About bobismijnnaam (twitter: @broervanlisa)

I like movies, music, and making games. Studying CS @ the University of Twente, beat the 2013 #1GAM challenge.


Ludum Dare 35
Ludum Dare 34
Ludum Dare 32
Ludum Dare 31
MiniLD 46

bobismijnnaam's Trophies

bobismijnnaam's Archive

Ik doe mee!

Posted by (twitter: @broervanlisa)
Friday, April 15th, 2016 5:06 pm

Or, in english: I’m in!

I will use Love2D for my game this LD. Maybe Inkscape as well, since that worked well (altough still ugly as poop) last time, and I have my trusty Inkscape guru @Walnoot with me again this weekend! Oh, sound? Uhm… Otomata/Soundvox? I will also try to stream if it’s not too much trouble in the morning.

Good luck everyone!

Guys, wait for me!

Posted by (twitter: @broervanlisa)
Sunday, December 13th, 2015 2:16 pm

I’m also in, and almost finished! Download your early access copy of “Sugarcane” here:


It contains an ubuntu binary, as well as a 32bit windows binary. Please tell me if you experience any problems, as I’m quite new to this whole cross-platform development thing.

I used my own hastily grown engine (on github here) to make it this weekend. The next two hours I’ll be balancing the game, and making the purple blocks non-interactive. LD34 was once again a blast!

Ludum Dare 32 post-mortem + statistics-filled timelapse

Posted by (twitter: @broervanlisa)
Friday, May 15th, 2015 10:18 am

First things first: the fantastic timelapse!

(This is a crosspost from my blog. Read the nicely formatted original here)

Now that the madness has moved from the dev’s programming caves, to the Ludum Dare voting pits, and finally out of the voting pits, everyone has had some time to evaluate his participation in Ludum Dare 32. And indeed, so have I. In this post I’ll talk about some of the cool stuff, some of the less cool stuff, and an outlook on the next gamejam. Read on!

Ludum dare entry page of my game

Ludum Dare 32 results for my game "A Nuclear Crossroads"

Ludum Dare 32 results for my game “A Nuclear Crossroads”

The thing I’m most proud of this gamejam is my scripting interface. You read it right! In 48h I created my personal little scripting language, specifically for my game. It uses json so I could use a json loader for parsing, and is space-delimited where parameters are needed. It felt so cool to start with a little parser/interpreter, spend almost a day on it, and once finished crank out a game in about ~10 hours. It’s not perfect and some constructions leave stuff to be desired (like conditionals – implementing them backwards was the cause of lots of copy-pasting -_-‘). It’s been on my mind for a while and I’m glad I finally found the opportunity to implement it. After my json-powered omnilang follows my first hands-on experience with Inkscape. The things I actually produced probably made most people cringe and run away crying. And they should! I know I can’t art, but that’s why you practice right? Inkscape had also been on my mind for quite some time so it was nice to finally go ahead and do it. I think the most interesting part is that you can actually see me improve the further you progress into the game, heh. It’s been an interesting and fun experience, I will certainly use it again. The last awesome thing about the weekend was that Walnoot  participated with me, which meant I got to distract him with pointless Inkscape questions every 5 seconds and cooking pancakes together! Thanks for the cool weekend, Walnoot ??!

Now, not everything is roses and pizza. However proud I am of my custom scripting language, it still needs to be said that making a scripting language feels like a lot of overkill. I probably could’ve gotten away with leaving only the styling/markup in the json files, and doing all the logic in the code. It was a lot of fun and I learnt a lot, but I’d like to avoid massive technical timehogs next time. If I had saved time on the scripting backend, I would’ve had more time for sound, gameplay, and maybe some backstory. This is relevant for the second thing I’m less happy about: I finished really close to the deadline. This was mostly because in the end I had to finish up lots of little things: finishing touches to backgrounds, simple gameplay triggers, the final scene (very important, lol), main menu, fade-in/-out transitions, that kind of stuff. It was all really easy because of the scripting language (!), but the last hour felt like a stressed-out hell. I usually manage to avoid this, so next time I’m going to be extra careful to make sure I do.

