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Ludum Dare 33

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DevDad Award for working with son
Awarded by LiamLime
on August 22, 2015

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Day one progress

Posted by
Saturday, August 27th, 2016 9:15 pm

Enjoy a pug in jumping boots scaling a tower:

day_1

We’re IN!

Posted by
Monday, August 22nd, 2016 3:15 pm

It’s been a year since Henri and I participated in Ludum Dare 33 and we’re excited to give it another try.

Our last entry Cursed was very simple but saved by the strength of Henri’s art. This year I’m hoping to match the quality of the art with more interesting gameplay.

I’ll be using IntelliJ IDEA, the Phaser HTML5 game framework, and Audacity for music and sound effects.

Henri will be using either an Intuos Draw tablet with Photoshop or an iPad Pro with Adobe Sketch for the art.

My base code can be found here.

Failed LD35, but have new and improved base code for LD36!

Posted by
Monday, April 18th, 2016 3:54 pm

I like ScalaJS but had issues trying to work with ScalaJS and Phaser. I ended up going with native Canvas and ScalaJS which I think will work pretty well.

Here’s my base code for LD36: https://github.com/disperse/cardboard

 

 

My base code

Posted by
Friday, April 15th, 2016 6:41 pm

I forked sjrd’s scalajs-phaser-demo to have a starting point with scala.js and phaser. I didn’t have as much time as I wanted to work on it but implemented basic audio functionality and proved to myself that adding the phaser bindings for scala.js is easy enough to do as needed. Here’s the repo for anyone who might be interested:

https://github.com/disperse/ld-35

I’m in.

Posted by
Thursday, April 14th, 2016 10:25 am

Cons:

  • I’ll be at a conference all weekend
  • My artist (8yo) will be out of state (in FL with nani) this weekend

Pros:

  • I’ll have my laptop with me

so, goals:

  • keep it simple, superheroes
  • limit scope
  • complete something

And tools:

  • Scala + Scala.js + Phaser using this as a starting point
  • IntelliJ IDEA
  • Photoshop + an Intuos Art tablet for art
  • Cakewalk SONAR + Guitar + Roland Juno Alpha for music and sfx

Possibly:

  • Do something multiplayer
  • Use 3yo’s art style

 

Three games to try

Posted by
Wednesday, August 26th, 2015 10:21 pm

The Old One

Beautiful graphics, great sound, fun and atmospheric.

No Credit, No Problem!

This game is implemented perfectly with lots of polish and humor that hits all the right notes.

Mornings of a Seventeen-Year-Old Girl

The scariest game of the jam; it delivers its message very effectively without using exposition.

Done!

Posted by
Monday, August 24th, 2015 6:50 pm

So, I’m done. I was going to take a few hours and do the compo (Glorious Trainwrecks style) but my 7-year-old son took an interest in the process and ended up creating all the art assets for the game. The compo became a jam and I ended up spending probably around 12-18 hours over the weekend pulling together a complete game with original art, music, and sound effects.

The gameplay is basically Pac Man, but it’s short, no download necessary, and Henri’s art is great! Try it out, and best of luck with your games.

Having some trouble with pathfinding…

Posted by
Saturday, August 22nd, 2015 11:19 pm

pathfinding

Hey, werewolf, there’s a tree in the way.

 

Whoops!

Posted by
Saturday, August 22nd, 2015 6:09 pm

Making those trees physics objects didn’t work out how I’d planned…

oops_480

New artist

Posted by
Saturday, August 22nd, 2015 2:45 pm

So, now I’m doing the Jam, my 7-year-old son has been working on art for the game all morning.  Here is the title screen:

title-screen

I’m in?

Posted by
Friday, August 21st, 2015 8:26 pm

I’m going to give it a shot for a few hours tonight then decide if I’m going to continue.

I’m using:

We’ll see how it goes, good luck all!

I am {maybe} in.

Posted by
Friday, April 26th, 2013 6:59 pm

I’ll take a peek at the theme and then mull it over tonight.

If I do take part I’ll be using rot.js (http://ondras.github.io/rot.js/hp/) to make a HTML5 rogue-like.  My editor is Vim.

I poked around with rot.js a bit this evening and here is the test code I’ve written:

https://docs.google.com/file/d/0B8VrIcfvjiTYd1ZkZy04cWZaZ2s/edit?usp=sharing

I’ve participated twice before and didn’t complete a game either time but I don’t regret the time spent; it is always a learning experience.

 

 

 

YAIFP

Posted by
Sunday, August 26th, 2012 5:55 pm

So, I failed.  I only had about 15 hours altogether to put into the project.  Probably another 5 hours or so would have done it. I could possibly submit it for the Jam but I think I need to take a break from it and come back to it fresh.

I’m looking forward to taking some time tomorrow to see what others came up with.

It’s feature-cutting time folks…

Posted by
Sunday, August 26th, 2012 1:22 pm

…so pour yourself a stiff drink and get to it.

Drawing a block of text in Slick Java

Posted by
Saturday, August 25th, 2012 3:59 pm

This was easier than I thought, but if anyone else has a need for this here is the code:

import org.newdawn.slick.Font;
import org.newdawn.slick.geom.Rectangle;
import org.newdawn.slick.geom.ShapeRenderer;

public class TextBox {

    private float x;
    private float y;
    private float width;
    private String text;
    private Font font;
    private Rectangle rectangle;

    private String drawText;

    public TextBox(float x, float y, float width, String text, Font font, float margin)
    {
        this.x = x;
        this.y = y;
        this.width = width;
        this.text = text;
        this.font = font;

        // Break the text into words
        String[] wordArray = text.split(" ");
        drawText = "";
        String curText = "";
        for (int i = 0; i < wordArray.length; i++)
        {    
            if (font.getWidth(curText + " " + wordArray[i]) > width)
            {
                drawText += "\n";
                curText = "";
            }

            drawText += wordArray[i] + " ";        
            curText += wordArray[i] + " ";
        }    

        rectangle = new Rectangle(x-margin, y-margin, width + (margin * 2), font.getHeight(drawText) + (margin * 2));
    }

    public void draw()
    {
        font.drawString(x, y, drawText);
        ShapeRenderer.draw(rectangle);
    }
}

Edit: There was a bug in the code that I fixed above. I guess it wasn’t so easy after all…

First screenshot…

Posted by
Friday, August 24th, 2012 10:37 pm

…hope it’s not the last.
Good night all, and good luck!

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