About codeapparat (twitter: @codeapparat)

Previous Results:

LD 48-hour compo #31 - Theme "Entire Game on One Screen"
Shifting Dungeon
Overall place: #177 of 1365
Best category: Innovation - #19 of 1365

LD 48-hour compo #23 - Theme "Tiny World"
Spaceship Planet Merge
Overall place: #292 of 1072
Best category: Innovation - #109 of 1072

LD 48-hour compo #22 - Theme "Alone"
Alone with... things!
Overall place: #65 of 717
Best category: Fun - #33 of 717

Entries

 
Ludum Dare 31
 
Ludum Dare 23
 
Ludum Dare 22

codeapparat's Trophies

codeapparat's Archive

one day’s work

Posted by (twitter: @codeapparat)
Saturday, December 6th, 2014 9:23 pm

State after 26 hours (including breaks and sleeping). work was mostly level generation, basic game logic and “the gimmick”. day 2 will be adding combat and way more content.

state day 1

First state update

Posted by (twitter: @codeapparat)
Saturday, December 6th, 2014 7:47 am

Some tiles drawn and very simple level generation and rendering.

shot1

I’m in

Posted by (twitter: @codeapparat)
Friday, December 5th, 2014 5:24 pm

I didn’t participate in a while, but this time I’m in for my 3rd Ludum Dare.

Language:
C#

Libraries:
– my gameapparat Engine (or XNA as an emergency fallback in case it fails :) )
– maybe Farseer Physics

Tools:
– Visual Studio
– Photoshop
– Allegro Sprite Editor (maybe)
– Spine (maybe)
– sfxr/bfxr
– Audacity

Base code (in case i end up using XNA): download

No game, but an engine

Posted by (twitter: @codeapparat)
Sunday, December 16th, 2012 7:52 pm

I will not submit a game this time. I decided early that i wanted to develop a C# game engine for creating HTML5 webgames. Chances of getting an actual game done too were slim considering that i never made a HTML5 game before, nor did i ever use Script# earlier, the tool i chose to develop javascript code in C#. Both had their pitfalls that did cost me a considerable amount of time to figure out.
But i succeeded to create the 2D engine with many features you’d expect like keyframed animations, texture atlases, particles, rotatable & scalable sprites and scrolling & repeating backgrounds. All of that with the beauty, compile-time type safety and intellisense-support of C#… and the compatibility of a HTML5 webgame!
My plan is use my new engine to port my old LD#22 entry from XNA to HTML5 tomorrow. Porting it shouldn’t take too long because only minor code changes are required thanks to both engines using C#. I won’t submit it for the Jam, but i’ll probably link it here together with it’s sourcecode.

Oh, and have a weird goat:
Weird Goat

I’m somewhat in!

Posted by (twitter: @codeapparat)
Friday, December 14th, 2012 3:06 pm

I probably won’t have much time this weekend, but i may try to do something in 24h or whatever. So yeah, i’m in, but with a rather low chance of actually getting something submittable done in time. But it’ll at least get me to do something experimental again, which is the best part about Ludum Dare anyway.

Tools of choice:
– C# with Microsoft Visual Studio and either XNA, OpenTK or Script#
– Maybe Farseer/Box2D, if the game needs 2D physics effects
– Photoshop and ASEPRITE for graphics
– Audacity, bfxr/sfxr for sounds
cgMusic for generating music, and Anvil Studio/Audacity for finetuning

I’m also using the same Base Code as last time, which mostly consists of all the basic functions like simple 2D animations, particles, scene layers and the landscape tile engine ripped from my last two entries, just to spare me from having to write exactly the same utility functions again.

Have fun, everyone!

Won’t be ready in time

Posted by (twitter: @codeapparat)
Sunday, August 26th, 2012 1:36 pm

I wasn’t really in the mood for Ludum Dare this time, but the theme inspired me to casually work on a small project anyway. The idea was to have green blobs living on your desktop and inside your windows, grouping together and eating the pixels. Eating would make them grow (with purer colors being more nutritious) until they split into two smaller ones, while the color of the pixels eaten influences the color of the blob. All this happens while you keep using the windows as usual. There is no direct interaction with the blobs, apart from shaking them around when moving the window or giving them very colorful windows to feast upon.

