About dalbinblue

Entries

 
Ludum Dare 37
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 33 Warmup
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 28 Warmup
 
Ludum Dare 27
 
Ludum Dare 27 Warmup
 
Ludum Dare 26
 
Ludum Dare 26 Warmup
 
Ludum Dare 25
 
Ludum Dare 25 Warmup
 
Ludum Dare 24
 
Ludum Dare 24 Warmup

dalbinblue's Trophies

Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on December 1, 2015
XNA's lover !
Awarded by tonynogo
on August 25, 2014

dalbinblue's Archive

On Cloud Nine

Posted by
Thursday, April 16th, 2015 10:32 pm

Well, not quite, but I am in for my ninth time (in a row).  I was hoping to get some nice rest before the competition, but it’s 11:15 PM here and the local utilities are digging up the street in front of my house because of a gas leak.  I’m actually kinda waiting for them to tell I have to leave my house due to danger.

Well, providing my house doesn’t blow up overnight, I’ll be using the following in the competition:

Programming: Visual Studio 2013, C#, XNA 4.0.  I keep telling myself I’ll move on from XNA to Monogame at the least, but I didn’t port my base code between competitions, so I’ll stick with the Microsoft library once more.

Graphics: Paint.NET, Corel PhotopPaint, Spine, Sketchbook Pro, and a pad of paper and a camera.

Sound: SFXR, Famitracker.  I’ve been doing some reading on music theory and think I have a little better grasp on composition, so I have no excuse and won’t skip music like in the last two entries (I promise).

Base Code: My custom engine. It’s a pretty extensive collection of input, sound, and graphics wrappers with a really great camera and animation support.  No changes from last time, but there are so many goodies in there that I’ve pretty much abstracted out XNA from the library.  Seriously steal my code.

Font: For any text display, I have been using a free font  from http://www.proggyfonts.net/, specifically Proggy Square.  I have converted it to a spritefont (PNG) for use in XNA (both full size, and something that fits in 8×8 for NES style graphics).  The original font and converted formats can be downloaded Here.  It doesn’t actually take too long to draw a font, so I might make a new one this time if appropriate for the theme.

 

Also, for new comers, some good advice.  Scale back as much as possible.  Make a game design that is easy and fast to get working (like seriously get is working with blocky graphics in 6 hours or so).  Start small, and once you get the small working, then add new features and polish in small units, such that the game is working and fun after each change.  Everything you want to do will take much more time that you expect, so be ready to drop features and having to stop faster than you think, so you want to make sure you have something you can submit as early as possible and stays submittable.

Also, even more important, get people to play your game while you are making it.  You’ll be surprised what simple things you didn’t consider that are easy to change and make a big impact.  On my best game I had 5 WIP builds, the first one available early on Saturday morning.  The feedback helps, and if you wait until too late, you won’t be able to act on the feedback.

In for #8

Posted by
Friday, December 5th, 2014 5:13 pm

I’m in for the eighth time, and really happy to compete again.  I’ll need to scale back as I have a fancy holiday work party to attend (I threatened my co-workers that I would bring my laptop and work during the party).  In any case, my tools and base code haven’t changed, but for the record here they are:

Programming: Visual Studio, C# using XNA 4.0.   Really can’t let the library die, I just pull it out each competition and let it limp on.  I need to take a day and port everything to monogame and be done with it, but not this time.

Graphics: Paint.NET, Corel Photopaint, Sketchbook Pro, and lots of paper and pencil work.

Sound: SFXR, FamiTracker, Audacity, Baritone Ukulele

Base Code: My custom engine. It’s a pretty extensive collection of input, sound, and graphics wrappers with a really great camera and animation support.  No changes from last time, but there are so many goodies in there that I’ve pretty much abstracted out XNA from the library.  Seriously steal my code.

Font: For any text display, I have been using a free font  from http://www.proggyfonts.com/, specifically Proggy Square.  I have converted it to a spritefont (PNG) for use in XNA (both full size, and something that fits in 8×8 for NES style graphics).  The original font and converted formats can be downloaded Here.

Update 2

Posted by
Saturday, August 23rd, 2014 8:33 pm

I’m pretty bummed about today…

I got sick from I think something I ate yesterday.  Hopefully it’s not food poisoning or anything, but I ended up spending most of the day in bed and not working on a game.  I’ve got some done, but no where near at the rate to get a compo entry at the level of quality I want.  If I’m better tomorrow I’ll probably switch to the Jam for some extra time.

