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Limb by Limb – Post Mortem

Posted by (twitter: @WarlordMittens)
Thursday, April 23rd, 2015 11:25 am

All previous Ludum Dares that I’ve tried to participate in have failed miserably. For the first one I had no experience. For the second I had very little time. For the third I had no good idea.

For this one I had a good plan that I followed through with, and I managed my time well. I didn’t try to make anything more than I was planning on from the beginning.

Due to my inexperience with exporting Java programs, I didn’t manage to export the game with the sound library, so the submitted version has no audio. This is however something that I’ve “solved” afterwards using somewhat of a workaround.

The submitted version can be played here:
Limb by Limb


When I saw the theme I immediately came up with this idea (I don’t really know why). This was probably the first Ludum Dare I’ve entered where I actually liked the theme, and also came up with the concept even before starting to program.

The idea was to not only use an unconventional weapon, but also to use it in an unconventional way; I didn’t just want to make a normal shoot-em-up game and just switch the gun textures for a banana or something. I actually wanted to use the weapon as more than just a weapon. So I used it as both a health system, and as a level-puzzle-thingy.

In the beginning I planned to actually have enemies in the game, but I didn’t manage to add that in time, so I settled for making a puzzle platformer (although a later version of the game probably will include some simple enemies). So I guess I failed in making it a “weapon”, but rather a tool.

I quickly knew that I wanted to use the limbs as a health system, because it added a lot of possibillities regarding level design. I also came up with the idea of only being able to interact with levers if you have arms to further support level design.

In earlier projects I’ve saved all levels using a png file, but it has its limitations. And since the fun part about Ludum Dare is to always learn or try something new, I decided to use Tiled as level editor and implement methods that read json files. Which made level designing a whole lot more fun to do.


I’ve decided to work on this project a bit more, but I want to finish it in a couple of weeks.

Some updates/changes that I plan on making (and have done) are as follows:
– Make sound work (done)- Add a new type of lever, further enhancing level design (done)
– Add falling damage (done) as a comical effect, and also to enhance level design
– Make some new bigger, more difficult, and more thought out levels (done)
– Add some sort of enemy
– Add some sort of trap block
– Add particle effects
– Add usable items (maybe)
– Add more decorations
– Add more cowbell
– Add sound effects
– Add pressure plates (works without arms, obviously)
– Fix the bad platform physics (done)
– Remix the music (I made it in a very lazy way)
– Add fullscreen mode

ps. Some alternate titles I thought about using were “ARMageddon” and “Man at Arms”. Sadly I think that “Limbo” has already been taken…

Limb by Limb Timelapse!

Posted by (twitter: @WarlordMittens)
Tuesday, April 21st, 2015 1:37 pm

So i decided to make a timelapse of the entire process which can be watched here:

And here’s the link to the game:


Java experts, please help!

Posted by (twitter: @WarlordMittens)
Monday, April 20th, 2015 1:18 pm

So for the first time ever, I’ve actually managed to make a playable game. But for some reason I can’t export it properly.

After I’ve exported it from eclipse, using the “Package required libraries into generated JAR”, and tried to run it, nothing happens.

I think this has something to do with the external libraries I’m using (Java Audio Player). I’ve already checked the Main class-path in MANIFEST.MF. Normally I would just search for the solution, but I can’t seem to find anything that I haven’t already tried.

Soundtrack for my game!

Posted by (twitter: @WarlordMittens)
Sunday, April 19th, 2015 4:47 pm

Here’s the soundtrack for my game if anyone is interested in listening!

My progress so far!

Posted by (twitter: @WarlordMittens)
Sunday, April 19th, 2015 9:19 am

For the first time ever, I’ve managed to prioritize my time and and I’ve actually made something.

I haven’t even started on actual gameplay since I made the entire engine from scratch, but at least it looks good.

The title is “Limb by Limb”, and judging by that and the screenshot, it’s pretty easy to guess what the “Unconventional Weapon” is.


screenshot from Limb by Limb

I’m in!

Posted by (twitter: @WarlordMittens)
Friday, April 17th, 2015 8:53 am

I’m joining the jam, but I will still make everything myself and from scratch.

I will program in java (because I’m lazy), using no libraries except for audio (I will probably use JavaZOOM or JLayer).

For music and sound I will use: Cubase 7.5, Various EWQL libraries, BFXR or SFXR (maybe), Audacity, Toontrack software, and a BUNCH of free VST’s.

For art, textures, and other visuals I will mainly use Paint.NET.

The level editor I will use (if needed) is Tiled.

I will focus a lot on music, and I hope I’ll be able to make something playable. So good luck to all of you!

Downgrading to jam

Posted by (twitter: @WarlordMittens)
Saturday, April 26th, 2014 1:15 pm

So, I made a stupid decision. I decided to enter the competition the same weekend Dark Souls II was released, and I have realized that I have wasted too much time playing instead of working on the game.

So I have decided to “downgrade” to jam and use my pre existing 2D engine (with z-buffer and lighting, woho!).

Screenshot of my engine.

Screenshot of the engine

I’m in!

Posted by (twitter: @WarlordMittens)
Friday, April 25th, 2014 4:35 am

This is my second Ludum Dare. The first time I entered I joined the Jam, but I had very little experience and so I fucked up the game engine. This time I’m going to join the 48 hour competition and hopefully I’ll be able to, at least, make something playable.

Programming language: Java (only awt graphics)

Textures and images: paint.NET

Music and SFX: Guitar Pro, Audacity, BFXR, SFXR and GXSCC.

Recommended music software?

Posted by (twitter: @WarlordMittens)
Tuesday, April 22nd, 2014 4:11 pm

I am almost set up for the real competition, but there is one thing missing: the music.

For this competition I have decided to use 8-bit SFX and music, and I am set up with programs like BFXR and GXSCC, but I need a program in which I can create the actual MIDI file, using instrument tracks similar to Guitar Pro. But I do not have the money to purchase such programs.

So, if anyone have any recommendations for some easy to use MIDI software, feel free to comment here!

So far so good

Posted by (twitter: @WarlordMittens)
Sunday, December 15th, 2013 6:03 am




My first attempt ever on creating a tile-based game AND my first attempt at making a game in c++. The movement is horrible and  laggy as shit, but I’m really proud I have actually come this far with it.

you only get one



Entering the Jam

Posted by (twitter: @WarlordMittens)
Friday, December 13th, 2013 4:15 pm


I’ve been programming (not very efficiently) for less than a year and have only created one half/pre-pre-pre-alpha/garbage-game, but hopefully I’ll be able to create something playable, even though I’m going to use c++ and I’ve only made games in Flash before. I’ve never even used classes before… soooo… I might be taking on more than I can handle.

Programming language: c++

Libraries: SFML 2.1

Images/Textures/Sprites: Paint.NET, Photoshop

Music: Ableton Live, Pod Farm 2, Random free VST’s

Sound: Audacity, BFXR, SFXR


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