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Posted by (twitter: @aplombus)
Sunday, December 13th, 2015 9:44 pm

It came very close to not reaching a playable state, but ScrapFighter is DONE!


Battle five enemies to the death in a abandoned sector of space filled with floating scrap metal. Harness your starfighter’s gravity fields to surround yourself in a growing halo of protective junk. Fire your beam weapon to shoot metal and explosive chemicals at your enemies.

Here is the entry page. I recommend playing in a large browser tab.

Better get some sleep

Posted by (twitter: @aplombus)
Saturday, December 12th, 2015 3:34 am

But before bed, have a mysterious screenshot!


The AI is going to be… challenging. But that’s tomorrow’s task.

For great justice

Posted by (twitter: @aplombus)
Friday, December 11th, 2015 8:56 pm

It’s about time I got back to Ludum Daring.

  • Framework: PhaserJS
  • Sound: sfxr, ModPlug Tracker
  • Graphics: GraphicsGale, HarmTile

It is 5:44 in the morning

Posted by (twitter: @aplombus)
Saturday, December 18th, 2010 3:48 am

…and I’ve been struck by a tremendous idea for a Discovery game. Its name shall be “Profit!”

No time to write — more to come after I attempt to create some kind of framework for this thing… ->

It’s been a long time

Posted by (twitter: @aplombus)
Sunday, December 5th, 2010 1:37 am

Ahh, Ludum Dare, I’ve missed you so.

Back in 2004 when my online handle was Spectro and I had little to do with my time except sleep through class and design games, I threw my hat into Ludum Dare #4 (Infection) with a zombie game called The Lobby. My usual development process took 7+ months, so the idea of making a game in 48 hours was ludicrous to me, but I had a ton of fun doing it, and strangely enough came out of it with what’s still one of my favorite games. I’ve been pulled away from game design over the past few years by the usual chaos surrounding graduating from college, but now that things have settled down and my weekends are free, why not dive back in with another Ludum Dare?

The only game-oriented programming language I knew in 2004 was Fenix, which was never very good to begin with and is now dead. My old Fenix games don’t even run on newer computers anymore, so that option’s definitely out. I’ve decided to throw my lot in with Pygame, because I’m already in the process of learning Python for my day job, and because I love the Python design philosophy — no boilerplate! I’m not sure yet if it’s a good idea to be committing to a 48-hour game when I still have only the barest familiarity with the language I’ll be using, but it’s happening.

Looking forward to the 17th.

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