About ArmchairArmada


Ludum Dare 27
MiniLD 25

ArmchairArmada's Trophies

The "Funnest Looking Animated GIF Ever" Award
Awarded by PoV
on January 27, 2010

ArmchairArmada's Archive

Jam Time — Here’s what I have.

Posted by
Sunday, August 22nd, 2010 8:35 pm

I didn’t really have a playable game at the time of the deadline, but I thought I’d share my game’s current status.


Enemies following and some musical instruments.

Enemies following and some musical instruments.

Barrage of Bouncing Baddies

Posted by
Saturday, August 21st, 2010 9:38 pm

I now have improved player controls, animation, backgrounds, and bouncing enemies.  I have no idea how the gameplay is going to work, but I’m thinking of this Pied Piper type guy being able to tame different enemies with different instruments.  Then they follow him around like Yoshi’s eggs in Yoshi’s Island.  I’m not sure what happens next.

Bouncing Enemies

Bouncing Enemies

Some Delays, Ok Progress

Posted by
Saturday, August 21st, 2010 6:38 pm

I had a few delays today — slowing progress down a bit, but I feel like I’m getting back on track.  Here is a screenshot of how my game currently looks.  It has almost no gameplay — just a tilemap and basic character controls.

Hero standing near some water.

Hero standing near some water.

10 Hour LD

Posted by
Friday, April 23rd, 2010 6:07 pm

I’m not going to be able to do much (if any) work on Saturday and part of Sunday, so I might have to attempt a 10 hour Ludum Dare this weekend.  Fortunately I’m going to know what the theme is so I can plan some stuff out whenever I have free time tomorrow.  It still might turn out to be a fun LD even with the reduced time limit.

I plan on using the usual Python and PyGame.  I’ll only have time for something simple.


Posted by
Tuesday, January 26th, 2010 3:22 pm

Have you ever found yourself in a situation where the more you mess with your game the less fun the game becomes?  This Mini Ludum Dare I decided to skip good programming practices and just hack stuff together to get gameplay up and running quickly.  The problem is, many of these messy ad-hoc solutions are now causing me trouble.

I don’t want to disappoint anyone, but I think I may take a break from this project.  If/when I pick it up again I will most likely do a complete rewrite of the code.

Might Try To Finish By Tomorrow

Posted by
Sunday, January 24th, 2010 9:14 pm

I took a little bit of a break today and didn’t accomplish as much as I could have.  Since the animated gif I pretty much just added the title screen, a land mine that explodes, and the damage meter.  I still need a few more enemies, levels, sound and music, and a few other things.  The hardest part, I think, will be in trying to make tracks that are actually fun to play.

Current Progress

Posted by
Sunday, January 24th, 2010 11:18 am


Still need to add missile launching, enemies, crashing, exploding, mayhem and destruction.

Pop a Wheelie

Posted by
Saturday, January 23rd, 2010 10:33 am


More Exciting Bike

Posted by
Friday, January 22nd, 2010 8:25 pm

I don’t know how much I will be able to accomplish over this weekend, but I made a mess of graphics for “More Exciting Bike.”  It’s like Excite Bike with explosions!


Timelapse and Postmortem of Unfinished Game

Posted by
Monday, December 14th, 2009 8:37 am

The timelapse video of me working can be found here.  It’s only 22 of the 48 hours, since I turned my computer off at night and deleted the frames which where black due to my screen turning off from inactivity.

What went right:

  • I had a lot of fun.
  • I chose to not worry too much about graphics, theme, story, etc.
  • Ran into no major time wasting bugs.

What went wrong:

  • Scope of the game would have been better for a PyWeek.
  • It would have been better to start with a library or codebase that handled much of the grunt work for me.  Instead of working on a game, I spent a lot of time writing code for gui, animation, tilemap, resource management, collision detection, etc.
  • I didn’t have anything a player could control until 3 hour from the deadline.

I’m thinking of trying to bring this game to a completed state within the next few days.


Posted by
Saturday, December 12th, 2009 8:02 pm

I have most of the foundations of a game (probably more than I really needed), but nothing playable yet.  Actually, I don’t even have any player controls.  However, with what I do have I’m sure I can get a game together pretty quickly tomorrow.  I’m going to have to simplify a lot of my ideas, but it might still be fun.  I hope I can pull it off — it’s going to be challenging.

explore_someThere above screen shot doesn’t well represent the work I’ve done.

Junk to prove I’m doing stuff

Posted by
Saturday, December 12th, 2009 1:56 pm

vikingAlthough my game engine is somewhat functional, it is not yet a game.  I don’t have this guy running around yet.  Maybe in a few hours I’ll be in better shape.


Posted by
Friday, December 11th, 2009 1:33 pm

I’ve had a cold for a while and my brother might want to do something tomorrow, so I’m not sure how much I will be able to participate.  If I do, I’m not sure if I want to try to use the Flex3 compiler for a Flash game (which will require some learning as I had not used it yet) or simply use PyGame (which I am already very familiar with, but not able to make Windows executables as I only have access to Linux.)

I’m in.

Posted by
Friday, August 28th, 2009 5:57 pm

Umm…  Do we need to declair our intent to participate?  It seems like everybody else is, so I guess I will also.  I’m going to see what I can do this weekend.

Quick Simple Toys

Posted by
Sunday, July 26th, 2009 11:42 am

I wasn’t originally going to participate in this Mini Ludum Dare, but I wound up making two simple toys that are a little fun to play around with.  I didn’t really want to commit to actually making a game, and since the theme is ‘sandbox,’ both programs are entirely pointless.  Both require Python and PyGame — which are easy enough for anyone to obtain.

Squiggle Draw

It looks better in motion (along with perhaps a higher squiggle value.)  Basically, you draw and it makes the lines all squiggly looking.  As you can see, Left Mouse Button draws, Scroll Wheel increases/decreases squiggliness, and Space bar clears the screen.

Download: squiggle_draw.py


This program lets you play around with particles.  You can place down ‘attractors’ which draw particles towards it or ‘repulsors’ which push them away.  Left Mouse Button puts down attractor, Right Mouse Button puts down repulsor, Scroll Wheel add/removes particles, and Space Bar clears attractors and repulsors.

Download: particles.py

2D Boy’s 48 Hour Game Tips

Posted by
Monday, April 13th, 2009 12:37 pm

Some of you may have already seen this 2009 Global Game Jam Keynote video, as it has been around for a few months, but I first watched it only a few minutes ago.  As we will very soon be taking part in a 48 hour game development competition, I thought I might bring attention to this video.

Kyle Gabler give a number of great tips.  His 2nd Theorum of Destruction is likely very true for a lot of people.  I know for myself, the less I care the better my results become.

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