A big reason for me to participate in this Ludum Dare besides the jam was using a few custom tools (see the Pre-Mortem for more details). I’m mostly pretty happy with how that worked out. capjam.py (the tool that takes screenshots, webcam captures, and keeps track of various statistics) worked pretty well. Sometimes ffmpeg would hang, resulting in some missed frames and needing to restart the script. This was probably a problem with my webcam however, I hope updating my drivers will fix this. TinkyWinky worked pretty well also (it didn’t even crash onde a playlist!) and nicely played most things I threw at it. It was kind of clunky here and there so I’ll have to improve it for practical use. For a 48h-jam it turned out to work good enough though! Regarding Nuts ‘n Bolts, ofcourse I discovered lots of shortcomings and deficiencies. As usual. This is actually not bad – it means I have stuff to work on, which is always a good thing :) It also didn’t impair me too much so it wasn’t a big nuisance.

Now, what’s gonna happen next? I’m getting used to working with SDL2 and 2D games, so I’m thinking of expanding to OpenGL and 3D. I’m going to keep using SDL2 for windowing and events – it really got that stuff nailed down good. Ofcourse I’m going to keep working on NnB, and make sure it has lots of facilities for OpenGL! I’ll probably improve capjam.py a bit more (but not too much! It’s actually mostly finished, it turns out) and make TinkyWinky a bit less clunky to work with. I’m actually quite suprised they both worked so well – turns out simple tools are not *that* hard.

Oh, and maybe I’m gonna try and not invent a programming language for a gamejam. Or maybe I will. Who knows (:

LD32 pre-mortem

Posted by (twitter: @broervanlisa)
Friday, April 17th, 2015 6:06 pm

It’s that time of the tri-month again: Ludum Dare is upon us! I managed to plan two complete days without responsibilities, so I’ll be participating in the compo this weekend! All rejoice 😀 I’ll be making a desktop game as usual, together with a fancy timelapse to document the process. Unfortunately I’m not going to participate in an on-site event, but I probably will spend some time at friends places coding and bouncing ideas off of them. This is what makes me so excited for the coming weekend I guess: the prospect of seeing my friends’ games form over 48 stress- and caffeine induced hours.

Some of the tools I’ll be using:

  • CMake
  • GVim
  • SDL2
  • Nuts ‘n Bolts
  • JamUtils
  • TinkyWinky
  • SunVox
  • Bfxr
  • Inkscape/Gimp (to be decided)
  • My trusty not-very-often-used tablet

Ofcourse I’ll also use parts of the project of the previous gamejam I participated in as a boilerplate (TagJam20/IAJam). Maybe I missed one or two tools but these should be most of them. Three items on that list are special to me: Nuts ‘n Bolts, JamUtils, and TinkyWinky.

Nuts ‘n Bolts is a small C++ game framework built on top of SDL2. It’s mainly a toolkit to take away the rough edges of SDL2. I really notice the speedup during jams when I use it so it has become indispensible over the past few months.

JamUtils is a collection of tools (built with at the moment c++ and python) that aid in creating a kickass timelapse. For example, capjam.py is a script that not only takes screenshots at set intervals, but also records project statistics, what music you’re listening to, and it checks if you need more tea. If it’s remotely successful this weekend I’m going to open source it. Right now it has only 2 or 3 programs/scripts but this might grow if needed.

Lastly there’s TinkyWinky. It might seem superfluous, but it’s a desktop Youtube Client built with the Qt5 application framework. My browser is already buzzy enough with all the documentation and Ludum Dare tabs floating around, so I needed a way to separate Youtube from my browser. TinkyWinky is the solution to that. Right now I’m not sure yet but I think it’ll at some point be part of the JamUtils collection, since it’s the tool that allows capjam.py to record what you’re listening to. It’s quite buggy but most of the time it works!

