Ludum Dare 31
December 5th-8th, 2014

About Aru Nyan (twitter: @AurelDev)



Ludum Dare 30
Ludum Dare 27
Ludum Dare 19
MiniLD #22

Aru Nyan's Trophies

Camera Man
Awarded by N0_Named_Guy
on August 26, 2013

Aru Nyan's Archive

Elemental Post-Mortem + Timelapse

Posted by (twitter: @AurelDev)
Tuesday, August 26th, 2014 2:59 pm

LD30 Elemental screen1

Play now | Timelapse


Skipped a weekend worth of revision for my exams the following morning, didn’t really get to sleep for them either (cause European timezone) but … I think it was worth it :) When I was coming up with the concept, I imagined the resulting game to be a little more … dark, more atmospheric. In the end it is a bit different, but maybe that’s for the better. Seems to be more fun, the different worlds are noticably different in their palettes, etc.

The good things

  • it is incomplete, but I think it feels quite polished
  • I certainly want to develop this into a full game (like most of my submissions …)
  • I could implement the basic algorithms (pathfinding, particle systems, AI) without wasting too much time on them
  • was more productive than my previous LD’s – clocked 28+ hours on my timelapse
  • found out switching tasks often instead of focusing on just one for a longer time (and getting stuck) seems to help me

Elemental - character spritesheet

The bad things

  • STILL I was a bit too ambitious (like every single LD ever :) and wanted a bit too much – a levelling system, skilltrees for the different elements, five different combat systems …
  • I did spend a lot of time on making some graphics that didn’t even make it into the game
  • the last hour or two before submission hour were spent tracking down a stupid bug
  • I am not too good at UI design – kind of forgot about the players who don’t actually know the system – so, no HP bars for the enemies, and the fight system is a litle obscure at first

Elemental - GUI spritesheet

All in all, I am glad I participated in this LD, looking forward to playing + rating your games, as well as the next compos!

LD 27 – Thade – Timelapse

Posted by (twitter: @AurelDev)
Monday, August 26th, 2013 4:01 pm

YouTube link

Total time: 22 hours, 19 hours, 35 seconds.
Frame taken every 5 seconds (16075 frames).

Thade submission page

So YouTube removed the music immediately after I uploaded the video (nice algorithm -_-) … then allowed me to remove just the track infringing copyrights … So I did that, then the resultant video was processing for an hour or two … And, in the end, the other video was just as silent as the first one! :D

Yeah. So there, that’s why there’s no Pink Floyd playing in the background. I liked the music :(

Edit: oh goodie, now the music is back up, again. At least some of it? Edit 2: All of it. Make up your mind, YouTube! :I

LD 27 – Thade

Posted by (twitter: @AurelDev)
Sunday, August 25th, 2013 6:23 pm

Screen shot 2013-08-26 at 2.56.22 AM

Thade. As if the name wasn’t obvious enough.


Yes, I took the theme very cheaply, but that’s what it’s all about, isn’t it? … Creativeness, imagination…? … Uh. Right. It’s got a story, anyway :D

The first time I actually took LD seriously, even though I really didn’t like the theme. (Really, people, why ’10 seconds’? :( ) … That meant waking up at … 7 am! (like, 3 hours sooner than my holiday average) Weird. As always, there were some things that I wanted to implement and really did, and many more fancy things that I simply didn’t have the time to do …

What went well

  • 4 minigames – lights-out, zones, pipes, sheep (a codename, I actually have no idea what this game is called)
  • the level generation algorithms for zones and pipes was annoyingly difficult to implement – I went for a DFS algorithm, I guess? See source. ;)
  • an animated heart, beating and all – so I got this daft idea that instead of drawing a pixely heart and animating it … I’d just plot randomish circles on the screen at chosen points, then alter their positions and radii in sync with the ‘heartbeat’ … and oddly enough, it worked, and I kinda like the result!
  • point ‘n click + 2.5d – z sort, clickmap, tiles, pathfinding … it’s hard to believe that I didn’t get stuck for too long on any of those
  • graphics
  • timelapse – I recorded the majority of my progress, and will compile the result into a video soon enough – stay tuned

What didn’t go that well

  • story-telling – so the concept had this whole idea that you, Aaron, a filthy rich guy, had a heart attack … the ER came … meanwhile, in your mind, you were playing games with Death (the name, see it??!), who’d only let you live if you realised all your mistakes… it’s safe to say that a lot of that got lost in the translation :) … there is a bit of dialogue, but it’s only text – originally I wanted it to be text + sketches / pretty pictures, but, no such luck
  • music – … well, there is none
  • theme

Phew. Finishing up at 03:22 am is no fun. But this was worth it, I believe :)

First demo thingie

Posted by (twitter: @AurelDev)
Sunday, August 26th, 2012 10:31 am

After the first day and most of the second one, I have something that’s almost a playable demo. *sarcasm warning* Woo, so fast!

