About Andrew Quartermain (twitter: @twitter. com/andrew14main)


Ludum Dare 32
Ludum Dare 31
Ludum Dare 30

Andrew Quartermain's Trophies

THX for comment! #LD31
Awarded by rincewind_cz
on December 11, 2014
You were there *Award* #LD30
Awarded by alvivar
on September 2, 2014

Andrew Quartermain's Archive

Love Bomb: Post Mortem

Monday, April 20th, 2015 5:46 pm


For my third Ludum Dare … I’ve made something completely different.

An open kind of game, with hand painted graphics and no end or winning condition.

Bomb the world into love. People are feeling various levels of love. They spread it amongst themselves. Bombs increase their feelings of love, but too much (or too little) love will kill them.

Despite being nearly in tears on Saturday and having a nauseating headache on Sunday, I’ve persevered and submitted a game to the glorious Ludum Dare.

What went right???

  • I finished the game in 48 hours! (yay!)
  • I painted the background and people and stuff and got it to go on the screen in just about the way it’s supposed to.
  • The logic works, people walk around, interact and spread their emotional state.
  • I’m pleased with the music. It’s not my strong point, but somehow, it just fell into place.
  • I submitted it. Was really considering giving up.

What went wrong???

  • Some of the painting isn’t quite right… it was done very quickly.
  • I wasn’t really sure of the point of the game. Maybe I was too focused on having painted scenery, than on the gaming experience.
  • I wanted to add a main menu/home screen, control pad support, and perhaps some other features, but just didn’t have the time in the end.


If you want to, play it at http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=38469

I’m here, like it or not

Tuesday, April 14th, 2015 2:13 pm

This will be my third Ludum Dare.

I entered the previous two as ElectricSeagull, but I’m a bit tired of that name.

Since I’ve not done any kind of game development stuff since the last LD (that was a whole third of a year ago!?!) and I haven’t left myself any time to practice new tools, I’ll stick within my comfort zone, using Java, libGDX, Eclipse. I wanted to try out Phaser, but…

Nevertheless, inspired by the great key note speech, I want to push forward into some new areas for me and try and do one or more (or none) of the following:

  • hand drawn/painted graphics:
    Drawing and painting are things that I do, but hand drawn animation is way out of my comfort zone.
  • narrative:
    always something I ignore … but could be really interesting to explore
  • nice acoustic audio:
    I don’t play a musical instrument, but I can try some kind of sound effects
  • joining in, Twitter, the site blog, IRC, etc:
    I’m absolutely atrocious at social media (or anything at all social for that matter (I’m nice really, just shy, don’t hate me!))
  • not using Box2d:
    It’s a great physics engine and it worked really well for my last game, but I don’t want to rely on it for some simple collision system I should write myself.

That’s about it, thankfully. Good luck everybody and god willing a good theme.

This was my second Ludum Dare compo entry and I’m really pleased with how far I’ve come since the first (LD30).

My game’s called Super TransGalactian Hyper-Billiards 2014 and you can play it here.

It’s kind of a real time physics-simulated puzzle game, but I like to think of it a sport played by higher beings in the far reaches of the galaxy.

I made it using libGDX, with the Box2D extension.

I had a few specific objectives for this LD compo: things I’d never really done before or wanted to improve on.

  • Create a game with multiple designed levels, clear rules and an ending (ie. not an procedurally generated infinite runner/jumper or puzzle, etc).
  • Have a consistent look and feel with graphics, colours, menus and so on.
  • Make some music (never done this before!).

What went right?

  • After a little initial exasperation at the theme, I had breakfast, watched an episode of Big Bang Theory and got an idea that clicked. I think that’s my favourite part of the process, thinking up something original and fun (I hope), a set of rules and tying up how it’s all going to fit together over a cup of coffee or two.
  • The title. I like the title.
  • Well, I did make some music, which I’m pleased with and a lot of people seem to like. I used Zynewave Podium free and a VST called Podolski by u-he and found a couple of nice atmospheric presets/arpeggiators/stuff (I don’t really know much about it) and spent some time putting different bits together. It’s simple but effective.
  • I’m pretty pleased with the graphics. It’s simple, but using just the three primary colours and simple shapes ties it all together nicely. I used a palette tool from mudcu.be to pick the colours (I started out with plain red, green and blue, but didn’t really stand out nicely). Also added particle effects and some camera shake. They’re not the best, but I think they add something.
  • I did indeed make different levels. I wanted to do more, but time ran out a bit fast at the end.
  • I’ve got some good feedback over the past two weeks.

What went wrong?