We’ll see what tomorrow brings.

Work in Progress Post 1

Posted by
Friday, August 22nd, 2014 11:20 pm

LD30WIP1

I’ve got the basics of the game engine done, with all player controls implemented.  This feels like a good time to get some sleep, and an hour earlier than usual to boot.  Tomorrow morning I think I’ll start with some better graphics then the rest of the game-play mechanics.

In for a Seventh Time!

Posted by
Friday, August 22nd, 2014 3:59 pm

Once again in, and loving it.  Unfortunately this is the first time I have obligations outside of the competition that I can’t delay (cooking at a charity cookout), so I’m out most of Sunday.  As a result I’m going to really need to watch my time and basically be done by Sunday morning, or since I got Monday off, switch to jam to get the extra time.

In any case here is my declaration of tools:

Programming: Visual Studio, C# using XNA 4.0.  I actually took Monday off, so maybe a port via Monogame?  (I say this every time, but haven’t done it you so I’m sorry to the non Windows users).

Graphics: Paint.NET, Corel Photopaint, Sketchbook Pro, and maybe Spine for animation if I don’t decide to do NES stile pixel art.

Sound: SFXR, FamiTracker, Audacity, Baritone Ukulele?

Base Code: My custom engine. It’s a pretty extensive collection of input, sound, and graphics wrappers with a really great camera and animation support. This time I’ve added an experimental C# scripting engine that let each game actor run their logic as if on their own thread without actually needing extra threads via some clever use of yield statements. Seriously, take a look and steal some goodies from the code!

Font: For any text display, I have been using a free font  from http://www.proggyfonts.com/, specifically Proggy Square.  I have converted it to a spritefont (PNG) for use in XNA (both full size, and something that fits in 8×8 for NES style graphics).  The original font and converted formats can be downloaded Here.

Armadrillo Released!

Posted by
Sunday, April 27th, 2014 6:26 pm


Screenshot1

 

“How hard can treasure hunting be, I mean I heard ducks could do it!”

Your out to prove your treasure hunting prowess over a long weekend.  Try to find a million dollars worth of loot in under three days.  It shouldn’t be a problem with the latest in riding drills.  Just watch out for molemen, dinosaurs, and the occasional flesh eating worm.

Give the game a try by clicking here.

 

 

Now with background graphics!

Posted by
Saturday, April 26th, 2014 8:19 am

LD29WIP2

Today did not start off too well; I got to sleep around 4:30 AM and at 7:00 AM my neighbors downstairs started tacking in new carpeting.  I’m going to be happy when I move to my new house.

In any case, I have all the background graphics work done at this point.  Now to start making treasure.

Progress Update 1

Posted by
Saturday, April 26th, 2014 12:57 am

LD29WIP1

Made pretty good progress tonight, but boy is it getting late.  All player controls have been written and the player is fully animated.  My goal tomorrow morning is to get the background graphics and treasures written, then I can spend the afternoon working on hazards.

I am/am not in?

Posted by
Friday, April 25th, 2014 1:01 pm

This will hopefully be me 6th time participating in the Ludum Dare, though I’m still not 100% sure I’m in.  I have a family member in for surgery as we speak, though it’s a routine outpatient procedure.  If all goes well, I’m in; if not, then well… we’ll see what happens.

In any case, provided I can compete, here are my tools:

Programming: Visual Studio, C# using XNA 4.0.  I should be able to port it over to Monogame without an issue, but I’ll stick to what I know for the actual competition.

Graphics: Paint.NET, Corel Photopaint, Sketchbook Pro, and maybe Spine for animation if I don’t decide to do NES stile pixel art.

Sound: SFXR, FamiTracker, Audacity, Baritone Ukulele (YOu’ll probably not hear the uke in the game, but I compose on it as best I can).

Base Code: My custom engine. It’s a good collection of code for rendering animations, handling camera, transforms, audio, input, collision, and a bunch of other useful stuff. Take a look and take whatever you can use.

Font: For any text display, I have been using a free font  from http://www.proggyfonts.com/, specifically Proggy Square.  I have converted it to a spritefont (PNG) for use in XNA (both full size, and something that fits in 8×8 for NES style graphics).  The original font and converted formats can be downloaded Here.