Might as well describe the game a bit. It is called Niribu XI (kinda like a previous LD game I did, only… plus one.) You’re an explorer, exploring planets (again) and you found a very interesting planet, which you decide to call, you guessed it, Niribu XI. No, that’s not a typo. The thing that’s interesting about this planet are its cave systems – the caves change, adapt, improve to devour the raiders who would want to take the resources of this planet. So you figure, what the heck, might as well blow its brain out its geyser holes.

What a plot. So here’s what I’ve implemented so far:

  • A cave generator – procedurally generates a cave system made out of a number of interconnected rooms – the rooms are filled with patterns of tiles
  • Some graphics – the player, an enemy, rock tiles, map
  • Few sounds (unimplemented) – just a couple of minutes of tweaking with as3sfxr
  • Platformer physics

What I would like to implement before LD48 (jam) ends:

  • Make the game beatable
  • Increasing difficulty as you play (more monsters, better monsters, harder cave patterns)
  • Items, weapons
  • Music - not likely to happen, maybe for the jam version

Thar… Here’s the demo:

The demo

The controls consist of the arrow keys, X and Z (or Y for QWERTZ users). If you’re having trouble starting the game, try a refresh or a different browser.

Oh, and, I am in.

Om nom nom, muffins

Posted by (twitter: @AurelDev)
Saturday, December 17th, 2011 5:43 am

Yay, muffins … and other stuff.

I would post a pic of these delicious chocolate muffins, but… They’re mine to see, not yours! :D

3 hours of gamedeving

Posted by (twitter: @AurelDev)
Sunday, December 11th, 2011 8:35 am

… and the result is… eh, this.

It’s not… perfect. But hey, this is what you get when you try to write a collision engine from scratch… Again.

DrawpBawks playable!

Source, if you want it…

The thing on MediaFire (ewww)
The thing on DrawpBawks (yay)

Two hours have passed

Posted by (twitter: @AurelDev)
Sunday, December 11th, 2011 5:48 am

Okay, two hours. Here’s what I made so far (without any frameworks like flixel, etc!):

  • Some gfx – Yeti, Two tiles, Coins
  • Collision engine
  • Level one
Hm… I think I’ll continue working on this one, but how much time do I get?
13:43 <Aureal]rec> Well. Two hours have passed.
13:44 <Aureal]rec> Ludumdarian people, can I get 2 more?
13:45 <ratking|cooldown> one
13:45 <ratking|cooldown> one more

*gameface* … actually, nom nom nomies first.

LD22 warm-up

Posted by (twitter: @AurelDev)
Sunday, December 11th, 2011 3:29 am

So… Warm-up. Yay.


  • Flash CSWhateverItIsThatIHaveRightNow
  • Photoshop Of the same version as above
  • AS3.0
  • LimeChat (for IRCs)
  • Skype (for… DnDs)
  • TextEdit
  • Terminal (for timelapse)
  • … etc

Anyway, I threw a 5-sided die…

11:03 <Aureal> .d 5
11:03 <X3> Aureal: A 2 shows on the 5-sided die.

and got a two. A two-hour warm-up. Theme: The Ice Brokkoli Level. Yes, brokkoli, not the cheap rip-off broccoli. Courtesy of ratking.

Here we go.

Not gonna finish

Posted by (twitter: @AurelDev)
Sunday, February 13th, 2011 8:35 am

Yay! I mean, D’Oh!

So, as you might have guessed by the title, I am not going to finish this Mini LD #24. Why? I don’t know… I just don’t feel like finishing the game I’ve started this time… I guess I picked the wrong themes / rules / stuff.

HOWEVER I’ve learned some Java (not really syntax, but the API functions) and made a simple sprite engine… Hooray.

Oh well. You know what time is it? It’s next time time!


Posted by (twitter: @AurelDev)
Saturday, February 12th, 2011 11:47 am

Woot I have learned something in Java…

So, I have some kind of entity – sprite (with animation) engine “working”… Now I’ll be going for key listening (not hard), then some sound playing… And THEN gameplay :D

Badum tsch

Posted by (twitter: @AurelDev)
Friday, February 11th, 2011 11:05 am

Seriously? I just wrote “Badum tsch” in the title? GEDDIT?! (of course not)

So anyway yes I am going to participate in Mini LD number 24 or whatever oh well I think I got it right this time (unusual) and yes my full stop key is broken. :D

I don’t yet know which theme(s) I am going to pick, but certainly it won’t include love (neither one). The limitations are kinda harder to choose from… I was thinking about the audio and 2 colours thing… Finally – for the rules, I think I am gonna use this one to start with Java (yeah, Eclipse already installed :D)…

I will start tomorrow, even though it is a Mini LD. Edit: oh whatever I just started beacuase (damn I am good) I’ve got some nice ideas.

Post scriptum: I am happy with Niribu X – even though it was not complete at all when I submitted it, I got some nice feedback (thank you) – so I will finish this sometime when I want a break from my major project.

Posted by (twitter: @AurelDev)
Sunday, December 19th, 2010 4:01 pm

Okay I am done I hoped I could do more it was fun though now here you are the link to the game:

[cache: storing page]