About jlnr


jlnr's Trophies

The 'Son, I am disappoint' - Award (which will be removed when you FINALLY submitted sth. again)
Awarded by pythong
on April 30, 2013
The 'I did participate but didn't upload' Award
Awarded by pythong
on April 30, 2013
The 'Dude let's LD - but I'll be busy and won't submit anything' - Award
Awarded by pythong
on December 20, 2010
The Hey Guys Let's Have a Barbecue Scholarship
Awarded by demonpants
on December 9, 2008
The "In Your Face Time-Lapse" Award
Awarded by keeyai
on April 25, 2008

jlnr's Archive

StarFerret 48h, final

Posted by
Sunday, April 19th, 2009 6:58 pm


Here it iiis:

Windows version: http://www.raschke.de/julian/temp/ld14_final_win_jlnr.zip

Mac version: http://www.raschke.de/julian/temp/ld14_final.zip

Source code: http://www.raschke.de/julian/temp/ld14_src.zip

Not much content—sorry—I lacked direction and worked much more iteratively than before. Only really worked productively during the last hours. But I managed to do some nice little tricks using just a 2D lib :)

(Reuploaded the next day because the original wording was unintentionally offensive in one instance. Didn’t touch the rest.)

First sneak preview demo thingie…

Posted by
Sunday, April 19th, 2009 2:56 pm

Here it goes, Mac-only and without source so far:


This is my moment of triumph. I fear the level design will show that my concept is not THAT well thought out :)

Productivity (maybe (later))

Posted by
Sunday, April 19th, 2009 6:31 am

Food photo for me and pythong (picture related).

Meetup at university, with three kinds of Fritz Cola and tasty food (except we forget plates).

Now if the wireless was a little bit more stable for me… :)

Food- and screenshots!

Posted by
Sunday, April 19th, 2009 4:16 am

Last night I wasn’t too happy with my mockup:

But I even switched to C++ because it allowed me to add some features that I wanted to do for a while. Also, I ate delicious tempeh burgers:

And suddenly, my game looked a lot better! I also had some ideas for more interesting gameplay last night, so today I’ll hopefully be more productive:

I’m in!

Posted by
Friday, April 17th, 2009 3:41 pm

Say hi to my desk, which I hope to see only when I do Photoshop work:

Other than that, coffee shops and the university will probably be where I am most of the time, meeting up with pythong and mathias. Wee! :)


  • Ruby (1.8, sadly)
  • the Gosu library—<plug>just released version 0.7.13!</plug>
  • TextMate
  • Photoshop + Wacom
  • cFXR
  • MacBook
  • actually
  • I’ll make this list
  • a bit longer to make it look
  • like I am well-prepared

So be very afraid! … *runs to the mall to buy some pizza*

Puzzle Road! (Final)

Posted by
Sunday, December 7th, 2008 8:00 pm

Mac version!

Windows version (FIXED—let me know if not)!

Linux: Well, both versions include the source code. Just ‘gem install gosu’ and run ‘ruby Main.rb’. You should know how to do these things 😉

It’s all mouse-based because I tried to use controls simple enough to run on the iPhone (theoretically …). Hope it’s self explanatory, I moved the readme inside the game!

Known bugs:

  • The pretty Unicode star (see screenshot) doesn’t work on Windows :(
  • On WIndows, it opens a useless console window when you run the game
  • (Gameplay usually suffers a bit because there is no incentive to actually use curved streets, like more points for driving on them :/ Still, I got >36k on my third game and it involved lots of curves at least in the first two thirds!)
Features I had to leave out:
  • Bulldozers that appear instead of cars sometimes, and can break through thin obstacles
  • In turn, a limit on rotations
  • Powerups on streets—when collected, the landscape would scroll slower or you could access more than one item in the pipe
  • A wrap-around world—what leaves to the left, appears to the right etc.
  • Jumping tiles
  • One-way tiles
  • More sounds & music, pretty random landscape tiles,  etc. etc.

“Of Robots & Groglots”, Post-Mortem

Posted by
Monday, May 5th, 2008 4:27 am

 What worked well:

  • Building a good infrastructure: Clean object system & usable level editor = worth a lot. I only really started building levels around the 40 hour mark, and that worked like a charm.
  • Cutting stuff in the end: Music wouldn’t have helped me a lot. Not having an ending was smart too: Everyone who noticed that must have liked the game anyway 😉
  • Ruby, together with an ad-hoc autoloading mechanism, made for one of the smoothest coding experiences ever.
  • TIME MACHINE! I knew I’d need a backup system sooner or later (turned out to be true), but I really didn’t feel like bothering with Subversion because I always forget to add files etc. and it wastes time, so I just watched Time Machine do its background work every hour. Boy was that a relief.
  • Periscope: While my timelapse wasn’t highly interesting, it only took two clicks to create, so no time wasted here for a low score 😉

What didn’t really work:

  • People had various problems with the gameplay (controls, motion sickness, …), and even if I knew that earlier, I probably could not have done much about it except getting into a panic.
  • Needed to do more optimizing than I usually do, and some levels are still slow. Will revisit this and try to improve on this from the Gosu library’s side.
  • I had a cold that made thinking pretty hard. Anything that involved maths was buggy, which caused a minor panic just before the deadline. It also made IRC very hard to follow :(

Next time’s plan: Keep the solid workflow, hope that the game concept works out better with regards to the Fun, and consequently Overall category, try to be more experimental technically. Can’t wait :)

Also, did anyone play the game with a gamepad? Would be cool to know for the next time, because it was hard to decide between a small ending screen and gamepad support in the last few minutes :) Thanks!

