The Begining of Kill da Ducks

Learn how it was at the begining.

Nov 25, 2011

Busy

I'm quite busy right now and I have been busy for the last two weeks, I hope to get some free time soon... I'm sorry about that BTW I create a mail, so you can send anything related to my games to me, it's killdaducks@gmail.com Feel free to contact me...

Nov 8, 2011

Harder...

...

Nov 7, 2011

Grav Alpha download

As I said, here it is, an alpha release, still buggy, but doesn't matter :P. However there are some things you should know: -You can only use letters, numbers and dots for password and username -Giving the background a huge opacity may be dangerous... Seriously... Now you're ready to go! DOWNLOAD IT! Update: I found a bug, and I need you to take care for the moment: When you launch the game the first time and you create an account you have to close the game and relaunch it to be able to send scores....

Nov 6, 2011

Grav alpha release tomorrow!

Grav is going very well even if I had not a lot of time to code it, I porgressed in the project a lot, and I have good news! I have a song, well I'm not completly sure about song yet... but I'm sure about the artist. LukHash has composed really nice music and i contacted him today to ask the permission about adding to the game and even about adding them to Kill da Ducks (since they fit very well) and guess what... he is ok! He was very kind and answer fast my petition, I liked that. Here is his...

Oct 29, 2011

Grav has now a menu!

Yep! And it's fully working! The menu consists on 4 different kind of items: -Button -CheckBox -Percent -TextBox they are self explanatory ^^ You can Register, Login, and you data is saved to a local file (if you want). Here you have a video to show you how it's going on: Thanks for watching! A demo will be avaible very soon! ;) ...

Oct 21, 2011

Some progress in Grav!

Hi! I have been coding a bit the game, but not very much because of the exams, in fact I still have two next week, but these one are about compuer science. Anyway, what I have been working on is the timer, the sequences, the play... everything to be more precise. You can now play a classic game, that looks a lot to super gravitron with the same sequences but with a better and more intuitive movement control, you'll see veyr soon what I'm talking about ;) Your stats are now saved automatically to...

Oct 16, 2011

What's up!?

So, I have been a little absent for a while, and I have not even been working on my game, BUT I have been having a lot of fun playing the Binding of Isaac, and recorded some videos, you can watch here: Playlist I have also been worked on an arcade game, which name must still be though, but it may bee "Grav". It's inspired on Gravitron, a part of VVVVVV, a nice game I played a while. I'm uploading the video to the internet so I have something to show, you can also check these picks: Other...

Sep 11, 2011

A lot of progress!

I have been working a lot on the game, and yes... I have abandonned this a bit, even if I have posted every update trhough Twitter, but anyway I don't feel anyone caring about that since I cannot see anybody commenting! So... I added the player, BUT I will still not release an alpha version since you cannot shoot! lol, in fact that's not the reason, the reason is that I want to have something playable. By playable I mean something where you can spend a few minutes, with some sort of gameplay. When...

Sep 7, 2011

Enemies!

I just solved the bug that made the game crash when I try to make Ducks to "quack", so here it is a video of how it's going on! I'm very impressive on how SFML is efficient! Now I'm just going to add the flesh, I mean the body's pieces when Ducks are killed. Then I will add the weapons, then a bullet, the flash, the bullet hit effect and finally the player! I may release an alpha there ^^...

Aug 31, 2011

Some Sound test

I coded the sound manager and the sound loader, and here you can see the result: YT messed up the final result, the original video sync the audio perfectly.....

Aug 30, 2011

Having some fun with the Blood

Here it is: ...

Aug 26, 2011

Found it!

I was reprogramming the engine, ans as I said I was working on the blood since I knew that the texture error that I previously showed up had something to deal with that... And I figured out what it was. Appareantly SFML 2 has some bugs when creating surfaces (textures) and I need to create them 2 times. It's pretty strange, but well, it works, and here I have a screeny to show that ^^ Now that that bug is cleared, the developpement should be fast. This mean that I would have a Demo in the week,...

Aug 25, 2011

KilldaDucks.com is now the new adress!!

