About BlackBulletIV (twitter: @BlackBulletIV)

An Australian student, doing web dev, game dev, and other stuff on the side.


Ludum Dare 37
Ludum Dare 34
Ludum Dare 31
Ludum Dare 27
Ludum Dare 25
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21

BlackBulletIV's Trophies

BlackBulletIV's Archive

Three Levels and Sound

Posted by (twitter: @BlackBulletIV)
Sunday, December 16th, 2012 5:27 am
Level one

Level one

I’ve made some good progress. I’ve added some background ambience, and bunch of sound effects, which made a big difference. I’ve made three levels so far, which is a start. I plan to make as many levels as possible; hopefully time will permit me to make the game of a semi-decent length. For the plot, I think I’ll go with some simple espionage.

Another Screenshot

Posted by (twitter: @BlackBulletIV)
Saturday, December 15th, 2012 9:12 pm

Not all that much has changed visually since the last screenshot, but this does showcase the new tiles and me playing around with the lighting a bit.

Screenshot 2

Progress in Day 2

Posted by (twitter: @BlackBulletIV)
Saturday, December 15th, 2012 5:36 pm

I’ve made some good progress so far today. Nothing’s changed that I can really show in a screenshot, so I’ll just describe a few things. I’ve improved the guard’s AI somewhat, and they can now shoot at you. I’ve added the ability to backstab guards when you’re behind them. I’ve added animations to both the guards and the player. That’s about all I can remember.

There’s still quite a bit to do; I’ve barely started in the art, plot, or sound departments. One of the next tasks will be to add some searching AI to guards.

Day 1 Report

Posted by (twitter: @BlackBulletIV)
Saturday, December 15th, 2012 7:40 am

After some thought, I decided to create a stealth game. The theme of it is unclear at present, but I’m thinking somewhere along the lines of espionage, a heist, or maybe military base infiltration for the purpose of launching warheads… something like that.

Anyway, I’ve spent of most today creating a number of various system, such as the tilemap loading, multiplicative lighting, and especially the guard AI. One thing I’m quite happy with is that light is taken into consideration when determining whether a guard can see you. So, for example, they can’t see you in *very* dark, or pitch black areas.

Here’s a screenshot of what I’ve got so far:

Lighting plus a single guard

Lighting plus a single guard

I’m hoping I have enough time left for all the art, levels, sound, story, and all that stuff. It’ll be a tight squeeze.

I’m Probably In

Posted by (twitter: @BlackBulletIV)
Wednesday, December 12th, 2012 4:44 pm

Well, I’m in, as long as I don’t drop out again. The last two Ludum Dares didn’t go very well (lowish ratings in LD 23, and dropping out in LD 24), but with a bit of luck and effort, I should be able turn to that around.

I plan to use Love2D this time, along with my personal library, Ammo.

Good luck to all contestants!

Pulling out

Posted by (twitter: @BlackBulletIV)
Saturday, August 25th, 2012 2:04 pm

Hate to say it, but I’m having to pull out this time. I wasn’t able to come up with any feasible ideas for selected theme. Perhaps I’ll do a bit better next time.

Anyway, good luck to those who remain!

Ready and waiting

Posted by (twitter: @BlackBulletIV)
Sunday, August 19th, 2012 3:31 am

This is my fifth time, and as usual, I’ll be using FlashPunk. With a good portion of both hard work and luck, I should be able to do better than last time; we’ll see.

Good luck everyone!

Getting More Ratings

Posted by (twitter: @BlackBulletIV)
Wednesday, May 2nd, 2012 12:23 am

I’ve made a blog post on my website giving a few short tips on maximising your rating opportunity. For your convenience, I’ve reposted it hear, but you can find the original here: http://nova-fusion.com/2012/05/02/getting-more-ratings-in-ludum-dare/

I thought I’d share a few quick tips on getting more ratings, which I’ve picked up in my experience with Ludum Dare. Please note, I’m not putting this down as fact or anything, but merely expressing my own opinion.

Rating Games

Yeah, this one’s kind of obvious by now I’d say. Your “coolness level” increases by one per game you rate, and the cooler you are, the higher chance you have of getting rated. Games are picked for people to rate both by how high the author’s coolness is, and how low the number of ratings are.


Making your game web-based should get you more ratings; users of all operating systems will be able to play it, and web games are far more convenient for the rater. The rater doesn’t have to wait for a download, or far worse, install various things in order to run the game.

