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Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 7 days, 8 hours, 49 minutes, 29 seconds
  • October Ends: in 8 days, 9 hours, 1 minute, 29 seconds
  • Ludum Dare 31 begins: in 43 days, 9 hours, 49 minutes, 29 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

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    About AirRider3 (twitter: @dasilvacontin)

    Entries

     
    Ludum Dare 29
     
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    AirRider3's Archive

    No good inspiration so far

    Posted by (twitter: @dasilvacontin)
    Saturday, August 24th, 2013 1:35 am

    Yep

    I’m in and I’m not in at the same time.

    Posted by (twitter: @dasilvacontin)
    Sunday, August 12th, 2012 11:26 am

    Who knows!

    If I’m able to participate this time, it would be my third LD. Though the other times I’ve participated, I was in high school, so they all are unfinished entries.

    I’m currently more confident about my skills than before. I’m surely going to make the game in HTML5’s canvas + Javascript, as I have already written a simple game engine for that platform with which I’m quite comfortable: https://github.com/AirRider3/airEngine.js

    Depending on the topic and my free time, I may also use Node.js to make a multiplayer game.

    Cheers to all the participants! (^_^ )

    My first Post-Mortem + Post-Compo version

    Posted by (twitter: @dasilvacontin)
    Sunday, May 13th, 2012 11:12 am

    Hi everyone! This is my Post-Mortem for my LD game, ‘shiprage’!

    How did I came up with the idea of these ships battling (for the world’s ownership)?

    At first, I wanted to make a bacteria battling game, instead of a ship one. However, while testing effects on the bacteria cell, I realized how ‘cool’ it looked with the dropshadow effect on. Like if it was floating. Bacterias mutated into ships. Oh, bacterias mutating into ships? This is giving me more ideas… hehe

     

     

    What went good! (or decent!)

     

    I LOVE AI:  Is it incredible, isn’t it? You write some classes here, some classes over there, and, shazam! You’ve got some pretty slick badass ships. I really loved the AI in this game, in the ships, in the bullets, … It’s something I’ve enjoyed creating.

    The environment: Flash is my first development tool ever. It’s the one with which I feel more confortable, and that’s very important. I hope that, by the next LD, I’m more confortable with other engines/SDKs, like haXe or Cocoa Touch, so that I’m able to change and have a different development experience.

    The Pixel Art Editor: Thanks God! Somewhere over this website I found ‘PyxelEdit’! I usually used a crappy editor which always gives me headaches. Kudos for the creator!

    Garageband: Another tool I’m quite confortable with. I’m looking forward to a MIDI-USB cable for connecting my synth to it.

    Blitting: Wow, I hadn’t done ANYTHING with the blitting technique before. I’m impressed with the results. With the shadows over the platforms, for example.

     

     

     

    What wen’t bad :(

     

    The time: Oh man, I was SO busy that weekend.. With some more little time the game would have been much better!..

    The lack of relation with the theme: The idea was that you had to conquer different planets (tiny worlds) with your ship friends/faction, conquering the enemies bases… however, in the final version, nothing of that was finished… :/

    Souvenirs!: I didn’t make a timelapse. I believe I did record some part of the process with a screenshot-taker, but I haven’t had much free time to make a ‘montage’.

    Lack of communication with the community: Because of the fact that I had little time to spend on this LD, I wasn’t able to check others process, neither post mine’s. Maybe for the next one.

     

     

     

    What to do with the game?

     

    Well, I have planned power-ups, base conquering, planets, … there’s a lot to do!
    I’d like to make a multiplayer version (with Gamooga, maybe?), and perhaps a mobile port. I’m also open too suggestions! ¿Any?

    Ah, and maybe finding a sponsor through FlashGameLicense in order to make some money! :3

     

     

     

    Post-Compo version. I made some changes to the compo version. I added another camera mode (press ‘c’ to change among them), colored the bullets, changed the ammo system and added some huds, enjoy!

    CPU-only version.

     

    Thanks everyone for reading! To end with, I’d like to try some last games before the time runs out. You can leave your game as a comment, and I’ll check it out! :)

    You can follow me on twitter (@AirRider3), and I’ll surely follow you back, because we’re all damn interesting people here :)

    This is great

    Posted by (twitter: @dasilvacontin)
    Sunday, April 22nd, 2012 3:51 am

    Wow, such good games created in little time! I love seeing your progress!

    Here is mine! http://bluecodestudio.com/ludumdare23/airrider23version2.swf 

     

    I’m quite satisfied about this editions personal progress! Currently, it’s just some AI trying to crash each other, but I can add user input easily!

    I have to add effects, huds,  some ship collisions, etc. But really happy!

    Liking it so far!

    Posted by (twitter: @dasilvacontin)
    Saturday, April 21st, 2012 3:15 pm

    Hi LudumDarers!

    Even though I’ve been busy all day long, I’ve managed to get some free time before going to sleep (while having dinner+rest).

    http://megaswf.com/file/2400378

    It’s the first time I have ever used blitting (I’m not even sure if what I’m doing is considered blitting), but I’m pretty satisfied with the result, and I can’t wait to finish the game tomorrow!

    The game is about a battle for the control over ‘that’ world, which appears to be a small floating island. Or maybe I change that later.


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