About berkano

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Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 26
 
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Ludum Dare 23

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I’m in for MiniLD #73!

Posted by
Sunday, March 19th, 2017 4:52 am

Here’s some things I’d like to achieve (if I get time!!) before the next LD.

music!! Electronic-Music-History

game framework (katsu)Chicken-Katsu

  • upgrade the version of libgdx being used
  • think about / add features that aid rapid development and testing
  • go through the build + publishing steps to see if it all still works!
  • try out java annotations to link game entities to entities in the Tiled map rather than managing a separate mapping of class names -> tile map entity names. For example the Sheep class would be annotated with @Tiled(“sheep”).

publish an actual game :-) space

  • update/port one of my old Ludum Dare entries to use latest framework and fresh music from above
  • I would really like to update my entry for LD28, singleton. I’ve changed so much in the framework that it is already looking like a nightmare to port, so maybe I’ll just re-use the assets and make something simpler. I have started reverse-engineering a spec for the game, so I can reimplement part or all of it (google doc link)

I will track progress on Github at https://github.com/berkano/katsu/issues.

Good luck to everybody else taking part in this Mini LD & most importantly have fun!

Post mortem

Posted by
Sunday, December 11th, 2016 1:58 pm

Decided not to continue with my game this morning! Shame as I was keen to experience the new ldjam.com features.

What went well:

  • Came up with idea much earlier than usual. Usually I agonise for hours before making any real progress.
  • Sketched screen layouts on paper to get them right first time.
  • Sketched out path through the game to reach win state before writing any code. I quickly realised what was in my head was way too complex, leading me to drastically simplify it (twice).

Not so well:

  • Lack of time: some planned and unplanned social events.
  • Lack of energy: recovering from an illness at the moment.
  • Concept depended heavily on full screen artwork: usually I do 16×16 or 32×32 basic pixel art and have little experience with anything larger.
  • Bit of time ramping up with Game Maker HTML5 + itch.io hosting (have used GM before heavily but was a little rusty; most entries have been Java based)
  • Critically, the concept got more boring the more I worked on it.
  • Overall as a result of all of the above, making it lacked the fun element & rapid sense of progress & reward I usually get.

Good luck to everybody still cracking on with their entries!

Build 2

Posted by
Saturday, December 10th, 2016 12:03 pm

It’s now possible to navigate throughout the room. A few placeholder images until I create final versions.

Play (HTML5) on itch.io

 

 

 

Done stuff!

Posted by
Saturday, December 10th, 2016 9:17 am

Work in progress! There’s only one screen and interacting with objects just displays text – no other game logic yet. Got SFX, music, HTML5 export and upload to itch.io kinda working (need to figure out how to render it properly in the view port).

Play now … Be sure to click the full screen button!!

I’m in++;

Posted by
Friday, December 2nd, 2016 5:05 am

Howdy! Really excited about the upcoming LD37 and the new site.  I’ve managed to submit 12 entries to LD so far; so this could be lucky number 13 if all goes well.

Here’s what I will be using.

  • Language: Java
  • Game Framework: Katsu (my personal 2D tile-based game framework based on LibGDX)
  • Level editing: Tiled
  • GFX: The GIMP / Photoshop
  • SFX/Music: Ableton Live, OpenMPT, Audacity

Let’s do this! Looking forward to playing some cool entries.

in = true;

Posted by
Friday, August 26th, 2016 12:29 pm

Hey! I’ll be entering again for LD36. It’s a long weekend in the UK and I’ve got a few plans already .. so may end up submitting to the Jam rather than the Compo.. let’s see.

Here’s what I’m planning to use:

  • Language: Java
  • Game Framework: Katsu (my personal 2D tile-based game framework based on LibGDX)
  • Level editing: Tiled
  • GFX: The GIMP
  • SFX/Music: Ableton Live, OpenMPT, Audacity, SFXR, Yamaha DGX640C

Good luck everyone and have fun!

sheep shifter v0.06 – mechanics update!

