About cudabear

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Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 28

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Algorithms are fun!

Posted by
Saturday, April 18th, 2015 9:45 am

Just spent the last three hours implementing Boid’s algorithm into my game.  The penguin soldiers try to avoid the enemies and simultaneously try to get closer together.

Enemies will have very similar pathfinding.

Have a gif!

ld32-1

#LD32, Let’s Do This!

Posted by
Friday, April 10th, 2015 9:21 am

Hello everyone,

Looks like it’s time to tackle the old Ludum Dare beast once again.  I couldn’t participate last time, but I’ve made sure to set aside the weekend this time and I’m really looking forward the 48-hour rush!

My hope for a theme this time is something that would suit a tycoon-type game or a simple turn-based RPG.  I really want to push myself to make one or the other within the constraints of the compo!

  • Html 5 Canvas / Javascript, of course using the amazing Phaser framework!
  • The trusted Gimp for art.  I haven’t found anything more reliable, and I’ve been learning more about how to use it properly lately!
  • Spriter for animation, if required.  I really enjoyed using it during LD30 and I love how it makes it easy to create fluid animations with simple motion tweens.  The only problem with it is it doesn’t help at all for pixel-art animations.
  • Again, I really want to try to make some custom music.  This time I’ll be looking into LMMS, but if that doesn’t work out I’ll use the incredibly free Abundant-Music for random music generation.
  • The equally incredibly free BFXR for random game sound generation, if required!
  • Sublime Text 3 for code editing.  Perfect lightweight code editor.
  • GitHub for source control management.
  • My own website to host the finished product.
  • Chronolapse for time lapse capture. It’s always awesome to look back at that time lapse and see just where my time went through the weekend.

Best of luck to everyone participating in this exciting new Ludum Dare, and I look forward to playing all of your games after it’s complete!

~Cudabear

This time, I’m out…

Posted by
Thursday, December 4th, 2014 8:36 am

This weekend has been sneaking up on me for a while and I’ve been unsure whether or not I’d be participating.  The weekend, as I suspected, filled up pretty fast and I decided today I won’t be participating this time.

Even so, best of luck to everyone and I look forward to playing some awesome games next week!

First Night Progress

Posted by
Saturday, August 23rd, 2014 12:09 am

After a solid 4 hours, I’ve finally got the simplest mechanic of my game working.  It’s mostly my fault, since I tried to do things in a way more complicated manner than I should have, when in reality, the easy solution was right before me.

Anyway, have a GIF.

 

gif1

All set for the big weekend!

Posted by
Monday, August 18th, 2014 6:38 pm

Woohoo!  I spent some time setting up my environment ( which can be found here, for anyone interested).  I spruced up my usual site wrapper a little bit and made the game size a little wider.

I also spent some time in Spriter attempting to animate a sprite.  Boy, I have most definitely been missing out!  In not 15 minutes I had created a very simple running penguin animation:

 

test

 

 

It’s certainly not perfect but it’s better than anything I could have created for sure!  All in all, it’s 12 frames of animation.  That’s insane!  I’m used to making walking cycles that are 4-6 frames because it’s too expensive to do any more than that during the weekend.  This program should really help me to make something cool!

Good luck to everyone, and here’s to a great weekend!

Ludum Dare 30, let’s do it!

Posted by
Tuesday, August 12th, 2014 9:25 am

Hello everyone,

I’m in for Ludum Dare 30!  I’ve got the weekend free and I’m super pumped!  My technologies of choice will be as follows:

  • Html 5 Canvas / Javascript using the awesome Phaser framework as always.
  • The trusted Gimp for art.  I tried Pickle editor last time, and though it got the job done, I wasn’t impressed with its features.
  • I’m going to try Spriter for animation.  It looks like it will help me create some awesome animations, far greater than I could draw by hand at least.
  • Might try Pitzik4’s GoTile for tileset generation
  • Going to try to make my own music this time around using Rxi’s Blipseq, but if that doesn’t work out I’ll use the incredibly Free Abundant-Music for random music generation.
  • The equally incredibly free BFXR for random game sound generation
  • Sublime Text 2 for code editing.  Perfect lightweight code editor.
  • GitHub for source control management
  • My own website to host the finished product
  • Chronolapse for time lapse capture.  I really liked the finished time lapse that came from using this program last time, so I’ll definitely be using it again.

Last minute Mechanic additions

Posted by
Sunday, April 27th, 2014 10:17 am

Gotta watch the scope creep, but there’s always a few good ideas that hit you near the end of the compo.  For me, the ability to partially cloak when crouched.  And just like in that Monty Python Skit… it only works until you stand up.  Also, death animations!

 

gif4

 

Welp, back to level design.

Progress!

Posted by
Saturday, April 26th, 2014 5:35 pm

Please don’t shoot me, Mr. Red Guy

 

gif3

 

 

Ouch!

Working enemies with complete AI!

Posted by
Saturday, April 26th, 2014 7:41 am

gif2

 

next step: collision detection and health systems!

First night update

Posted by
Saturday, April 26th, 2014 12:36 am

At first I wasn’t sure if I was going to like the idea I was going along with, but so far so good.  Animation looks a bit wonky yet, but I think it’s half-decent for my lack of animation skills.  For now, time to get some sleep!

 

gif1

I’m in for LD#29!

Posted by
Friday, April 11th, 2014 10:40 am

I’m getting so excited!  Can’t wait to see what the potential themes are going to be.

I’ll be using the nearly the same technology I used last time, with a few choice changes:

  • Html 5 Canvas / Javascript using the awesome Phaser framework
  • Going to attempt to use the Pickle free trial for art.  If I like it, I’ll buy a license.  If I don’t like it, I’ll fall back to the trusted Gimp.
  • Might try Pitzik4’s GoTile for tileset generation
  • The incredibly Free Abundant-Music for random music generation
  • The equally incredibly free BFXR for random game sound generation
  • Sublime Text 2 for code editing.  Perfect lightweight code editor.
  • GitHub for source control management
  • My own website to host the finished product
  • Chronolapse for time lapse capture.  Last LD I tried to stream my work, but I quickly discovered my internet connection just isn’t strong enough to stream at any decent quality.  So, instead, I’m going to capture my process via time lapse.

 

Ludum Dare 28 Postmortem

Posted by
Monday, December 16th, 2013 3:55 pm

I’ve posted my postmortem for this Dare.

click here to read it.

15 Hours to Go!

Posted by
Sunday, December 15th, 2013 4:07 am

Here’s what I have so far, still nameless as of yet:

game

 

Mechanics are implemented as I think they work best; playing around with them in this test level over the last four hours or so has allowed me to work out any defects and improve the general feel of gameplay.

The remaining, parts I’d like to get done, in order of priority:

1. Create fun, interesting levels (hopefully with some interestingly challenging puzzle elements)
2. Update graphics slightly (that doorway is hideous, I don’t know what I was thinking)
3. Create Music (sound is already taken care of)
4. Create Title Screen
5. Create Ending Screen
6. Create Splash Screen

We’ll see how it goes.

 

I’m in

Posted by
Thursday, December 12th, 2013 11:53 am

Obligatory “I’m in” post.

Language: JavaScript
Framework: Phaser
Technology: HTML5 Canvas
Sound: bfxr
Graphics: Gimp

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