So, that’s my participation announcement post for now. I wish all my fellow LD peers best of luck and lots of fun this weekend!

P.s.: I’m in!

A Major Mystery post-mortem

Posted by (twitter: @broervanlisa)
Sunday, December 14th, 2014 5:05 pm

I participated in Ludum Dare 31, and it was totally awesome! Now that the dust has settled and I’ve had time to clear my mind a bit, it’s time to look into the process of the actual Ludum Dare, and… Evaluate!

There are quite a few good and bad things to talk about, but the most important thing to mention is probably the on-site event. A few dudes from my university (Play their games here and there!) and I decided to share a location during the event. One of the dudes had some connections so he was able to provide a university space for us to work at during the event. It was really cool! You still end up working non-stop for 48 hours, but it’s cool to be able to take a breather every once in a while and chat up with other devs. It’s especially nice to see other people’s games develop over the weekend. If you get the chance to join an on-site event, I totally recommend it. Also, having a coffee machine within 20 metres is absolutely amazing.

Now, let’s talk about a bad thing: locality. In short, when I woke up saturday morning and the compo had already started I was still 2+ hours away from university. This meant working and planning a bit while travelling. This is not a very bad thing but it was still irritating and distracting. So next time I should make sure I wake up at the right place, at the right time.

One thing I’m really happy with is how I managed to complete the compo with exclusively my own resources. And with my own resources I mean my own art & graphics, my own idea, and my own utility library. This is ofcourse mandatory if you want to participate in the compo, but it is still a new experience for me. It was very cool to see functions from my utils library pop up all over the place, and I could really notice I was coding faster than before. Downside was (again) that my utils library had a few bugs and hiccups here and there. This includes a *very* very very grrrr stupid bug which caused 2+ hours of frustrating debugging near the end of the compo. But anyway, this means my game has a very distinct style, both in visuals and code.

Something I have mixed feelings about is my game idea and the gameplay of it. On one hand the idea was very applicable. It integrated nicely with the themes, was perfectly within scope of 2 days work, and had enough possibilities for extending in case I would have time left. On the other hand, it was a quite rubbish “game” idea. The actual gameplay was barely there, and if you’re not *really* curious you probably won’t finish it. Since in the end the entire compo is about making a **game** this is a crucial point for me to focus on next time.

Now lastly, the compo had two nice side effects. First, I made a timelapse:

It includes screenshots, webcam pictures, and pictures I made with my mobile camera over the course of the two days. I spent some time (coding a program that can do the) editing, and I think the end result is pretty neat. It’s quiet but clear, and it shows accurately what I worked on that weekend. It also shows me taking a break every once in a while.

The second side effect is that I found a bug in SDL2! I already posted it to the mailing list, and I hope it will be fixed soon. Luckily it’s not a deal-breaking bug, and it’s only a problem if you do weird stuff with SDL_SetRelativeMouseMode. Which I did. Grr.

So, to wrap it up:

  • On-site events are cool!
  • Plan the start and end location carefully.
  • Don’t rush the game(play) idea.
  • Lastly: be proud of your own assets, even if they are hideous!

(This blog post is also readable on my blog here)

I’m in for sure!

Posted by (twitter: @broervanlisa)
Thursday, December 4th, 2014 9:03 am

A quick post to mention that I will also be participating! Have done some jams before, among others one or two MiniLD’s, but never a full weekend of Ludum Dare! The tools I will use:

  • SDL2, SDL_image, SDL_ttf, maybe SDL_mixer. So basically the SDL family of libaries
  • My own utility library https://github.com/bobismijnnaam/nutsnbolts, which contains helper functions and classes for primarily SDL but a few other things as well (gamestates, string manipulation and such).
  • Probably GIMP
  • Audacity if I get that far
  • vim and command line

I will also be participating in the on-site event in Enschede. Looking forward to the weekend!

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