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I’m screwed.

Posted by
Saturday, August 24th, 2013 10:36 am

Once again, I can only start now because of the Sabbath. I booted up my computer and it gave me the infamous “Reboot and select proper boot device” message. I tried everything and it just doesn’t work. I have this secondary computer I’m using, and I’ll probably use it for the jam, but the whole thing just sucks so much. I took one look at the theme and lost all interest. It’s not a bad theme, and I had a few cool ideas for it, but with my main computer not working, I don’t have any motivation left to do anything.

For all those concerned, I am in!

Posted by
Thursday, August 22nd, 2013 2:18 pm

since no one ever reads these anyway (except for me. I have no life.)

But wait, don’t go! I actually have something interesting to say! So basically, I have these extremely important exams next week. If I do well in them, it’s gonna greatly affect the next five years of my life. Since the exams are classified and there’s no real way to learn for them, I’ll be using the LD to get in the mood. This is also my excuse for skipping some really important school stuff and staying at home, programming a game.

Now that that’s out of the way, I guess it’s time for the usual stuff-

This is my second LD, back in April I hadn’t planned on participating in LD26, instead I wanted to learn and make a game engine so I would be ready for the LD in August. I decided to participate anyway, which turned out to be a great decision, and now I’m ready for the “real thing” with my own engine- http://www.mediafire.com/download/fedzsapog0nrv69/Game_Engine.rar

Tools will be just like last time- Java through Eclipse, with my own engine, GIMP and probably no sound.

Just like last time, I’ll be taking the jam route, but only because I literally have no time. Even with the extra 24 hours, I’ll only have about 50. This seems like it’s gonna persist, since I lose 13 hours off the start every time because of the Sabbath (yes, the band).

If you’re somehow still here reading my whining, stop. There nothing more to see here.

Against the Current – post mortem

Posted by
Monday, April 29th, 2013 3:59 am

Port mortem is where you write what went good and what went bad, right? Well, let’s get to it then-
First of all, here’s my entry- http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22590
I was going to post it in the compo, but then my computer became crazy and I had no internet connection. It’s sad, really, but looking at my game now, I think it fits the jam better.

What went good:

  • In terms of code quality, this project exceeds almost all of my other projects in every aspect.
  • I was having fun doing the graphics, even though they’re probably the crappiest you’ll find here.
  • I found out that most of the utility classes I wrote months ago, such as Animation and Font, work seamlessly, so that if I when I start new projects, I’ll have all the boiler-plate code already available and know it works. I had fun abstracting code which I usually have to look at the whole time I’m working on my project, so all in all, my framework worked nicely.
  • I’m happy with the concept of the game. I came up with it within 10 minutes of seeing what the theme is, and I don’t feel like I could have improved upon it had I waited 5 more hours. The idea fit the theme, was extremely east to implement, and worked nicely throughout the process. It’s not really a good game at all, but that wasn’t the point for me.

 

What went bad:

  • Saturday- us Jews can’t use electronics on Saturday. It meant I had to join when everyone else was already 13 hours into the jam, but this is just a minor gripe. I had lots of spare time.
  • I realized, when it was too late to reformat the framework, that the game state framework I’ve been planning for the past few weeks has a flawed core function. It means I couldn’t make a menu screen, a (real) pause screen, or a level editor. This is my next problem:
  • I’m already awful at level design, having to code a level every time was just too much. If I’d made a level editor from the beginning, I would probably have made double the amount of levels in the final product, which is a measly 7.
  • I wasn’t satisfied at all with the sound effects BFXR generated, so in the end there isn’t any sound in the game at all, which is a shame. For future projects I’ll know to ask friends to make the audio instead of a cheap (but sometimes effective) sound generator.
  • It’s the same with graphics- I don’t really care that my graphics suck, but when I started writing the actual gameplay I’d already worked for more than an hour trying to set up the framework, which is way more than the usual for me, and when I got the core gameplay set up, I started working on the basic sprites. Their cruminess, along with the sucky feel the game had in the beginning, got me seriously demotivated. I was even considering scrapping the idea and starting anew, but then I read some posts of people who had done just that and regretted it, so I pushed on, and I’m glad I did.
  • I was really shoddy with how I implemented collision detection and other things of the sort, so that adds up to the game total crumminess. I know how to write good collision detection code, so that’s not really a problem for future games.

 

All in all, this was a really fun experience. I’ll be sure to participate in august, and in the meantime, let’s rate some games!

Arrows and Potatoes!

Posted by
Sunday, April 28th, 2013 5:35 am

So here’s how I’m doing the easter egg: instead of collecting coins, you have to collect potatoes! I know, I know, it’s extremely original. But hey, it gets the job done, doesn’t it? Also, as an important game mechanic, arrows that change your direction.

game screenshot 2

I might upload a playable version soon, after I add moving spikes.

First Screenshot – Against The Current

Posted by
Sunday, April 28th, 2013 2:30 am

After about 5 hours total working on this game, I finally feel like I’m on the right path, and it feels wonderful! This is gonna be the first game I’ve ever actually finished, especially as it is my own idea and not a port.
Here’s the first screenshot-

game screenshot

As you can see, graphics-wise, this game is going to be full of programmer’s art. I did use my animation utility class for the first time, and I’m glad to report it works just as intended.
So, the game. When I read what the theme is, I was a bit upset. It’s a cool theme, but not if you’re a first-timer and all of your games are inherently minimalistic. I decided to express the theme purely gameplay-wise; specifically, through player input. There’s only one button to press, and you’re supposed to swim against the current to get to the exit by timing your presses. I then incrementally introduce more game mechanics, such as triggers that change your direction, spikes, and more! So that’s what I’m setting out to do now, and I may actually finish this for the compo!

I’m really enjoying this so far! Good luck to everyone!

I’m in, first time!

Posted by
Friday, April 26th, 2013 7:51 am

First time in Ludum Dare! I’m so excited!

Now, I wasn’t planning on participating in this event, I was planning on August. But then I realized that I don’t have school on Sunday/Monday because of some Jewish holiday, so I’ve decided to give it a go. I don’t have any real library to use, just some unfinished utilities which will probably cost me a lot of time finishing anyway, so I don’t see the point in posting them now.
There’s one problem, though- the jam starts in 4am in Israel, on Saturday; since I’m a religious Jew, I won’t be able to begin until the late evening, which means I lose the first 13 hours. As such, I will probably enter the jam, not the competition.

Programming language: Java
IDE: Eclipse
Graphics: Paint, maybe GIMP
Audio: SFXR

Let’s do this thing!

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