Livestream Your Games

Posted by
Tuesday, December 17th, 2013 3:26 pm

The last few Ludum Dares I have had the chance to watch people livestream play my entry as well as others, and it has been quite a learning experience.  I thought I would pay the community back by attempting to stream my playthroughs of your games with the help of my brother.  I plan on starting the stream around 8PM EST until 10 or 11PM.  If you are interesting in having me play your game leave a comment and I will give them go tonight.  Hope to see you then!

Dirt Cheap Dungeon is Done!

Posted by
Sunday, December 15th, 2013 8:07 pm

Screen1 Adventuring ain’t what it used to be.  Not too long ago you could spend an afternoon in some ancient ruins and walk away with a king’s ransom.  But these days you’d be lucky to find two jewel to rub together.  Your quest for to reclaim what was lost has hit a bit of a snag, but a far too conveniently placed merchant may make this adventure possible! I went way too ambitious on this one, but did manage to complete the game (though it doesn’t have everything I wanted to add.  It’s a dungeon crawling game, with many power weapons to choose from, though you’re broke so don’t think you’ll be able to take them all with you. You can check out my entry here. Screen3

 

Edit x2: I’m so tired and mistyped the name of game TWICE.

Update WIP 3

Posted by
Sunday, December 15th, 2013 3:40 am

Wip3

Well today has been a long day.  I’ve put together all the actors and code I need to complete the game.  The only things I need to get done is level design, a small addition to the HUD, and sound.  If I get enough time, I do want to put together two or three more enemies, but given the amount of time left, that will likely not happen.

WIP Update 2

Posted by
Saturday, December 14th, 2013 2:06 pm

WIP2

Got a lot implemented since the last update.  Enemies, all player actions and special abilities, most of the object interaction framework.  The graphics are still pretty bad, but that’s the next things I’m going to tackle.

WIP Update 1

Posted by
Saturday, December 14th, 2013 2:14 am

After about 7 hours I have quite a bit of the engine done, include most of the player actions, a HUD, level collision detection, and player/object and object/object collision response.  The graphics for the game right now are pretty terrible placeholders, so tomorrow morning I hope to get some good graphics drawn.

WIP1

On my to do list I have one more equipable item to implement and about thirty interactive objects (items, enemies, etc) to implement.  My hope is to get every one implemented and drawn tomorrow so that Sunday is strictly level design and clean up.

Also I mocked up the hero of the game, get should look something like this:

Hero

I’ve got lots to animate.  But for now, I need to sleep.

 

In for a Fifth

Posted by
Thursday, December 12th, 2013 11:43 pm

Hey!  This will be my fifth time doing the LD, and I’m already off to a bad start posting at 1:34 AM local time.  Put together a quick warm-up game which you try out by clicking the link below.  It’s nothing particularly interesting, but I haven’t touched my base game code since the last Ludum Dare competition, so I really needed the practice.

LD28_Warmup

In any case my tools for this competition will be:

Programming: Visual Studio, C# using XNA 4.0

Graphics: Paint.NET, maybe Spine for animation (Just got the tool and am probably not familiar enough to use it effectively)

Sound: SFXR, FamiTracker, Audacity, Baritone Ukulele

Map Editor: Tiled

Base Code: Get it with my latest warm up game here.  As before, I am distributing it with my warm up game so you can see some context with how to use the library. There is quite a bit of goodies in the library including a pretty powerful 2D camera, a great input and sound manager, and lots of graphic helpers. If you use XNA or Monogame, you might find some good code you can pull out for your own work.

Font: For any text display, I have been using a free font  from http://www.proggyfonts.com/, specifically Proggy Square.  I have converted it to a spritefont (PNG) for use in XNA (both full size, and something that fits in 8×8 for NES style graphics).  The original font and converted formats can be downloaded Here.

Captain Pico is Culturally Insensitive

Posted by
Monday, August 26th, 2013 10:24 pm

PicoComma

I had a nasty bug in my game that prevented a good number of people from playing.  The issue?  It was how I was parsing floating point values from the level data.  I wasn’t doing it in a culture neutral fashion, so anyone that used a comma instead of a period as the divider between integer and fractional portions of the number would crash.  The solution was to make all the parsing culture invariant.

Thanks to everyone who helped me find the bug on IRC, and especially Deinonychus for getting me the stack trace of the error.  If possible go play his game because he is such a nice guy: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=19103

 

Also if you want to play my now fixed game, you can find it at http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13960

[cache: storing page]