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I might be in!

Posted by
Friday, December 13th, 2013 4:11 pm

I don’t know yet. I have an exam about halfway through the event that runs for 3 hours, so it’s a strong possibility I won’t be able to do much. We’ll see!

If I do compete, I’ll either be using Unity writing scripts in C# or writing a terminal-esque game (roguelike?) in Java or C++, with Lwjgl or SDL.

Progress Report #2: Test demo!

Posted by
Sunday, April 28th, 2013 4:17 am

One button platformer

More gimmicks implemented, faster performance, and a short sample level to play. Not to mention cross-compilation.

Speaking of cross compilation, here have a demo!

Progress Report #1

Posted by
Saturday, April 27th, 2013 9:30 pm

LD26 Progress Report 1

Progress is coming along on this strange tower climber. My adaptation of the theme is that of limited controls and drawing using only primitive shapes like squares. Not shown in this still picture is the effect in the background. Colors are tentative.

Like other tower climbers, you are not able to control your direction. You can only jump. The idea is to climb the tower by utilizing gimmicks along the path. I have a primitive level editor already made which I will use to produce levels in the last 4 hours of the event.

I’m in, to honor my friends

Posted by
Thursday, April 25th, 2013 6:27 pm

Warning: sappy emotional post below

The last Ludum Dare I was able to compete in was LD22 in 2011. Back then, and the year before, I was just getting my feet wet in game jams and learning how to rapidly develop well thought-out code and designs. I’ve since done a local 12-hour game jam and GGJ 2013.

This year’s LD26, however, is going to be a little bit different for me. And far more emotional.

Conway's Game of Life

Conway’s Game of Life

On Sunday, my Java mentor and good friend Lance Colton (Tak) passed away in his home, with his fiance (and also my friend) Chrystal. Had he not been there in High School to bring me into the world of software development and open source, and to drive our Computer Science club, I would not be anywhere near where I am now. So, the game I make will be dedicated to him, in honor of him and what he’s done for my friends and I.

We had once planned to do The Jam together with a few of our friends when I first discovered Ludum Dare. That plan didn’t fall through, and it will never come to fruition with him involved. The least I can do is make something in his honor.

My tools will be either C++ with Vim, Cmake, and SDL as an OpenGL binding, or Java 7 with LibGDX, bfxr for sound effects, The Gimp for graphics, and either VGMM or Famitracker for music. I may also end up trying out Elisée’s amazing CraftStudio project instead. It’s all up in the air, depending on what I feel like using when the event begins.

See you, space cowboy.

My hosting is down for a bit

Posted by
Tuesday, December 20th, 2011 4:03 pm

They’ve been setting up SSL on the domain for the past few days, and it appears my subdomain broke, so my game can’t be downloaded at the moment. Sorry for the inconvenience, trying to get it working as soon as I can.

Java SE 7 Requirement Update

Posted by
Monday, December 19th, 2011 11:40 pm

If you were trying to play my game in the past few days and were met with “Could not find main class alonegame.AloneGame”, please upgrade Java to version 7.

Total burnout, game submitted

Posted by
Sunday, December 18th, 2011 2:32 pm

Ugh. I reached a total brick wall (hehe) and couldn’t think of anything to do with the game. I realized that I would have to make a lot more gimmicks in order to keep the dungeon interesting, and I simply don’t have the time to implement all of that. So, I’m releasing it as-is.

I did, however, learn a lot from the competition this time around. jMonkeyEngine is a bit impractical for 2D games with very basic entity behavior, but it can be done, and it is otherwise fairly robust. I feel as though if I had the time, I could very easily create a full, 3D game on the engine. I also learned how to do physical collision using ray-casting, and for the most part, the implementation in the game works perfectly (except for a little exploit that I wonder if many people will find… it was very fun to play with in testing).

If I hadn’t decided to build the game for the purpose of learning jME as opposed to taking an easy route and using Swing or Slick (like Notch is doing), I probably would have made it far more complex and long.

Oh well. It was fun, and I’ll try to compete in the April competition if AP studies don’t get in the way.


A public build for testing!

Posted by
Sunday, December 18th, 2011 12:45 pm

Here is the first build for testing. Simply double-click it on Windows, java -jar alonegame.jar on Linux, and whatever you OSX folk do, do what you do.

Gimmicks and Music complete, on to level design

Posted by
Sunday, December 18th, 2011 2:18 am

Stepping into the final phase of the game’s development! Mechanically, the game is complete, but now the entire dungeon needs to be built using the built-in level editor. I could have the game finished hours before the deadline!

However, it is sleep time now. I’ve been working on the game for 16 consecutive hours, with some pauses here and there. I’d say things are going a lot more smoothly than last time.


Adding features, building the castle

Posted by
Saturday, December 17th, 2011 10:00 pm

So far so good. I’m coding in new types of tiles and I’ve finally managed to get the light code working perfectly in all conditions. After I’m done implementing the various gimmicks, it’s time to start filling out the castle (and probably redo that character sprite, too cute lol).

Maybe I can program a cool distortion shader for the character sprite. Or use fog particles to indicate that he/she is ephemeral, like a ghost. And I’ve got plenty of time to make it all, after downing this Monster!



Posted by
Saturday, December 17th, 2011 3:38 pm

I’m so proud of myself.


(Mostly) Complete Level Editor

Posted by
Saturday, December 17th, 2011 3:03 pm

Well hello there!

I have almost finished my level editor. It currently saves the world data to the models folder using jME’s BinaryExporter (wow, that saves a hell of a lot of time), and you use the mouse to place tiles, and the scroll wheel to cycle between tiles and objects. Right clicking removes the top-most tile (basically, the first one the picking ray hits).

I’m going to try using the lighting system to add some moody effects next, after I create some more graphics. It turns out, making nice tile graphics really isn’t that hard after all.

I’m actually getting further, faster

Posted by
Saturday, December 17th, 2011 1:09 pm

When I think about the progress that I’ve made in the game so far, I realize that my LD19 project took about half the entire event just to get the entity management working correctly. I’ve been working on a level editor and game mechanics for the past hour, and this time I have collisions working as I want them.

I bet I’ll be able to get more done, like cool sprites, music and sound effects, then I did last time.

Now I actually have something to show for all of this

Posted by
Saturday, December 17th, 2011 11:46 am

Well would you look at that. There’s a built-in level editor in the game, special thanks to jME’s rather robust AppStates system and input manager… Now I have to tweak it.



I was so very close to giving up

Posted by
Saturday, December 17th, 2011 10:31 am

but I have not! I have learned how to use ray casting to calculate the amount to “push” back on an object to ensure they don’t slide straight through it!

Unfortunately, my implementation doesn’t work at very low frame rates. Moving right along.

My plan right now is to use jME’s lighting system to add atmosphere to the game levels. The level will have a very dark ambient light added over the whole scene, and then stuff like torches will cast point lights.

Day 1 Conclusion

Posted by
Saturday, December 17th, 2011 12:20 am

No screenshots to share at this time; unfortunately, I spend the better half of this evening working out the collisions for player movement before doing anything else.

I have to use ray-tracing to physically simulate the collision, but there is some mathematical error in the way jMonkeyEngine calculates distance from the ray shot, which prevents certain directions from preventing motion correctly… you just get stuck to the wall. I’m not convinced this is a jME problem though. I think I have an idea of how to fix it, but I’m going to bed before I lose my sanity any more.

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