If making a web game isn’t a good option, then make the game cross-platform. There’s a considerable percentage of people out there using Mac and Linux based machines who would greatly appreciate it.

Finally, never just hand the rater the source code and tell them to run/compile it. That’s just bad. Also, try to avoid requiring libraries/frameworks to be installed prior to running the game, especially ones that aren’t all that common.


While rating games, try to leave constructive comments behind for the author. Not only is this helpful, but it can potentially lead others to your game. This is because people can click on your name in the comment you posted and be taken straight to your game page. It’s a nice side effect to being cool.


And that’s it. Hopefully it was somewhat useful. In summary:

  • Rate other’s games
  • Make your game for the web
  • Leave comments while rating games
  • Be cool :)

Rock ‘n’ Slash Postmortem

Posted by (twitter: @BlackBulletIV)
Sunday, April 29th, 2012 9:00 pm

Alright, I’ve finally written a postmortem for Rock ‘n’ Slash, in which I talk about what went right and wrong. You can the blog post here: http://nova-fusion.com/2012/04/29/rock-n-slash-ludum-dare-23-postmortem/.

Rock ‘n’ Slash Time-lapse

Posted by (twitter: @BlackBulletIV)
Monday, April 23rd, 2012 2:56 am

I uploaded the time-lapse for Rock ‘n’ Slash earlier today. You can find it here: http://www.youtube.com/watch?v=fHrijodtOmY.

Rock ‘n’ Slash submitted

Posted by (twitter: @BlackBulletIV)
Sunday, April 22nd, 2012 4:52 pm

I’ve just submitted my game, Rock ‘n’ Slash. Here’s its page: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3915.

It’s been quite a ride, though definitely more laid back and relaxed than last time. I’m looking forward to rating some games!

The main photo for Rock 'n' Slash.

More visual enhancements

Posted by (twitter: @BlackBulletIV)
Sunday, April 22nd, 2012 2:24 pm

This morning I’ve mainly been tweaking some visual things. I’ve added backgrounds to the title and score screens, and also added “shadows” to the text on those screens. I also added a very slight vignette to the game. Here’s a couple screenshots:

The game with a slight vignette.

The score screen with a background and shadows on the text.

As always, the test build is here: http://nova-fusion.com/games/rock-n-slash/game.swf

Wrapping up day two

Posted by (twitter: @BlackBulletIV)
Sunday, April 22nd, 2012 6:11 am

Well, it’s the end of day two for me. Since my last post, I’ve made the game easier, mainly by adding a second chance system. I’ve also added a version of the enemy with green eyes, instead of red ones.

Once again, you test the game here: http://nova-fusion.com/games/rock-n-slash/game.swf

And I’ll just post the last screenshot here. XD

This is the same as the last screenshot I posted

Rock ‘n’ Slash Test Build

Posted by (twitter: @BlackBulletIV)
Sunday, April 22nd, 2012 4:54 am

Since the game is essentially done, I’m releasing it for testing. You can find the test build here: http://nova-fusion.com/games/rock-n-slash/game.swf. Please test it out, and provide any feedback or suggestions you have.

In the meantime, I’m going to be experimenting with adding new stuff to the game.

Sound and a background

Posted by (twitter: @BlackBulletIV)
Sunday, April 22nd, 2012 3:36 am

I’ve been working mostly on sound effects and music since my last post. Both took some time; audio is a weak spot for me. The music especially took longer than I would have liked, but that’s just the way it goes.

The other thing I worked on was a background. It came out pretty good I think, though I am wondering whether its blurry, sketchy kind of art style conflicts with the foreground’s pixel art. Please let me know what you think.

The only visual thing to show off is the new background.

Good progress

Posted by (twitter: @BlackBulletIV)
Saturday, April 21st, 2012 9:26 pm

I’m making good progress now. The enemy spawning system is working pretty well I think, and the difficulty seems pretty good.

As I haven’t mentioned it before, this game is an arcade game set on a tiny island in the sky. It’s not the best match for the theme, I know, but that’s one of the only feasible things I could think of. Anyway, you kill enemies with using your gun and melee attack which raises your score. The simplicity of developing such a game is a very welcome thing right now.

As usual, here’s a screenshot of how the game’s looking so far:

The art and game world are essentially done.

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