Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

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About AngelDE98 (twitter: @AngelDE98)


Ludum Dare 28
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Surely unsure whether in or not.

Posted by (twitter: @AngelDE98)
Wednesday, December 11th, 2013 9:54 am

Let’s keep it short:

I doubt I’m joining this time, being the second time in a row missing LD for me since I first participated.

Reason: I need to focus on Novum Mundum, that little game with it’s release date being 21st December. And I guess I must delay it again, but really, missing Christmas for releasing a game really is bad.

Also, on 21st December, one year ago I began with Shadow Engine. My goal was to create a powerful codebase for further developement, which runs 60 FPS on my low end phone and low end PC. It’s available on GitHub and pull requests are appreciated:

ALSO, as my PC is killing me with it’s slowness recently and me needing to clean it up, developing a game will kill my nerves.

Also, school.

There’s still a slight chance I’m going to participate with a toolset similar to the toolset of my plans participating last time.

If I’m really going to miss that one, expect me next time and good luck you all!


– Maik

I’m out.

Posted by (twitter: @AngelDE98)
Saturday, August 24th, 2013 9:21 am

10 seconds of complete confusion.
13 hours of complete nothingness.
1 millisecond of decisions.

0 ideas.

0 progress in-game.

The only progress was an bugfix with light in the engine itself.


Good luck ya’ all!

10 seconds till total confusion.

Posted by (twitter: @AngelDE98)
Saturday, August 24th, 2013 4:53 am

This theme is more than confusing to me. I can’t even imagine any game fitting that theme.
Either I’m still sleepy (I don’t know it’s possible. I slept ~13 hours and missed the first 12 ones of LD) or I’m lacking creativity.

Yeah. I’m lacking creativity.

Something I forgot to say…

Posted by (twitter: @AngelDE98)
Monday, August 12th, 2013 9:47 am

I’ve already mentioned it halfways on Twitter but not here. So….

I’ll most likely be heading home from Berlin on Friday – YES, THE FRIDAY of Ludum Dare.
I will still participate in the compo (if I need that time back I’ll participate in the jam) but must hurry up just after I got back.

Go take that advantage. Create better games than me, just as usually ;)

Have a nice LD warmup / 7DFPS y’all!

I’m in. or so.

Posted by (twitter: @AngelDE98)
Saturday, August 10th, 2013 5:54 am

Hi folks! I’m in as long as school doesn’t get in my way.

Last time, Citsilaminim was somehow an success, but also a fail at once. Because of the even more and better Ludum Darers it was a flop, but still an success for me because I’ve been using Shadow Engine (my codebase for all my LibGDX projects) the first time. And I’ve read thru the comments.
And I’m still learning. Hey, this is no post-mortem!


Language: (Mostly?) Java
Graphics: Gimp, my best friend forevah.
Sounds: FL Studio, SFXR for Android Libraries: LibGDX + extensions for it
Codebase: SHIT Shadow ( )
Android testing devices: Asuugle Nexus 7 (2012), Phicomm FWS710 Pro
Map-Making: TilED
IDE: Eclipse. And I’ve wisely chosen it.

As you may notice in the repo above, GitHub is yelling about other languages than Java used my Shadow. Well… just ignore that. I’ve had experiences with Lua and GML some years ago but nothing worth noting… wait… did I just…?… nevermind.

Shadow (or Shadow Engine or SHIT Engine or just SHIT; SHIT stands for Super Hyper Interspacetimecontinuum Teabrewing-machine) is just what I’ve used last time if you may remember (really does anyone remember? I hope not!).
Some of my “old friends” from the Maescool Catacomb-Snatch GitHub repo helped me making it more performant – but not performant enough (my fault, heh). It’s running the testmap on 20 FPS on my low-end phone – still not playable. Also, Maescool has helped me with Ouya support.
I’ve also added some stuff suggested by the Ludum Dare community (for example, light system… well… that’s the only thing xD), GLSL support and shadow-casting fonts and game objects. Oh right – did I note the controller support?

I’m not ready but still participating. Hopefully you are ready.

Useless protip:
When using networked ADB (“adb connect XXX.XX.X.XXX”) and still get timeouts, wakelock your device. It may drain battery but help a lot. Also, reconnect both WiFi and wireless ADB on the Android device AND THEN rerun “adb connect”.

LD 26 Compo – Post Mortem

Posted by (twitter: @AngelDE98)
Monday, April 29th, 2013 12:34 pm

Yeah, this time I made it on-time for the compo. I had to smash a single, small bug just after deadline. Mod support was my friend (continue reading to know why).


As soon as I’ve seen the theme “Minimalism” I just got a title for the game. “Reverse Minimalistic”: “Citsilaminim”.

I’ve decided upon a black-white-ish art style so I made some random tiles and the player in that style.

Later on I noticed that it just didn’t blend well with my art skills so I gave up on the tiles – the player was left up to now except of the palette.

