About Gilvado


Gilvado's Trophies

The Unexpectedly Addictive Game award
Awarded by nilsf
on December 16, 2008
The It Was a Learning Experience Award
Awarded by demonpants
on December 7, 2008

Gilvado's Archive

Been a while, but gonna participate this time :)

Posted by
Friday, April 26th, 2013 6:43 pm

I’ll be using Flashpunk. I might also stream my development.

Haven’t done an LD in a couple years, but I’m in!

Posted by
Sunday, December 11th, 2011 4:01 pm

Flixel/My own libraries

Et tu, Real Life?

Posted by
Monday, August 23rd, 2010 4:33 pm

My girlfriend’s sister was in a fairly bad car accident last night, and is in the trauma center of the local hospital as we speak (or type, really). I’ve gotten nothing done today, and there’s no chance my team will be able to finish in time as a result. I really like our game though, so it’s likely that we’ll complete it and post it up here afterwards, just for kicks.

Peace, all.

In the grim darkness of the future, there is only robot war.

Posted by
Saturday, August 21st, 2010 2:58 am

Usually I do mockups. Not this time — me and two friends are entering the Jam, and I’m no longer doing any graphics, just coding.

Basic Idea:

Secret of Mana-esque game where you control an engineer, with robot allies. You get new parts from defeating enemies, which you can use like equipment in say Diablo to upgrade your robots and yourself. You fight a lot of dudes. There isn’t much story. Should be good times!

Captain Kirk Climbing A Mountain

Posted by
Wednesday, August 18th, 2010 3:19 pm

To make love to the mountain.

The Link

Also, I’m entering again — still using AS3/Flixel — but this time I’m only going to be entering the Jam, working with a couple friends. We’ll see what we can come up with :). Good luck to all you newcomers, too!

Well, be the island was a bust

Posted by
Saturday, April 24th, 2010 9:32 am

I’ve realized that the scope of my ‘be the island’ game is way too big. I’m starting again, gonna try do an x-com-esque strategy game called ‘Island Assault’. You’re going to assault an island. Good times.

Be the island.

Posted by
Friday, April 23rd, 2010 7:28 pm

Ok, so here’s my idea. You are the island — your island can float around, you put guns on it, it shoots other islands. You collect the land from the islands you destroy, which allows you to expand the size of your island. Also there might be a designer mode where you design your island. Or it might be random. Dunno yet.


I’m up, once again.

Posted by
Wednesday, April 21st, 2010 10:48 pm

Flash/flixel. Sfxr. Gimp.

Want to make something more complete this time.

Well, I decided to try and finish anyways

Posted by
Sunday, December 13th, 2009 7:09 pm

And I’m glad I did! It’s not nearly where I had imagined it, but it’s playable. It needs more depth to have real skill behind it, but this time I’m dedicated to doing a post-compo, and making it as good as I had imagined. Hope that everyone had a good time!


Well, this is the towel being thrown in.

Posted by
Sunday, December 13th, 2009 4:19 pm

I have maybe 6 more hours required before it’ll be worth playing, so towel being thrown in. Time to chillax, methinks.

Simple tech demo for my game

Posted by
Sunday, December 13th, 2009 10:15 am

So my game isn’t playable yet, at all. There isn’t too much left until basic gameplay appears however, as much of the underlying stuff for colonizing systems has already been implemented, you just can’t activate the abilities yet. I need to make that pop up menu actually be able to do stuff, and then add a ton of gui stuff, and then the first playable version will be done. Currently, I’m not sure if I’ll be able to finish exploring for artifacts, researching new technologies, and the sun diver minigame. All are pretty freaking important, so it’s likely my game will end up being… not a game.


Updated Design for Deep Field

Posted by
Saturday, December 12th, 2009 9:21 am

Deep Field

Ok, so lets go with something a bit more complex than I was thinking last night. Because I had a brainwave. Oasis + Weird Worlds! Colonize your star cluster while exploring. Build a civilization in 15 minutes.

