About Cthulhu32


MiniLD #16

Cthulhu32's Trophies

The 'I Pressured You Into Putting Kittens Into Your Game' Award
Awarded by fydo
on February 25, 2008
The Most Retro Game Award
Awarded by pymike
on February 25, 2008

Cthulhu32's Archive

Mini LD#16 : Sine Bender Final

Posted by
Sunday, February 21st, 2010 4:00 pm

Alright, this was 100% an experiment to see what I could do with Flixel and Flash, and how much I could push out of the little web player. I’m doing a crazy amount of copies and color checks, I even had to extend Flixel a little bit to allow the sprites to be more color based (fill was not setting _color). The intro screen is Conway’s game of life wrapping around the edges, cause I love that one.

Game Link:

Sine Bender – http://cthulhu32.kraln.com/misc/MiniLD16/

Source! (with Flixel license) –


1 2 3 4 – Control the speed of the sine waves from top to bottom
7 8 9 0 – Control the x-value of the sine waves from top to bottom


Every time a sine wave you control intersects an incoming sine wave, a gold ball appears. When this ball hits the left side of the screen, a white ball appears. Fill in the entire left side of the screen with white balls to Win! You have 30 seconds.

Experiments with the Sine Wave for Mini LD #16

Posted by
Saturday, February 20th, 2010 11:49 pm

Here’s an experimental piece for the Mini Ludum #16. Right now there is no actual goal, but I’m liking how bizarre its becoming. I’m only using the 9 colors available, and I’m doing a really easy overlay to make it look cool.


1 2 3 4 – Change Sin Wave Speed
7 8 9 0 – Move X value of Sin Wave

Idea for GBA mock-up

Posted by
Friday, August 28th, 2009 11:26 pm

I’ve been brainstorming an idea I probably will not have enough time to finish. Its simple, its not incredibly hard to implement on the GBA, and it might look/feel cool enough to be a fun little game to try.

The basic idea is similar to Adam’s running flixel flash game, and you’re constantly running out of energy so you need to make sure you jump over the stalagmites. This isn’t super revolutionary but considering how little time I think I will actually have, getting something together at all will be a miracle, especially on the gba!

Power outage in Colorado

Posted by
Saturday, April 18th, 2009 8:10 am

So last night I started working on my title after it was announced, and then bam, power out. We had power outages in the Boulder area last night for a while because of the heavy snow. We got about 6-8 inchs, one of the branches in front of the house broke, and it was a scary drive home. But its 10 AM, I’m awake and ready to work on stuff. I came up with a few ideas before I fell asleep last night. We’ll see if I can pull them off.

Might be able to try something

Posted by
Thursday, April 16th, 2009 11:53 am

My wife has an early afternoon barbeque on Saturday morning, so I might be able to come up with something fun for LD14. If I do, I’ll be rocking the Code::Blocks, C++, SDL, and OpenGL.

Gasp, foiled again

Posted by
Saturday, August 9th, 2008 1:23 am

Well, looks like I’m with PoV, not going to be able to continue on LD12. My wife is off to Seattle next week for her grandma’s funeral, so I’m not going to be a total jerk and work on code all weekend. I did come up with a concept, feel free to implement anything from it that you’d like. I basically wanted to flip tower defense, and make it so you were intruding a fortress (giant tower with guns)

Look & feel:

Very few colors, either monochrome with green pixels, or inverted with slight shades. Very sprite heavy 2d graphics, with small particle engines that use transparencies (removes the true old-school feel while still feeling really really cool)

The main character is either a super deformed ninja, a less super deformed ninja, a karate robot, or a robot with huge hands.

Enemies look like evil undead zombies, the fortress looks like some kind of laboratory that would spawn evil undead zombies.

So basic gameplay mechanics –

2.5D, you can move left right, slightly up and down in perspective

Two attacks, one is for launching enemies, one is for smashing enemies. The game is pretty simple, try to take down the tower’s defense system so you can infiltrate it.

The tower has 4 methods of defense:

–  1: swarming guys at you from an opening in the front. This is actually how you wind up doing the most damage, because the minions swarmed at you make ammo that you can juggle and fling back at the fortress. When you launch an enemy, they temporarily fly off screen, then on their way back to earth you can either jump and launch them towards the fortress, jump off of them, or launch them into space again using the launch attack.

– 2: two laser cannons that are rather difficulty to kill, and will fry you if you get too close to the tower when they are activated. You MUST destroy the laser cannons to get into the tower, or else you will get zapped.