So I was going to look for another palette directed on one single color. After playing around I’ve been stuck on “blue”. So I made some random tiles with the main color “blue”, tinted the player “blue” and voila, Graphics :D

Later on I’ve been playing with Caustic. That went wrong so I fired up FL Studio’s randomizer. That went “kinda right”. Sound done :D

I’ve wanted one verry big map but I went out of ideas for puzzle map parts verry fast so I built in 3 factors for reaching the goal:

– Player decides the path (there is a “split point” in the mid)

– Player decides the ending (number of orbs + time needed = commentary)

– Player’s timing (see “time needed” but also “being stuck in walls”)

There is no “right / proper ending”.

The day after releasing the game I noticed comments about a corrupt .jar so I reuploaded.

Then I noticed comments about “being stuck in blinking walls”. Well, “Okaaay? As long as they are blinking you may get out”.

But to be sure I’ve released an optional patch (I even warn that this patch is optional and can alter the gameplay by fixing a bug but I guess nobody cares and yells about “adding features after deadline”) which was really easy to deploy. Why?

Shadow (the code base & engine) has got built-in “modding support” so I used it to fix the bug.


Thanks to the IRC Channel *cough* not *cough* I was able to fix all the bugs before compo deadline *cough* not *cough*.

But hey, it’s playable! And it’s better than any of my other games I made for LD until now (I guess?).

Have fun and don’t forgett to rate!


PS: Yeah, I made it for compo. Last 2 (without MiniLD) times I had to extend deadline for jam. That wasn’t necessary this time! :D




Brainstorm: Minimalistic

Posted by (twitter: @AngelDE98)
Saturday, April 27th, 2013 1:36 am




Gameplay: Get to the goal. Easy, right?

Level count: As minimal as possible. Maybe only one.

Mob count: None.

Particle count: As less as possible, disabling them on Android for performance

Art style: AMAP (as minimalistic as possible), maybe only black / white.

Level generator? Maybe when I’ve got time left. I don’t want to make a game be dependent of a level generator.

Game style: Minimalistic puzzle platformer. Nope, no keys. But Points.

Code style: WHO CARES?!

Player: Minimalistic “blob”, maybe deformed potato. Don’t get me wrong, I was on the team #votepotato

Level design: Minimalistic? Not so much. Mainly a verry “straightforward” level design with secondary endings.

Primary ending: Everything stays minimalistic.

Secondary ending: Everything gets maximalistic.


Good luck!


Unity + Linux = ….

Posted by (twitter: @AngelDE98)
Sunday, April 21st, 2013 10:46 am

Why not use the Linux export support given in Unity 4 (if any)? I don’t use nor know Unity but I just want to play games made with / in it after LD. So why don’t you export as both web and / or standalone AND (if possible) linux client (NOT native client)?

Please respond to me as comment. I – as Java coder using Linux – want to really know why you are not doing this.

Uploaded the source for codebase and tool list update

Posted by (twitter: @AngelDE98)
Saturday, April 20th, 2013 8:24 am

I’ve uploaded the Shadow sourcecode (aka codebase):

It will be updated sometimes but the most important version is that one just before LD begins.

Also, I will maybe use Caustic (Android FL Studio “alternative”) instead of FL Studio.


I guess I’m in.

Posted by (twitter: @AngelDE98)
Saturday, April 20th, 2013 1:55 am

This time I’m sure it will be a hard time BUT I won’t give up. So let’s keep it short:

Engine: No more IGM2E. Since joining Fourbytes and splitting up from Forlorn Existence (and re-joining to Novum Mundum) I’ve been working on a new engine named “Shadow”. I must merge some changes from NM to SH ASAP (mainly performance stuff and fluids and stuff) and then upload the source. It’s based on LibGDX. Maybe I’ll release an Android version of the LD game..?!

Music: I’ve got some random app on my Android phone. I’ll use it for ‘inspiration’. Later on I’ll try to re-create the project in FL Studio.

Graphics: Gimp.

Coding: Eclipse.

Operating System: No. Not Windows. Linux is my best friend!

Streaming (only sometimes because of LAG): You may guess… FFMPEG? Yeah.


I’m Out.

Posted by (twitter: @AngelDE98)
Saturday, December 15th, 2012 6:53 am

I have changed my Plans. It’s impossible for me to finish a game this time.

Yeah, I am out. Good luck everyone ;)


Posted by (twitter: @AngelDE98)
Saturday, December 15th, 2012 6:22 am

I’m in stress. I got the idea for the game half day after publication of theme. Forgott to push latest update of IGM2E I made for LD25 just before LD25 (engine I am using). Nah… at least I have got some Mentos UP2U.

Plans for now:

- Upload picture of food  (Can’t find it)


– Port platorm engine to topdown engine


– Start working on resources

– Start working on maps

– Start working on engine (polishing, fine tuning)

– Do forgotten things




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