Here’s a screenshot:
Screenshot

The whole thing isn’t really meant as a game, but something that you can keep running while working, hence the transparency. I sadly won’t be able to complete it in time to submit it, but i didn’t really expect that anyway.
All work done the first day was getting the Direct3D and GDI interop to work the way i wanted it to, to allow the transparency via Layered Windows. Yet it still has issues when run on Windows XP and performance is awful too (~10 FPS). Todays work went into detecting the different windows and Blob behavior, but they still don’t grow, split, assume colors or actively move towards the purest colors nearby.

It certainly is a fun project and i hope that i’ll be able to complete it some day, and be able to sort these issues out.

I may or may not participate

Posted by (twitter: @codeapparat)
Thursday, August 23rd, 2012 6:31 am

Not sure if i will participate this time. May depend on the theme and my mood. Last time my experience was soured by some assholes and self righteous pricks who turned this into some stupid crusade instead of a fun event. I will NOT make a webgame this time either, if just to annoy you guys!!!

Tools of choice:
– C# with Microsoft Visual Studio and either OpenTK (if i have the mood to dive into unknown territory) or XNA (hopefully with MonoGame ports for OSX and Linux)
– Maybe Farseer Physics, if the game needs 2D physics effects
– Photoshop and ASEPRITE for graphics
– Audacity, bfxr/sfxr for sounds
cgMusic for generating music, and Anvil Studio/Audacity for finetuning

I’ve also got some prepared Base Code, which consists mostly of all the basic functions like simple 2D animations, particles, scene layers and the landscape tile engine ripped from my last two entries, just to spare me from having to write exactly the same utility functions again.

Playthrough video of “Spaceship Planet Merge”

Posted by (twitter: @codeapparat)
Wednesday, April 25th, 2012 7:49 am

Timelapse of “Spaceship Planet Merge”

Posted by (twitter: @codeapparat)
Monday, April 23rd, 2012 5:45 am

The resulting game can be found here:
Spaceship Planet Merge

Spaceship Planet Merge

Posted by (twitter: @codeapparat)
Sunday, April 22nd, 2012 6:50 pm

Ever wanted to use explosive plants to shift planet orbits to crash them together to turn a solar system into a spaceship? Propably not, actually… :)
But if you do now, check out Spaceship Planet Merge!

!

Pedoalien approves this theme

Posted by (twitter: @codeapparat)
Saturday, April 21st, 2012 9:13 am

I’m in, again!

Posted by (twitter: @codeapparat)
Wednesday, April 18th, 2012 1:31 pm

Second Ludum Dare for me and highly motivated again. I’m hoping to do something more experimental this time. My last entry was fine, but rather traditional.

Tools of choice:
– C# and XNA with Microsoft Visual Studio
– Farseer Physics, if the game needs complex 2D physics effects
– Photoshop and ASEPRITE for graphics
– Audacity, bfxr/sfxr and maybe my mouth for sounds :)
cgMusic for generating music, and Anvil Studio/Audacity for finetuning (not sure about cgMusic yet. feels like cheating because the tool is really good at composing random music.)

I’m also using Base Code this time. It’s mostly all the basic functions like simple 2D animations, particles, scene layers and the landscape tile engine ripped from my last entry, just so that i don’t have to write exactly the same utility functions again if i need them.

Wasn’t very happy about the “Alone” theme last time. Something less generic would be great.

Anyway, let’s code! 😀

A quick reminder – read the rules!

Posted by (twitter: @codeapparat)
Monday, April 16th, 2012 4:54 am

During last Ludum Dare there were some participants who weren’t aware of the rules, especially not of the restrictive rules of the 48 hour compo. Yes, it is a fun competition, but the restrictive rules are part of the fun. Participate in the Jam if the rules are too restrictive for you. Having to argue about violated rules afterwards is always awkward, thus here a quick reminder: Read the rules!

