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

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    About allefant


    Ludum Dare 17
    Ludum Dare 15

    allefant's Trophies

    The 'You live near me, here in Austria' Award
    Awarded by Folis
    on October 22, 2010
    Double Sonic Device
    Awarded by Hamumu
    on December 5, 2007
    Final Fighting Medallion
    Awarded by Hamumu
    on December 3, 2007

    allefant's Archive

    final entry

    Posted by
    Sunday, December 16th, 2007 3:59 pm

    Ok, here a final screenshot:


    Download (including source and windows .exe) is here: click to download

    Not sure the .exe works, it’s cross-compiled from linux.

    Right now I’m tired and should go to bed as I have to get up soon again, but some short thoughts. I’m quite satisfied I managed to finish. But I’m somewhat disappointed by how disinventive I was. This is just the original’s gameplay, with different artwork. Also from the technical side, I didn’t try anything new. Well, I blame the theme :)

    time running short

    Posted by
    Sunday, December 16th, 2007 10:04 am

    Ok, slept about 7 hours then coded for about as long. Still far from finished. I spent some time looking into OpenGL shaders, then decided against using them and instead fiddled with some slow software solution.  Now there’s about 9 hours left, but I can’t stay up until 4am so it will be much less. Hopefully I can make some small levels so there will be about 10 levels.


    milk and cookies

    Posted by
    Saturday, December 15th, 2007 4:59 pm

    to keep me alive during this LD.



    Posted by
    Saturday, December 15th, 2007 3:14 pm

    Ok, I went the easy way and just added bombs with a chain reaction explosion. Took me hours to make those explosions in Blender. Oh, and for anyone who was wondering: Blender’s particles can not be made to cast shadows – no matter how hard you try.


    Posted by
    Saturday, December 15th, 2007 11:01 am

    Was playing around in Blender for hours.. and still have no idea about the game mechanics. Somehow, there needs to be a chain reaction of light bulbs Santa can somehow initiate or influence. Or maybe I’ll just add some bombs and have them chain react, worrying about what Santa has to do with it later..


    santa lighting trees mockup

    Posted by
    Saturday, December 15th, 2007 4:30 am

    Ok, still no fleshed out idea – but somehow, it goes like this: Santa wants to light up all trees for Christmas, so he has to do some electrical wiring in the forest to cause a chain reaction lighting up all trees. So far all I have is some mockup drawn in Blender:


    still no idea

    Posted by
    Saturday, December 15th, 2007 3:52 am

    I still have no idea. That is, already when Chain Reaction won in round 1of the voting I thought I’d just remake an old puzzle game where you place to bombs to set up a chain reaction of explosions. Problem is, I already remade that very game in SpeedHack once, so it would be like totally un-inventive, a re-remake.

    Another idea I’m toying with is, a chain reaction of light bulbs. Like, you have to light a Christmas tree with electrical bulbs, and a chain reaction is involved. A level is won when you manage to light the tree. Still don’t have a complete plan how it should work though.

    last supper

    Posted by
    Friday, December 14th, 2007 6:28 pm

    Just a bowl of soup for me – half an hour before announcement of the theme.



    Posted by
    Friday, December 14th, 2007 12:53 pm

     Nothing much to see here – and interestingly to my cellphone everything but the monitor looks dark..


    can never have enough ludumolcats

    Posted by
    Friday, December 14th, 2007 11:27 am


    custom library

    Posted by
    Wednesday, December 12th, 2007 9:28 am

    Since everyone is posting custom libraries, I assume that was required somewhere in the rules? I’ll likely just use pygame, but if not, I might use this library or parts of it. I put the code on SF a few years ago, it uses Allegro and OpenGL: logo is here and code is here. It’s written in C disguised as Python (I converted it all from plain C after being inspired by pyplus).

    LD4 preparation: Blobotron

    Posted by
    Tuesday, December 4th, 2007 10:15 am

    For the LD4 in 2004, we did a series of preparation compos. They were much shorter as a real LD, and as theme had the remake of an agreed upon classic game. One of them was Robotron (the others were Sapce Invaders, Frogger and Spy Hunter). In the Robotron one you had 4.8 hours for the game. My entry turned out to be a much better game than the one I actually wrote with 10 times as much time for the real LD. Oh well.


    The game is rather simple. One directional input (cursor keys) controls the movement of the pink blob, another one (ASDW) controls the gun. Just like in the original.


    There’s 30 partially random levels, and quite a lot of different enemies with unique behaviors.


    Some of them, like the crab and the spider, were added in a post-compo version. Those are really hard (but fun, this is one of the few of my games I play through occasionally), as is the final boss. The crabs circle you, and the spider tries to aim ahead when shooting – back then I was still good at calculus, apparently :) The final boss doesn’t shoot you directly, but takes a lot of hits and spawns random enemies.

    LD6 entry: Photon

    Posted by
    Friday, November 30th, 2007 8:57 am

    Photon was my entry to LD6. The theme was “Light and darkness”. I still remember all the time I fiddled with shadow calculations. In my game, each light source does exact shadow calculations with all the level geometry – and in order to still have it all run with < 1% CPU, this was quite some work. Now, there’s nothing special about this except, I wanted to do things in the most simple way possible, this being an LD. And I had to admit utter defeat when I later saw bluescrn’s entry. Instead of spending half of the 48 hours on it like me, he went for a dead simple approach – with the only difference that his was not 100% accurate. Which would have made no visual difference in my game whatsoever. In fact his shadow method would have worked a lot better in my game in just about every respect :)

    I still managed to do quite well. Here’s some screenshots from back then:


    The title screen.


    The goal of the game is to send all the photons coming from the lamp to the prism, but the problem is, you only can see the areas of the map which are lit up by the moving photons.


    To control the photons, you can place mirrors – to light up more areas of a level, and once you have found the prism, send them all to it.

    Seems the original submission is still up: original zip at original site


    Posted by
    Tuesday, November 27th, 2007 12:52 pm

    Swarm was my entry to LD8. The theme of was, well… “swarm”. I know, I know, I’m no good with coming up with names for my entries. Anyway, for this game, I coded an entire 3D engine (octree based) from scratch. So, I spent most of the 48 hours debugging octree code, and crammed in some gameplay towards the end. Since I never spend more time on gameplay – it still should be as fun to play as most of my games :)


    This is an in-development screenshot, showing some octree debugging going on.


    That’s how the game looks like. Shoot down all the pink, eyed balls to encounter the uber-cool-final-boss-with-superior-AI. (I got feedback suggesting that at least one person actually played long enough to encounter the boss – so I consider the gameplay aspect successful.)

    Here’s a mirror of the original submission: Swarm

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