  • Performance isn’t great, especially in a web browser. That’s what you get for throwing in a bunch of explosions¬†willy nilly with simulated particles, especially when they happen at the same time. It can drop a lot of frames.
  • I didn’t design as many levels as I would have liked or with any real plan as to how they work / progress.
  • There are a few bugs around winning conditions: you can still die after you’ve won and after you complete the game the winning music carries on playing indefinitely, so it’s probably a bit annoying to replay.
  • People have commented it plays too slow. I think they’re right and that it’s a combination of me choosing an arbitrary value for acceleration (and not iterating enough on different values) and the performance again.
  • Making the player one of the pieces doesn’t feel quite right, as a couple of people have said. I did it so there was a possibility of “dying” in the game, but there is still a lose condition when another team wins – and I could always add something else as a hazard to the player.
  • I think the capturing of other colours is the wrong way round. It wasn’t a typo – I thought that way would be better – but on reflection it doesn’t make sense. You should change other pieces’ colour, not your own.

A lot of these problems are the result of doing things quickly and picking arbitrary numbers for things that “seem about right”.

What next?

I’m really pleased with how the game turned out and excited about where it might go. It seems to be pulling in two directions: A slower more thoughtful single player puzzle game and a fast and crazy multiplayer explosion fest.

After ironing out the problems above, I want to make a local multiplayer mode and add some new features / types of level, perhaps with non-playable objects like planets / stars / black holes / miscellaneous stuff affecting things. Oh and an AI player (?).

Online multiplayer could be great, but I don’t fancy my chances trying that just yet.

I’m in

Friday, December 5th, 2014 10:52 am

I’m in for my second Ludum Dare compo – tomorrow!

I’ll be using:

  • Java and libGDX for the code
  • Eclipse for the IDE
  • GIMP for graphics
  • Zynewave Podium and Audacity for audio/music
  • Tiled for level design
  • Tea and biscuits for nourishment
  • Alarm Clock Plus for waking up
  • Brandy for toasting a submitted game and/or drowning sorrows on Sunday night.

I’m planning to go for something fairly simple, try and get the nuts and bolts all worked out on the Saturday and focus on polishing graphics, making music, designing levels and any “miscellaneous tasks” on Sunday. That’s the plan anyway. Can’t wait.

Smugglers’ Cave Belated Postmortem

Thursday, September 18th, 2014 6:31 pm

This was my first Ludum Dare, I’m very glad I took part and I’m already looking forward to the next one.

Thank you to everyone who played and rated my game.

I’ve played a lot of wonderful games and got a lot of inspiration.

Now, my awful screenshot:

and my humble ratings:

Coolness 100%
#295 Theme 3.60
#421 Innovation 3.34
#548 Humor 2.34
#739 Fun 2.84
#739 Audio 2.34
#856 Overall 2.91
#897 Graphics 2.54
#929 Mood 2.53

What went well:

I finished: Something was submitted!

The concept: I think the idea behind my game holds water and although it’s a small idea, I’m rather pleased with it.

Feedback: Thank you everyone who commented. There was some very instructive feedback and it’s good to know that some people enjoyed playing.

Time management: Since I was at work all day Saturday and Sunday, I didn’t have a lot of time, but I got (most of) the bases covered. My to do list was handsomely ticked. Even though it was lacking polish, my game was a game and you could play it.

Napping: A really useful strategy to refresh the mind.

Not so much:

The graphics and general presentation were very basic, as reflected in my scores, and I didn’t have time to do any music at all. I need to think more about the appearance and feel of the game as a whole – and avoid settling for some coloured rectangles and filters in GIMP.

Likewise, the controls were very unpolished. A bit more tweaking and they could be slightly less painful.

I made the game too difficult. Early on I thought it would be too easy, but I pushed it too far the other way.

What to do next time:

Plan in advance to get some time off work over the weekend. Unfortunately though, I can’t take Sundays off during December.

Brush up on my pixelling skills and general beauty-a-bility.

Be more participatory(?).


If you want to play: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=38469

I’ve made it! (napping never felt so good)

Sunday, August 24th, 2014 5:56 pm

Hooray! My first ever Ludum Dare game and the first game I’ve really completed and shared since I was 14.

Saturday morning it all seemed entirely hopeless, so it feels pretty good to get something out there now. It may not quite be the world’s greatest game, but I can’t deny its unlikely existence.

I’m rather proud of the little teleporting animation and the sunburt boat man.



Can’t wait to start playing the games, but it’s nearly 2am and I’ve got to be up for work in the morning.

And now, to collapse.

(I Hope) I’m In

Monday, August 18th, 2014 4:05 pm

Hi everybody!

I’m pretty new to game development and this is my first Ludum Dare. Since I have to go in to work on Saturday, Sunday and Monday, it’s going to be a real stretch to submit anything at all. But as someone who never finishes anything, I really want to do this.

If I’m still alive, I’ll be using the following:

Language: Java

IDE: Eclipse

Libraries: libGDX, possibly Box2D, box2Dlights

Graphics: GIMP

Sound: BFXR, Audacity

Music: PXTone



Good luck everyone!

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