player to press a key.
Level 2: Score requirement: 10; Three additional random synth'd wave sounds. Each requires the player to press a key.
Level 3: Score requirement: 30; Three additional random voice of numbers. Each requires the player to press another key that is usually inconsistent with the number that the player have heard.
Level 4: Score requirement: 60; After this level, the player has to press certain key for every 5 sounds, regardless what is the sound that the player has heard.
Level 5: Score requirement: 100; Upon hearing any of 5 random sounds, the players has to press a key. Upon hearing another 5 random sounds, the players has to press another key. Upon hearing yet another 3 random sounds, the player has to press yet another key.
遊戲玩法好簡單. 首先打5517 6408(唔收國際電話, 唔收133電話), 跟住佢就會叫你聽到某D聲就要撳某D制. D聲同D制係隨機嘅. 撳啱加分. 夠分就LEVEL UP:
LEVEL 1: 所需分數: 0; 三個隨機動物聲. 每個聲要撳一粒制.
LEVEL 2: 所需分數: 10; 三個隨機電腦合成聲. 每個聲要撳一粒制.
LEVEL 3: 所需分數: 30; 三個隨機數字聲. 每個聲要撳一粒制, 而嗰粒制通常唔係你聽到嗰個數字嘅聲.
LEVEL 4: 所需分數: 60; 每聽到五個聲就要撳某一粒制.
LEVEL 5: 所需分數: 100; 聽到某五種聲要撳一粒制. 聽到另外某五種聲要撳另一粒制. 聽到另外某三種聲又要撳另一粒制.
If you press the wrong key, or if you're too slow, then you lose. If your score is the highest among everyone else, the score will be recorded.
如果你撳錯制或者撳得太慢就會輸. 如果你嘅分數係最高嘅話, 個分將會被記錄.
Alright! That's it for the first part of the blogpost. The second part will be about the technical details of this project. See you! :)
Previously, I've released the web version of Poopie: Making Kim Jong Un Cry.
Today, I bring Poopie to Google Play! Behold feature graphic for the listing:
Let's make Kim cry. Go pooping with your Android phone today!
Hey guys! I've just released a new game. Poopie: Making Kim Jong Un Cry!
It is an enhanced version of my Ludum Dare 33 Entry.
The graphic isn't very good. But it's already a big improvement compared with its preceder. Well, my art indeed sucks. But it's getting improved over time. :D So don't complain about it. :P
A: Win the game to figure it out! :D
After two months of work, early access version of Koloniigo is finally available!
A few users has reported that this game is confusing. Therefore, I add a tutorial instruction section here.
Before doing these, I think I'm going to update this website first. I'm planning to merge this blog with my homepage. and I got tests and exams to do recently. I think I can't work on this game for a month or two. :( Anyway, don't worry. I will complete this game eventually. My project completion rate is pretty high. :)
Click here! to play!
My entry of LD33 is done! :D
Not sure whether it's a good game. But it's the most funny game I've ever developed. :p
BTW, here's the timeline of the development:
GMT+8 22/8 1020 implemented bird movement 1200 implemented pooping 1250 implemented victim(without collision detection) 1545 implemented attack upgrade button 1625 implemented all upgrade buttons and its associated functions 1710 bugfixes 1810 implemented blackcloud and thunder 1910 implemented text fadeout; did some game balancing by reducing HP of the boss 2100 implemented police car; implemented win/lose scene 2150 implemented cloud; bugfixes 2200 bugfix on pooped.p practicle 2250 money eyes candy 2310 fix window config of jar version 23/8 1000 start working on sprite.png 1310 drew sprite.svg 1330 drew background.svg 1400 lose.svg 1440 win.svg 1540 synthed all sfx 1630 implemented siren of police warning 1710 implemented all sfx and tested it 1720 added disclaimer 1850 finished testing on different platforms 1910 submitted!