– 3: missile launchers on the top of the building. Although these are somewhat docile, when they do launch a missile or two, they can cause serious harm. You do not need to destroy them, but doing so will help you greatly when you’re being showered upon by missiles and bad guys.

– 4: finally, the tower itself has health points. You can’t just enter a fortress without destroying a bit of it first!

The game also implements a time limit, so you can’t dink around for too long, and a health bar incase you let too many minions hit you, or one too many missiles injure you.

Yeah, so I really can’t work on this this weekend unfortunately, next week my wife is off to Seattle for the week though, so either I’m going to work on a new TIGs entry for “demake”, finish Ultraviolent Moon Patrol, work on beatShmup, work on Tetris for NES, or start some totally new game. Anyways, I’ll lurk on the IRC channel and judge games :)

Cross-compiling SDL/GL with Code::Blocks & MingW32

Posted by
Thursday, August 7th, 2008 6:39 pm

Hey everyone, not sure if I’ll have time for tomorrow’s compo, but I thought I’d at least up this default project. Here’s what I was trying to make:

Windows executable

OpenGL drawing code

SDL window handling code

Code::Blocks project with SDL library installed

I wanted to do this in Ubuntu, and I wanted the cbp to be openable in Windows as well. So here’s what I came up with, just unzip it somewhere, rename a few things, and you’re set to cross-compile and release your game to the masses! Oh yeah, you’ll need Wine to run the exe if you’re doing this in Ubuntu.

Download default SDL/GL project here – Download

Real life gets in the way.

Posted by
Saturday, April 19th, 2008 12:39 pm

So looks like real life has once again managed to get itself in the way of compos! 😀 I won’t be able to finish my ludumdare game, I had some interesting concepts but there’s no way I can get them done in the limited time I have between all the stuff thats going on this weekend.

– Good luck everyone!

I think I’ll be up for this one

Posted by
Wednesday, April 16th, 2008 2:52 pm

So I told myself I’d lay off the competitions a bit since Pyweek, Pyday, VGNG Tigs, and Ludumdare 10.5 warmup, but they just keep draaaaging me back in. Plus my wife is going to be gone most of friday & saturday, so I got free time! Scratch that, wife does not have dress rehearsal Friday night, AND I am going to her concert now, which I did not know. I’ll still be trying to get a game done and everything, but might not be the polish I like.

I literally just missed the Theme Vote #3, I was filling it out, changed pages, and refreshed, and it was all updated with the final votes before I finished! But all is good, we shall see what I can put together, and I shall vote on Theme Vote #4!

Final 1970 Cutlass Extreme

Posted by
Sunday, February 24th, 2008 4:11 pm

Heh, so I still haven’t really found a point to the game, so for now you are a 1970 cutlass trying to collect cows before you get to the finish. If you hit a cat, you lose a cow, because hitting cats is bad! You can also launch off of ramps, which can either be good or bad, depending.

Download Linux/Source here –

Source Version

Download Windows py2exe here –

Windows Version

Final 1970 Cutlass Extreme 0.4

Gameplay finally somewhat there

Posted by
Saturday, February 23rd, 2008 11:40 pm

Okay, added in being able to run into cows, the Cowabunga bonus if you hit 5 cows in a row, and the ability to launch off the ramps. Your wheels do not properly update with the car, but its just a matter of hacking in the code. I didn’t compile the py2exe because it becomes gigantic, I’ll use pymikes setup and make it smaller later… sleep now.


1970 Cutlass Extreme 0.3

Towards the end of Day 2, now with levels & graphics

Posted by
Saturday, February 23rd, 2008 8:43 pm

So still no real “gameplay” elements, but that should be coming in tonight.

I’m thinking to stick to the weird theme, somehow hitting cows with the 1970 cutlass either speeds you up, turns you into a cow car, gives you bonus points, or sprays milk or something?

The ramps will also launch your car into the air for a little bit of boosted speed, but the trade off is since you’re in the air you cannot get any powerups.

Quick screen of updates, look almost the same but I can also load custom levels now :)

1970 Cutlass Extreme 0.2!

Ludumdare 10.5 Screen So far

Posted by
Saturday, February 23rd, 2008 1:24 pm

So here it is, what I’ve been working a bit on. Only spent about 2 1/2 hours of actual coding, art, and planning on this one. Will hopefully have collision-detected objects, jumps that launch you way into the air, and a timer & map at the bottom
Cutlass Extreme!

Woot 1970 Cutlass Extreme!

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