Posted by
Monday, April 18th, 2016 3:12 pm
  • Sheep are attracted to red flowers but if they eat too much they turn into monster sheep.
  • Monster sheep can be cured if they are exposed to white flowers.
  • Sheep run away from the dog, monster sheep chase the dog.
  • Rescue a sheep by leading it to the bale of hay in the other field.
  • Level design to follow!

Web: https://dl.dropboxusercontent.com/u/21611/ld35/build006/index.html

2016-04-18_21-08-47

sheep shifter v0.05

Posted by
Sunday, April 17th, 2016 4:39 pm

This build demos the new grass and path sprites! Plenty of work to do tomorrow on the actual gameplay :-)

HTML5: https://dl.dropboxusercontent.com/u/21611/ld35/build005/index.html

2016-04-17_22-38-02

sheep shifter v0.04 – art update!

Posted by
Sunday, April 17th, 2016 3:30 pm

The artists in our team have been hard at work… it’s beginning to come to life!

HTML5: https://dl.dropboxusercontent.com/u/21611/ld35/build004/index.html

2016-04-17_21-26-20

sheep shifter v0.03

Posted by
Sunday, April 17th, 2016 8:42 am

Did quite a bit of polishing on the general UI and mini map. Also after a lot of fiddling I got it to resize itself properly in the browser (I hope).

There’s now a dog which you can tell where to go by clicking.

HTML5: https://dl.dropboxusercontent.com/u/21611/ld35/build003/index.html

2016-04-17_14-40-57

sheep shifter v0.02

Posted by
Sunday, April 17th, 2016 5:29 am

I didn’t get a huge amount done yesterday evening but managed to pick things up again today.

You can drag the map with the mouse but not do much else yet…

The idea will be to lead the sheep into the other field without them turning into monsters. Or something :-)

HTML5: https://dl.dropboxusercontent.com/u/21611/ld35/build002/index.html

2016-04-17_11-27-29

sheep shifter v0.01

Posted by
Saturday, April 16th, 2016 10:39 am

Some bad guitar music, initial artwork sketches from my family, and some amazing physics action. You can click on a sheep, too.

HTML5: https://dl.dropboxusercontent.com/u/21611/ld35/build001/index.html

2016-04-16_16-38-01

Jammin’

Posted by
Friday, April 15th, 2016 2:07 pm

I’ll be entering the Jam for the first time; I have purely done the compo up until now. Normally I work with Java and my own framework (github.com/berkano/katsu); this time it will be Game Maker Studio (HTML5 export) and using some artwork / ideas / other content from my family!

Have fun!

IN

Posted by
Friday, December 11th, 2015 1:52 pm

Howdy! My 11th time around… just can’t keep away. Here is my toolage. Will be taking part in the 48h compo.

  • Language: Java
  • Game Framework: Katsu (my compo library based on LibGDX, geared toward 2D tile based games)
  • Level editing: Tiled
  • GFX: The GIMP
  • SFX/Music: Ableton Live, OpenMPT, Audacity, SFXR, Yamaha DGX640C

Good luck to all!

Monsteriffic

Posted by
Saturday, August 22nd, 2015 7:09 pm

First day went slightly better than usual… sleep is calling… here’s what I got

preview4

Let’s do this

Posted by
Friday, August 21st, 2015 1:32 pm

Hey fellow LDers, this will be my 10th time entering the 48hr compo and I’m just as excited as ever! Here’s what I’m planning to use:

  • Language: Java
  • Game Framework: Katsu (my compo library based on LibGDX, geared toward 2D tile based games)
  • Level editing: Tiled
  • GFX: Photoshop
  • SFX/Music: Ableton Live, OpenMPT, Audacity, SFXR, Yamaha DGX640C

Here’s hoping for a good theme and inspiration – have fun, looking forward to playing some cool games on Monday!
~berkano

 

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