Final: Of Robots & Groglots

Posted by
Sunday, April 20th, 2008 6:00 pm

Introducing ‘Of Robots & Groglots’, which is a cross between an old favorite of mine, Star Fox 64, and the minimal and popular Helicoper Flash game (see link if you want to be prepared for minimalist controls):

Final screenshot of ‘Of Robots & Groglots’

The whole game is controlled using only two buttons, of which one is usually permanently down; the microplanets add another touch of minimalism. Downloads:

These links have been updated to point to a version that includes 1) a two-line fix for two levels that were unplayably slow on some systems, and 2) a one-line fix for a bug that could stop your show, depending on your style of playing. Other minor bugs and balancing haven’t been touched. If you want to see the original version, replace ‘opt’ by ‘final’ in the links. Thanks!

Be prepared for:

  • No music — no need to stop Winamp 😉
  • Gamepad support!
  • Needing a minute until you can maneuver as smooth as you want.
  • Two interwoven storylines (sort of) and very different levels. If you get stuck, see the Readme file for a cheat so you can inspect them.

Last foodphoto:

Ludum Dare, last foodphoto

The timelapse is available on YouTube. I caught a cold and look pretty exhausted =) – and it’s probably only interesting if you know the game.

(Mac only) demo and some more food

Posted by
Sunday, April 20th, 2008 10:46 am

According to my To Do list, I’ve been late for the last four checkpoints, now lagging 44 minutes behind… panic panic panic! …actually I already ruled music out in favor of more levels. :(
If anyone wants to play a two-level demo version, it’s here. Instructions are given in the first level briefing, but of course there’s minimal need for them.
And for the record, here’s my breakfast and lunch:Breakfast on last day of Ludum Dare 11
Lunch on last day of Ludum Dare 11

Screenshoft after the first 24h; foodphoto!

Posted by
Saturday, April 19th, 2008 6:49 pm

Hmhmhm, I’ve been annoyingly lazy and slow today, and I know it will come back at me tomorrow — but at least I managed to have the first playable level :)

This game is also inspired by the popular one-button helicopter game, but transferred into polar coordinates, with an overworld, enemies and kind-of quests. So it’s my minimalist version of Starfox on microplanets, or something :)
In other news, I found some leftover veggie BBQ stuff to photograph… and eat! Nom.

Barely three hours to go!

Posted by
Friday, April 18th, 2008 3:25 pm

Okay, so here’s my flickr’d deskshot:
Deskshot for the upcoming Ludum Dare 11
Got sick last night and exchanged the planned house partying for some medicine. Only more reason to focus on some desktop zen and healthy food during the compo.
Timelapse is set in place and I might give the foodcompo a shot :)

It’s all about having a masterplan!

Posted by
Wednesday, April 16th, 2008 5:18 pm

Nine Step Masterplan (as if one of them had ever worked during compos):

  1. have EVERYTHING (libs, food, tools…) set up; no figuring out of things during the 48h anymore
  2. set alarm clock to 4am (starting time here), ponder about theme in half-sleep
  3. get up at 9, don’t worry ONE BIT if idea doesn’t really match the theme, code like a madman
  4. 13:37 Yoga break!
  5. 18:00 have game technically finished, leave for local ‘Long Night of the Theaters’ (only watching it, not acting!)
  6. 0:00 show up at minimal/electro/house party as promised
  7. 3:00 sleep
  8. wake up in a panic and build content until contest ends
  9. after deadline, do a quick Windows port

(I have this feeling telling me that only the house party will happen as planned.) I’ll try to write a readable game using my own library, Gosu. Tools: C++ and Xcode or Ruby and TextMate, Photoshop with Wacom for graphics, maybe GarageBand + The Wiinstrument for music, and of course SFXr :)

Another library suitable for timed competitions: Ruby/Gosu

Posted by
Tuesday, December 11th, 2007 4:44 pm

With all the C/Python/SDL-based libraries mentioned here, I’d like to advertise my/our gamedev library, Gosu. It has originally been my private library, spread only via ICQ/IRC to interested people, until I made it public to use it for my LD3. That is a while ago, and in the meantime, it has been used for some LD entries by me and other people, also for more serious projects, and is actually documented.

Long story short, Gosu is a 2D game development library for Ruby and C++. I guess the C++ version is a bit too heavy to learn until Friday *and* actually use, though. The Ruby version gets you up and running quickly.

Pro (compared to your generic SDL wrapper): *Very* fast graphics with rotations and all that, because the library was designed to use OpenGL; an API which tries not to get in your creativity’s way; examples on how to integrate it with ImageMagick and the Chipmunk physics library; serious OS X support.
Contra: Linux port misses gamepad support; can’t handle too complex text input well.

If you would like to give it a try, the library can be found at http://code.google.com/p/gosu.

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