Major actions: Colonize solar systems, explore and collect artifacts or scientific knowledge. Almost every action gives points and also improves your abilities. You have a limited amount of time. Might make so that there are different size clusters, but probably it’ll just be set at a number of turns that will make the game last ~ 15 minutes. The game makes you more powerful on an exponential curve. Definitely a lot of luck involved. Wonder if I should add leaderboards…

Major components:

Exploration screen – On this screen the player uses the mouse to designate new star systems for his ship to travel to. This is also the screen where he decides to activate actions like colonizing a star system, exploring, or harvesting resources.

Exploring: Will allow you to collect alien artifacts, catalogue scientific advances, etc. These will all give points, and some may also improve your ships’ capabilities.

Harvesting Resources: Play a minigame where you fly your ship into a dangerous situation. Resources are used to colonize systems.

Colonizing: Colonize a solar system. It will grow over time, trade with neighbors, and research. Trade/Growth give points, research improves your ship’s abilities.

Minigames: (Minigames will be VERY fast. Like Wario Ware fast. 20 seconds as an absolute maximum.)

Sun Diver – In the sun diver minigame, the player uses the mouse to control his ship as it collects plasma from the sun. This minigame will give you energy.

Mining Asteroids – In this minigame, the player uses the mouse to control his ship to move to specific asteroids in an asteroid field and harvest them. Gives minerals.

Mining Gas Giants – In this minigame, the player controls his ship as it drops down to a gas giant and shoots a pipe into it to suck up gasses. Gives gas.

Colonize – In this minigame, the player controls his ship as it lands on the planet and drops off the colonization materials.

Losing minigames will waste time and resources, but will never kill you or anything.

Building your civilization.

Star systems are colonized by spending a certain amount of resources, depending on what type of system it is. Each will require energy, gas, and minerals, but different ones will require different amounts.

Once a system is colonized, it starts generating points. If systems are close enough together, they’ll connect with trade routes. Trade routes increase point generation. Systems will also research, which will increase your ships’ abilities.

Stuff to do:

– Get new version of flixel running (maybe it was a bad idea to go with a new version…)

– Make exploration screen. Make ship that can be moved around by clicking on stuff with mouse. Build basic events that it can run when you reach places.

– Build progression for civilization a la star systems that grow and trade.

– Build sun diver minigame.

– Build asteroid harvester minigame.

– Build gas giant harvester minigame.

– Hook in upgradeable stuff – speed, strength, etc.

– Come up with research and artifacts that improve your ships’ abilities.

– Graphics whenever you need them, unless you use square placeholders. NEVER actually draw something with the purpose of being placeholder. It’ll stay.

– Sound

– Music if you have time. Prolly not though.

Write up and mock ups of Deep Field

Posted by
Friday, December 11th, 2009 10:45 pm

So this LD I’ve decided I’m going for the smallest scope I can possibly get away with, to try to make an actually complete game. My game is going to be (like many others I assume) a space exploration game. You’ll fly around a small cluster of solar systems, asteroid fields, nebula, etc, collecting resources as you explore. Collecting resources will be accomplished through a series of minigames that run when you encounter each different type of object. I’m using the mock up for my old idea for Mini-LD6, which I never ended up making, for the fuel collecting minigame. To collect fuel, you collect plasma from a star. I haven’t come up with the other minigames yet, but I have to hit the hay. Gonna be up bright and early tomorrow for coding :).

Captain Kirk is Climbing a Mountain

Posted by
Friday, December 11th, 2009 10:25 pm

Why is he climbing the mountain?


Participating, as usual

Posted by
Monday, December 7th, 2009 5:00 am

Gonna be using as3/flixel/some of my own collision detection code.

The Killbots of Cavern Station — postcompo suggestions wanted

Posted by
Monday, August 31st, 2009 1:18 pm

So I intend to flesh out Killbots over the next week and then see if I can get a sponsorship for it. Current ideas include:

Your two squads are composed of different types of dudes: one fast squad, one powerful squad (assault and fire team).

Choose from one of 3 different heroes to accompany each squad (3 fast heroes, 3 powerful heroes)

Heroes get exp and levels, allowing you to get skills with special abilities

Spend money to upgrade your squads (more in-depth than currently)

Several levels, still partially randomly generated, including attack missions, defense missions, etc.

Cover is destroyable, and buildable (with engineers).

That’s about it — any other suggestions? I want to make the best game I can over the next week :).

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