The most important restriction some weren’t aware of: ALL content must be created within 48 hours! This means you are NOT allowed to use graphics, sounds or music previously created by you or others. You are NOT allowed to use downloaded graphics, sounds or music, even if they are free and even if you modify them heavily! The only graphical third-party content you are allowed to use in your project are Fonts. The only third-party audio elements you are allowed to use are drum loops, drum samples and sampled instruments used for music creation.
You are, however, allowed to use Content generators that create graphics, sounds or even music on-the-fly based on parameters given as input. sfxr is a popular example.

The same basically also goes for code, but you are allowed to use all publicly available frameworks and libraries. You are also allowed to use generic base code and personal libraries IF you make them publicly available prior to the start of the competition by posting them here on the site (as a blog post). This exception is probably in place to lessen the advantage of game creators and full-blown game engines over entirely self-written games.

With that being said, have a lot of fun by challenging yourself, be it in the 48-hour-compo or the 72-hour-jam!

Hazard’s Gems

Posted by (twitter: @codeapparat)
Saturday, December 31st, 2011 3:47 am

It took me several days of non-stop playing and rating, but it is finally done:

Bronze Medal

220 games (25%) have been judged in a critical but honest manner. The milestone i was aiming for.
While doing so i experienced fun and frustration, astonishment and annoyance, excitement and ennui, ingenuity and inability, sympathy and sadness, love and loneliness, quality and quantity and many more things… the games vary a lot in all of those aspects. But only a few managed to get me thinking: “Wow, i’d actually pay to have a more complete/polished version of that!”

I’ll use this occasion to highlight some of those titles that appeared exceptional to me. Keep in mind that this list is not meant to be a complete list of the top games. I only played a quarter of all games anyway. Its just a list of games that i think deserve some attention.

 

Final Trip Soccer by Benjamin

I won’t talk about this one… just play it! No, don’t ask, just DO IT! 😉 I reserved an overall rating of 5 Stars for extremely exceptional games and in the end this one was the only one of those 220 games that recieved such a vote from me.

 

The Last Geek by Robotic

It’s basically Super Meat Boy with better graphics and a gameplay twist. Easily the most complete game in this competition. The controls need some tweaks (movement ist too fast in my opinion), but apart from that there isn’t really much to complain about. Also the Kittendare challenge was completed in such a blunt and yet hilarious way that it deserves an award. 😉

 

Ennui by Zutty

The basic idea of this game is incredibly creative and the gameplay is deeper than you would expect at first. The game itself is a bit short, but it has a lot of potential.

 

Terra Dua by lectvs

An adventure-platformer, which is a surprisingly rare concept. Surely not among the most adrenaline pumping games, but intriguing and driven by the desire to see what happens next.

 

Loneliness by Vit

A game that doesn’t involve fighting or the threat of dying, which is a nice change. It comes with an amazing mood, a lovely main character and the by far most annoying message beep sound in the world. 😉 The amount of gameplay is quite limited at the moment, but i’d love to see what other friends she might gather in this desolate world in future adventures.

 

Are We Alone? by Fiona

The search for extraterrestrial life… always worth a game. The logistics and dangers of deep space exploration without it involving battles, invasions and other overly fancy sci-fi stories is quite a rare theme. Add more gameplay possibilities (like building outposts, permanent mines, etc.), many more things to discover and a way to recover from failures without restarting the game and you’ll have a game with a very unique feeling of exploration and discovery.

 


Thanks to those mentioned for these exceptional games, and equally to those unmentioned for their contributions in this event. :)

“Alone with… things!” playthrough video

Posted by (twitter: @codeapparat)
Friday, December 23rd, 2011 11:25 pm

I’ve created an annotated playthrough video of my 48hour compo entry “Alone with… things!”, especially for those who can’t play the Windows-only game.

Figuring out what to do is part of the fun of the game. Watching the video will spoil it for you, so do not watch it if you still intent to play it yourself.

You can rate or download “Alone with… things” here!

Feed back the feedback!

Posted by (twitter: @codeapparat)
Tuesday, December 20th, 2011 12:55 pm

Hello there!
I’d love to get some honest feedback on my game. Ratings, comments and constructive criticism are very much appreciated!

Download, rate and comment it here!

Thanks a lot!

Screenshot
Alone with… things!

[cache: storing page]