About dalbinblue


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

Progress Update 2

Posted by
Sunday, December 16th, 2012 2:22 am

My this is going slowly; however, it does look like I’ll be able to pull off a game, though probably without the overall completeness of the last one.  I have the player controls complete, about half the intended enemies.  I need to construct the buildings for the level tomorrow, then work on the polish items (sound, title, game over, actual ability to solve game).  Not too much time left, but I need to get some sleep.

Screenshot 2

Progress Update 1

Posted by
Saturday, December 15th, 2012 1:54 am

Well, it’s 4PM where I am, so I really should take a break and get some rest.  Not as far as long as I would like to be, I wasted a good hour doing art that I ended hating, scrapped it, and went back and redid everytihng.  Looks MUCH better, but took 5 hours to fully animate the player character.  Have code that plays the animation so far, as well as a lot of content to work with.

Screenshot 1

Tool shot 1


As a note, Paint.NET is probably not the right tool for making animations.

99% Sure I am in

Posted by
Sunday, December 9th, 2012 11:51 pm

Hopefully going for a second dare in a row.  The last one was my first attempt, and I had such a blast, so I’m really hoping I don’t have to work the weekend, but as it looks now I should be in good shape to compete.

My tools of the trade haven’t really changed much from the last competition, and are as follows:

Programming: Visual Studio, C# using XNA 4.0

Graphics: NES style (likely) using Paint.NET

Sound: SFXR, FamiTracker, Audacity

Misc: Tiled, Chronolapse

Base Code: Get it here.  This is a slight update from the version I used in the previous competition.  The only major addition was very based tiled based collision map code to make it easier to do collision with the level.  This was something I struggled with in the previous competition so it made sense to solve the problem before it happened.

Font: For any text display, I will likely be 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).  The original font and converted formats can be downloaded Here.


Additionally, I put together a new warm up game since I hadn’t really done much in the lines of game programming since the last competition (other than the base code update).  It’s a sequel to the first warm up game I did, and is probably a little more than I should have one for a warm up game (spent about 7 hours on it).  If you have a moment, give it a try. Feedback is always appreciated.

And I An Done!

Posted by
Sunday, August 26th, 2012 5:14 pm

Few, that was quite a long two days.  With about an hour to spare I finished my entry, Tad’s Adventure, which you can find Here. I’m actually surprise at what I could do in 48 after having not finished a game project for a long time; thanks, Ludum Dare! Anyway I think I’m going to get a celebratory ice cream cone from the diner around the corner and get some well earned rest.

View my competition entry

Progress Update 4

Posted by
Sunday, August 26th, 2012 9:22 am

The actual game portion of the game is now done.  You can play through from beginning to end.  Now I need to put together the polish that makes it complete, such as the title and end screens, and of course, sound.


Progress Update 3

Posted by
Saturday, August 25th, 2012 11:53 pm

It’s nearly 3AM here, and I’m starting to feel quite a bit hazy.  I’m going to turn in for the night, but before then I thought I’d post an update.  The game engine is pretty much done and the first two levels have been built.  I have two more enemies to implement then the rest is non-critical items; the biggest of which are a title screen, an ending screen, and sound.  If I have enough time tomorrow I’ll try my hand at composing.  Anyway, if anyone wants to try my game so far, I have a WIP build available at https://dl.dropbox.com/u/87314864/DalbinBlue_LD24_WIP2.zip.  It’s XNA 4.0 so you will need to install the redistributables if you haven’t already done so.  The controls are as follows:


– Arrow keys to move

– F to swim (if not Bouyant)

– D to use a normal attack (if you have any)

– S to use Special attack (if you have any)

– Space pauses


On a Gamepad:

– Arrow keys to move

– A to swim (if not Bouyant)

– X to use a normal attack (if you have any)

– Y to use Special attack (if you have any)

– Start pauses

Progress Update 2

Posted by
Saturday, August 25th, 2012 10:02 am

First off, I looked at my previous post and realized that I had way too little sleep to immediate wake up and post something.  My title looked like part of an ingredient list of a recipe.  In any case, I’m making good progress.  I have level loading and collision detection done (such a pain).  All of the players abilities function and the environment responds, I also have one complete enemy.  As it stands I should a completely functioning engine by the half way mark, and the second half can be adding levels and other assets and general polish.


1/4 Quart progress report

Posted by
Saturday, August 25th, 2012 4:28 am

About a fourth through the time limit now.  I worked for about six hours (started a 9PM local time) before going to sleep for about 4.  So far I have the rather amorphous player animated, controls implemented, all the desired abilities that the player can acquire via the aforementioned theme, and the HUD.  Not bad so far.  I’m a transition point in development and need to work on something completely different, so I’m not sure if I will do enemies or level loading next.


Quick Warm-up Game

Posted by
Wednesday, August 22nd, 2012 6:56 pm

It’s been a while since I’ve done any game programming and this is my first attempt at a Ludum Dare so I decided to submit a quick warm-up game to work out some kinks and make sure I know how to submit games.  The game is written in C# using XNA.  Constructive criticism is always welcome.


Preview image for Treasure Dave Dash

I am In!

Posted by
Sunday, August 19th, 2012 12:13 am

As with many others, this is my first time in the Ludum Dare competition.  My hope is to actually complete a game project as I have started many but finished few (read: almost none).  I really hopeful, as already this competition has me pumped up with excitement.

Programming: Visual Studio, C# using XNA 4.0

Graphics: NES style (likely) using Paint.NET

Sound: SFXR, FamiTracker, Audacity

Misc: Tiled, Chronolapse

Base Code: Get it Here.  The code is mostly cobbled together from a few past incomplete projects; it contains code for loading Tiled XML files and a custom spritesheet data.  A basic sound manager, sprite and tile map rendering, getting controller state.  Also included is a very quick and dirty tool (with source) for building sprite sheets with animations and collision bounds the custom spritesheet data format.

Font: For any text display, I will likely be 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).  The original font and converted formats can be downloaded Here. I believe the rules let you use free fonts, but I’m not sure if they can converted to the format of choice prior to the competition. If possible let me know in comments. If not I can recreate it during the competition.


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