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another LD29 participatory announcement post

Posted by
Monday, April 21st, 2014 7:07 pm

a pretentious logo for myself

I don’t think anyone actually reads these things, but I’ll throw this in here for posterity.

Ludum Dare is an awesome opportunity to channel your raw creativity through the focus of a time constraint. Every time I’ve enjoyed it and learned new things–and I just might’ve entertained a few players. Enough propping up Ludum Dare, though (even if it deserves it). Here’s the obligatory run down:

Shooting for the Compo, going solo. It always turns out unexpected bugs make me need the extra hours and I do the Jam. We’ll see

Language: Dart (browser/html5)

Engine/starting-point: Updated: Using my custom-rolled boiler plate code. Contains basic things like drawing sprites, initializing WebGL, updating entities, very basic collision detection, playing sound, etc. https://bitbucket.org/KyleMessner/ld_base

IDE: (not using one, but I’m using Sublime Text 2 and the dart command line tools, also the dartium browser for debugging)

Graphics: mspaint and GIMP

Audio: FL Studio 10, Audacity, SFXR

Sustenance: Red Bull, Mountain Dew, Domino’s

Value: priceless

Edit: updated the link to the boiler plate code I’ll be using. All code and assets contained are released public domain, see the link for more information.

Ludum Dare 26 here I come

Posted by
Friday, April 26th, 2013 10:41 am

Just a quick note stating I will be commiting to LD26. This will be my third LD (although my second completely flopped). Also, wanted to publicly post the code-base I will be using: https://bitbucket.org/KyleMessner/ld_base, which is a refactored version of various code from previous LDs which has been made more general. It comes with some default assets (which are released as freely available) as examples on how to use the code.

Not a whole lot going on, mostly boiler-plate stuff for drawing sprites using WebGL, some text generation routines, a game “loop”, and some Entity (rectangles) updating/drawing/collision-testing, as well as the skeleton of a level-editor that’s easily extensible for many types of games. Also, there are some bugs right now, trying to square it away before the compo starts. If I follow my previous attempts at setting up boiler-plate code before the compo starts, though, I’ll end up throwing this all out the window and rolling something from scratch during the competition like I always do. Le sigh.

But I digress. Unfortunately, I’m also participating in the Google Code Jam which starts at 8pm and lasts for 2.5 hours. I don’t think this should set me back too far though, as it’s only 1.5 hours of compo time, and I can try to multi-task and think of game ideas while coding. Who knows, GCJ might inspire some awesome idea.

Good luck to everyone, I hope to get to play some awesome games next week, and hopefully I can contribute something at least a little fun to the heap of awesome. Happy daring!

First completed Ludum Dare

Posted by
Sunday, August 26th, 2012 6:37 pm

Welp, “finished” a game this time. Didn’t get to to give it the amount of polish I wanted to, and noticed an upgrade bug as well as lots of balance issues already. Oh well, some of you might find it kind of fun anyway: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=14538

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