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Lenimentus Is Complete

Posted by
Sunday, August 26th, 2012 5:41 pm

After 47.5 hours of Hard Work Lenimentus is Complete for those of you Wondering Lenimentus is Latin for Improve I was feeling Archaic when I named it.

Check it out here!

Test Build

Posted by
Saturday, August 25th, 2012 5:39 pm

Just a simple Test build of my game figured I’d releases it as I did just spend 2 hour fighting the thing to compile.

https://dl.dropbox.com/u/29951136/Run.jar

Tell me how it runs on your machine fps wise. Hopefully it  runs at a reasonable rate.

Edit: Oh you people need controls don’t you

wasd to move.

numberpad to shoot.

Build Problems

Posted by
Saturday, August 25th, 2012 4:17 pm

Ok I’m having some issues right now with creating an executable jar file for the game. I’m using the netbeans IDE and the first time I tried I got an error saying  no lwjgl in java.library.path after fiddling with it for a while I used jar splice to create a fat jar and now get the error Can’t Load IA 32-bit .dll on a AMD 64-bit platform. I have no idea what to do about this and all I found via googling has brought up nothing. I doesn’t seem to have anything to do with the operating system or version of java as I tried running it on my 32-bit laptop to see if It would run. But its not working if anyone knows what to do please help me on this one I would hate for a days work to go to waste. My other option is to program an entirely new engine from scratch instead of using Slick 2D and to be honest I don’t really want to do that.

Some Graphical Improvements

Posted by
Saturday, August 25th, 2012 12:49 am

After a bit of fiddling I’ve improve the graphics quite a bit and have created a non stand in character. The best part is its not even what I was trying to draw it was supposed to be a space ship of sorts 😀

http://www.youtube.com/watch?v=7TT_KvBxF44&feature=youtu.be

“Gameplay” Video

Posted by
Friday, August 24th, 2012 11:55 pm

Nothing really special just a little video hopefully I will get more don’t during the time I should probably sleep.

http://www.youtube.com/watch?v=uBfh3apxBXY&feature=youtu.be

This my friends is what we call progress

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

First Screenshot of the game as you may be able to tell I both have some rudimentary map generation done and I fail at art. But Fear not my friends At the rate I’m going I may actually have time to make some decent art.

Its that time of the year again

Posted by
Friday, August 24th, 2012 10:21 am

Its that day again isn’t it the day I spend 48 hour with no sleep desperate to create a game in an incredibly tight timeline. Maybe this year will be easier, This Time I admit I won’t create a custom game engine, I’ll be using Slick 2D it may help probably won’t but lets see what happens.

PostBirth

Posted by
Wednesday, December 21st, 2011 7:40 pm

I refuse to call it a postmortem for the end of the dare is not the end of the game , Due to how much i like the idea and the game-play i will continue Chronoflux. now to get down to the meat of the post.

What went right:

-Sound creation was a breeze with sfxr and Greasemonkey’s Autotracker-bu it took all of 5 seconds to add some sound to the game;

-Art creation though its not a work of art by any stretch I made art that make your eyes bleed and it take too much time.

-Infinite Coffee who needs sleep anyway

-Made a map editor as clunky and painful as my (sort of unreleased) map editor it is much better then if i tried hard coding it

What went wrong:

-Lack of outside testers caused me issues such as the slowdown on level two (caused by poor collision detection) and the difficulty of some puzzles(end of level 2 for example)

-Lack of sleep to be honest i slept a total of 2 hours during the dare, as much time as i gained not sleeping i lost much more from being tired… i may have started mumbling to myself and rocking back and forth one hour… but thats besides the point…

-Infinite coffee without it i would have passed out, it would have been for the better

-Lack of time i lost many hours from my madness cause by lack of sleep so i lost time to add features such as past npcs, animations and a proper tutorial.

 

All and all if you get anything from this. code +fuel = game. sleep = fuel. coffee != fuel

by the way you should play my game

 

Its done(ish)

Posted by
Sunday, December 18th, 2011 7:33 pm

play it here

didnt get around to adding the story elements, or player animations. but it will get done i may pick this up as my main projects i like it alot

Posted by
Saturday, December 17th, 2011 11:14 am
2 + 2 is 5

my test stage levers shut off lazers and you can teleport to a past version (nothing is different except no lazers)

Added Warping

Posted by
Saturday, December 17th, 2011 3:55 am

you know can warp between future and past yay now to add a past timer and past enemies

The Update!

Posted by
Saturday, December 17th, 2011 12:57 am

I have been working on the game for a little while now i have a map editor working and collision working  im not happy with the speed the game is progressing time to kick it into overdrive.

Lets Begin

Posted by
Friday, December 16th, 2011 8:10 pm

Alone is an interesting theme and i have a pretty good idea time to get to work

Enter the Comp

Posted by
Sunday, December 4th, 2011 7:52 pm

Just posting to declare that im entering the compo i have a few ideas but nothing really solid due to the lack of theme

 

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