The only thing I wanted to say is that I just bought the domain http://killdaducks.com the blogspot will never appear again in the address! It’s a happy new, at least for me, because the project is serious even if I still don’t know if it will be free or not. By the way I just added the Demos page to let people download the last versions, I'm goind to do some changes to the blog about the photo viewing engine, since it's not working at all... Since this is too short I will talk a bit about how...

Aug 19, 2011

Reprogramming the whole engine!

Yes... it's a bad thing... but it will also make the game better, more efficient ^^ As I had some issues with the images (as you saw in an older post of bugs) and as my engine is not very well coded, it doen't even respect the "members of a class are always private", and i used namespaces instead of using static members so... here i am i reprogramming the whole with an unified Object Manager that will allow me to simplify the codingt too (making it faster too)! I have only done the object manager...

Aug 17, 2011

Changing the Level Converter

Looking at my level converter and what levels look like inside the file i decide it would be better yo do it in another way. The file was modifiable even if it was difficult to understand what is written inside ^^. So i decide to write the file in another way, and the file that first looked like this: now look like that: wich is much better ^^ I also added more functionality for the future editor such as editing the initial life of an enemy ^...

Aug 16, 2011

Creating Ressources

Today I changed a lot of things in the blog, some seems not to be working correctly though... The images slides works on my mac but not on my windows under firefox, quite strage... I also added share buttons to all the posts, and a +1 button on the right ^^ (this +1 count for the page you're viewing). Well and I like how the blog looks like right now, but it would be perfect if the slides were working... Let's talk about the game! Today I wanted to put all my files (sprites, music etc) into...

look at that Bug!

Yesterday I said to myself it was time to update the version of SFML 2 since there was a big change: Image class was separed into 2 classes, texture and image, basically i neede to replace each image ocurrence in my project with texture, but it was not enough... i got this funny frustrating bug that made me give up and wait until next day. Here are some screenies... ...
and a short video:
After seeing that I started to play Team Fortress 2 since it becamed FREE!!

Aug 13, 2011

Alpha progress 5

it has been a while lol. -I created a level converter that allow me (or even other people) to convert old levels files (*.lvl) to new level files (*.kdd) i also adde the possiblity to load them frm the game so i can test better teh engine itself ^^ thought some items will not work anymore -Added the sawlauncher but still working into the cutting effect (duck are slashed i loe it ♥ ) -The light have been optimized and i added lamps (directional lights) -Added more blood ♥ -Player jump time corrected -Some...

Aug 5, 2011

Alpha progress 4

Added explosion with Light and smoke effect Added the Nade for the grenadelauncher ...

Aug 3, 2011

Alpha progress 3

Corected bugs of the Light Engine Compiled a win7 version ...


Link is down for a moment, I will reupload later

Alpha progress 2

Added a simple Duck Enenmy Added a fast Duck enemy (he moves faster when he sees you) Added the player added 12 Weapons added some nice effects like lights I only have to reprogram everything for SFML 2 it was already done for 1.6 an dit was easy ^^ ...

Jul 30, 2011

Alpha progress 1

Since this is the first post i will explain a bit what I do.. here i post what's new on the game/engine and i also can post pics, videos or alpha versions. Light Engine complete: Lights are now dynamic and light the blocks too The wall-effects are also working (blood, hits etc) view is working too. ...

Blog created!

Hi! The Blog is created, the palette is not the one I wanted to have but it's ok. As this is the first Blog post I'm going to explain what is Kill da Ducks and what I'm going to publish here! Kill da Ducks was a project i started last year, in 2010 during the holydays. I started to program it in GML using Game Maker 8. The game was using FMOD for the sounds and an extension called EasyLight for the lights. Here is a video of the last alpha version: ...



And here you can download it: Download

The game is simply a shoot'em all when you have to kill all the ducks. There is a story behind this massacre of course :P But I'm not going to reveal it.


A year later I decided to port my game to C++ because i purchased a Mac and wanted to make my game cross Platform. So I started to use SFML 2 to created the game! And here I will post every new thing I do, issues and everything! I will also reply to any questions!

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