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Ludum Dare 26

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Beating Mustache Army with 3 soldiers

Posted by (twitter: @fermcg)
Saturday, June 1st, 2013 5:40 pm

Last update

Posted by (twitter: @fermcg)
Monday, May 20th, 2013 5:52 pm

Just updated my version with latest fixes and improvements.. Oh and an ice stage




Pato Loco – Sort of a post mortem…

Posted by (twitter: @fermcg)
Monday, May 20th, 2013 11:08 am

Hello… I didn’t write my post mortem yet, and it will be brief.

Here is my game – In the end it didn’t get too attached to the theme (minimalism), specially the post compo version.

I plan to add more things (stages… I need stages, and some enemies), but I don’t think I’ll be able to release anything like that before the end of voting. If you didn’t check it, please do.

The compo version is really buggy and you can’t actually beat the stage… Play it, vote and then go for the post compo

This video is not the last post compo version… Now there are lives scoring and a new “dying” animation (very simple). I might upload a video when I get home.

The ludum dare experience:

I decided to sign in less than an hour before it started… I was flirting with the idea for about a week. I was doing a top down shooter before that just to test SDL 2.0, and it served me as my “code base”.  A shooter as a code base for a platformer :D.

I just can say that I actually started to code a game many times… and I never finished them. Perfectionism, changing of mind, thinking too big and stuff. It was very nice to start and finish something (it’s not finished yet, but I have a plan to finish it).

I don’t think I went well in terms of compo, because the compo version was very raw. But I like the post compo!

What went wrong:

I’ve spent some time with stage reading and loading. Did a optimization code that wasn’t used in the end, and I submited the compo version with just one stage that couldn’t be beat (in the end you jump and your jump is higher than the spikes). Then I got obsessed with jumping mechanics and improved it preety well – but that was post compo!

I did everything in my mac, and when compo ended I didn’t have a windows version. I thought it was just about compiling it  (SDL is multi platform), but I had a bad time trying to make SDL 2.0 work. I had no PC at home because my power supply was burnt and This was the story for a week and some days. I tried to get a working version in my wife’s father PC. That PC is old… slow… has any sort of spyware and crapware you expect a non-Geek guy’s PC to have. In the end I couldn get it…

Post Compo talking – Many releases came out with (bad) msv*dll or without them. I think the last one will run everywhere, but who knows…

What went right:

The first thing that went right was: focus, getting it done, finishing a game. It was a raw experience. Editing cpp source files in Text Mate and compiling it with a makefile. After some time I got mad with textmate and went to Mac Vim. Sprites were edited in pixen and all sounds were made at bfxr.net.

In terms of Post Compo a good decision was to ditch SDL 2 and porting everything to SFML 2.0. SFML 2.0 is very nice to play with! I can call it “beautiful”.

Final words..

So that’s it. It was really a pleasure to code my game and to play lots of games… A guy there made an Atari ROM! I never expected something like that (I guess it’s called Tilt). There are lots of good quality games here. Many people could really follow the theme. I’ve played more than 40 games and really enjoyed many of them! I actually finished two or three of them!

Thanks and see you later!

Pato Loco – Update

Posted by (twitter: @fermcg)
Monday, May 13th, 2013 5:59 am


Hey guys.

I could compile a “compo” version for windows. Also added post compo updated versions for mac and windows, and a video with both versions in action. Everything here:


Things I plan to do before writing a post mortem:

– Add lifes and perhaps continue

– Add a scoring system

– Some enemies won’t kill pato loco – he’ll just get damage (use the energy bar)

– Add a new enemy (I made a dog sprite – I want him in the game). Maybe I’ll make a hunter sprite if I have time (pato loco is a duck… a dog and a hunter seems to me his natural foes).

– Ice stage.

– More stages.

Things I won’t do anymore:

– A water stage (did the sprites, but I won’t be add anyways).

– Keys opening doors.

My Screencast

Posted by (twitter: @fermcg)
Sunday, April 28th, 2013 7:51 pm

PatoLoco development screencast:




Pato Loco Video

Posted by (twitter: @fermcg)
Sunday, April 28th, 2013 7:04 pm


It’s a Shame I couldn’t get sound lol


I know it’s not a big thing, but somehow I’m proud.

I didn’t think I would finish

Posted by (twitter: @fermcg)
Sunday, April 28th, 2013 6:42 pm

It’s done…


For now just people with mac can try, but since it’s SDL it won’t be hard to compile on windows – As soon as possible I’ll update.

In a hurry…

Posted by (twitter: @fermcg)
Sunday, April 28th, 2013 8:17 am

I most likely won’t be able to finish it the way I wanted.

Here are some shots:



Late but in

Posted by (twitter: @fermcg)
Friday, April 26th, 2013 6:38 pm


My first LD and I’m in just for fun.

I’ll use

C++ (TextMate or VIM to edit, makefile coding on a MacBook)

My base code: https://github.com/fermcg/ld26

SDL 2.0 framework (SDL, SDL_image, SDL_mixer, SDL_ttf)

http://www.bfxr.net/ to make sounds

Pixen to make sprites

Eventually I might be forced to use something else…

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