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Team Apples, Reporting for Duty

Posted by
Friday, August 21st, 2015 9:30 pm

Well, it’s actually just me for now, but I’ll probably acquire some servants equally talented teammates as the weekend progresses.

My Tools:

Good luck, everyone!

We’re joining the Jam!

Posted by
Saturday, April 18th, 2015 1:32 am

We somehow managed to find free time this weekend, so we’re in!

People might join and leave as time passes, but right now we have a team of 6 people.


  • Code: C++ with SFML and Ginseng
  • Editors: Vim, CLion, VS2013, and Atom
  • Collaboration: Github and Trello
  • Graphics: Pretty much everything.
  • Audio: I have no idea.

Looking forward to it!

We’re in.

Posted by
Friday, December 13th, 2013 8:25 am

I’ll be entering the Jam with my team. I’m not sure who exactly will be on my team, though, so I’ll post a member list later with my submission.Tools:

  • Language: C++
  • Framework: Inugami
  • Graphics: GIMP and possibly Blender
  • Music: I have no idea how music gets made.

Good luck, everyone!


I’m in.

Posted by
Friday, August 23rd, 2013 6:39 pm

10 seconds, huh? No idea what to do.


Code: C++ (Code::Blocks and GCC)

Custom Framework: Inugami

Graphics: GIMP

Sound: SFXR (maybe)

Team? Maybe.

Good luck!


Posted by
Wednesday, May 1st, 2013 3:51 am

We’re done! Play it here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10296

Tower is a very simple platformer with an integrated level editor.

We are very satisfied with the result, although we did not completely finish it. We are currently in the middle of final exams at our university, so we did not have as much time as we would have liked.

What went right:

We wrote the whole engine from the ground up, using my framework, Inugami, for graphics. There are no external dependencies for the Windows version, and the Linux version needs only very common shared libraries, such as GLEW and all the silly X libraries. The engine’s infrastructure is very extensible, which allowed us to add new functionality very easily. Getting things on the screen was trivial.

What went wrong:

Too much time was spent making the integrated level editor. The level editor is awesome, but the actual levels we made for the game are very terrible. We also didn’t have time to add two more planned enemies or sound. I’ve never submitted a game with sound because I always wait until the last minute, but it takes more than a minute to make sounds. In fact, the source code has a bit of sound infrastructure, but it’s all commented out.

Overall, we had an overwhelming amount of fun while making this game, and we plan to keep developing it until it reaches our original vision.

We’re in.

Posted by
Friday, April 26th, 2013 1:25 pm

Team of 2: Programmer and Artist

This is the first time this team has worked together, so I’m honestly not sure what to expect. We’ll be participating in the Jam, of course.


Programming: C++, CodeBlocks and GCC. Code will be using Inugami as well as various other libraries.

Media: GIMP and sfxr (or a clone).

Food: Apples and grapefruit juice (energy overload).

Tower Evolution – Postmortem

Posted by
Tuesday, August 28th, 2012 6:53 pm

Had to fall back to the Jam, almost ran out of time.  Overall, very satisfied with the core game, just wish I had added more polish.  Play it here.

What went right:

Level format and code

I’ve never made a good tile engine before, but I’m very satisfied with this one.  Levels are stored in PNG format, each color corresponding to a certain tile type.  The entire level is rendered at once and trimmed, but the levels are small enough that there are no performance issues.

Basic gameplay elements

I knew what I wanted to do within the first hour, and I mostly stuck to my ideas the whole time.  Having a solid base allowed me to focus on programming the engine instead of design.

What went wrong:


Java is awesome and all, but until two days ago, I had no idea how to use applets, canvases, or anything else in AWT.  It only took a few hours to learn, but that was valuable time.


I didn’t put much thought into the damage rates or enemy attributes, and there is no resource system, so it’s very easy to overpower enemies by spamming everything.

I guess I’m in

Posted by
Thursday, August 23rd, 2012 12:14 pm


This is my first actual compo, but I participated in the SOPA Jam way back when.


  • Haxe, or Java if I can’t learn Haxe in an hour, for code
  • Paint.NET for graphics
  • BFXR/Audacity for audio

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