About jolle


jolle's Trophies

LHC Trophy of Particle Physics Win
Awarded by Jacob
on September 12, 2009
Relaxing Audio Award
Awarded by Cthulhu32
on February 25, 2008
The Most Unexpected Game Award
Awarded by pymike
on February 25, 2008
Unintentional Excellence Star
Awarded by Hamumu
on December 3, 2007

jolle's Archive

A Transportation Industry Game Finished

Posted by
Sunday, June 13th, 2010 4:03 pm

I actually managed to finish, though I doubted it quite a few times in the last seven hours. There’s almost no end to the list on how many things were cut and it’s unpolished to no end. But still, you can sort of play it and enjoy it.

You can view the submitted entry here.

Also, here’s a new screenshot (included with the entry), showing truck editing.


Looking forward to test all the other games.

Resources and Money

Posted by
Sunday, June 13th, 2010 8:53 am

Added resource production in industries, and listing of how much resources are in demand or for sale. Also added money, including loans and cost to run trucks.


What’s left for there to be a game at all is truck management, like giving orders to a truck, buying/changing trailers for a truck, and buying and selling trucks.

Industries and Trucks with Pathfinding

Posted by
Sunday, June 13th, 2010 5:40 am

I now have industries and trucks, and the trucks have pathfinding. In the screenshot below, red dots are industries (can be anything from a grain farm to a food store) and the blue dot is a truck.


I’m currently trying to figure out how the user interface should work exactly. My original idea will be quite a pain to implement I believe, so I’m trying to figure out if there’s any simpler approach. In the mean time, I will probably add lists at each industry that shows available/desired resources.

Cities and Roads

Posted by
Saturday, June 12th, 2010 12:44 pm

I now have cities and roads, albeit the roads are not very natural. They feel sort of alien. Also, the cities doesn’t have names or populations yet.


Too be honest, I could probably spend the rest of the weekend on making the roads good, so I will probably try to get on with the rest of the game stuff instead, since the game doesn’t actually need perfect roads. Just roads.

Next I should get some factories and stuff out there.

Map Generation

Posted by
Saturday, June 12th, 2010 9:42 am

I’ve finally done something that’s visible, the land type map generation, though it doesn’t look much like a map yet, it will need cities and roads and stuff as well.


Other than that, I’ve just written down kinds of resources, factories, trucks etc, and their costs.

Trading game with trucks

Posted by
Saturday, June 12th, 2010 5:59 am

I’ve settled for an idea, it’s a trading game à la Port Royale, but where you have a trucker company. You can own one or more trucks (of different power) and you buy and sell goods at factories and stores etc. Trick will of course be buy low sell high.

I intend to set the game over a square of 300 km, though I don’t know if it will be to scale much and there’s the intention of having a large amount of different resource. Regarding how it will look, there will just be a map view really, so nothing very fancy. Not sure if it will be random or hand made yet.


Posted by
Saturday, June 12th, 2010 1:03 am

I intend to participate in this mini, and even though I’m hosting it it seems pretty fair, because I don’t actually know what I’m going to do yet. But I have several ideas…

  • A transportation game, sort of like Transport Tycoon. Little innovation value, but probably fun to program and play.
  • Sort of a reverse version of the above, where you instead of handling transportation and trying to make a profit from that, you are the customer of transportation. Either as a government kind of thing, or just a company with stores and factories. A little more innovative perhaps, but I’m not sure how it should play yet.
  • A factory/conveyor puzzle game, where you build or process some kind of product. Inspired by Manufactoria, among other things. Also not very innovative, but a good thing with puzzle games is you can make lots of levels for them, if the elements are good enough, and they tend to be fun.
  • Some sort of industrialization sim, where at a start there’s just a bunch of low tech farms, and then innovations makes things more effective, there becomes a surplus population, cities are formed, new industries are formed, and so on. Think it would be really interesting, but probably too large for an LD.

So just have to figure out which to do… so far I’ve just got my base code up and running.

Mini LD #19 Theme: Industry!

Posted by
Friday, June 11th, 2010 3:17 pm

The theme for Mini LD #19 is Industry.

You can pick your 48h slot starting anytime from now to 12h from now (or something like that — 48h anytime this weekend is the idea).

After the weekend is over, there will be one week of voting, where there will just be two categories, Gameplay (meaning innovation, fun etc of the game idea/mechanic) and Presentation (meaning quality graphics, sounds, UI polish etc).

When you are done, and if you want to be in the voting (and you feel it would be fair), submit your entry using this form. If you still have done something but are not up for the voting, please post a regular post with what you’ve done.

The rules are available in an earlier post, but in short it’s very much like a regular LD 48h.

Good luck and have fun!

Update, June 14: Submissions will probably be closed and voting begin sometime during Monday evening, European time.

Update 2, June 14: Voting is now open.

MiniLD #19 Rules

Posted by
Saturday, June 5th, 2010 1:16 pm

As mentioned in Announcing MiniLD #19, MiniLD #19 will take place the second weekend in June, more specifically June 12 to 13. It will be fairly traditional.

The theme will be posted at 00:00 UTC on June 12. For reference, this is 09:00 JST, 02:00 CEST (Saturday), or 20:00 EDT, 17:00 PDT (Friday). This time should be at the latest, I might possibly post it before I go to sleep on Friday, in which case it will be a couple of hours earlier. There’s no specific end time, but you are expected to pick a 48h slot during the weekend.

The rules will be like an ordinary LD 48h, only a little bit more relaxed. You don’t need to post base code, or submit the source (though it’s encouraged). You should still make all the assets (excluding fonts) and write the game code during the compo. If you are unfamiliar with the usual LD 48h rules, I suggest you take a look at the LD wiki and read under the Ludum Dare #16 heading.

I’ll see if we can get some simplified voting, with just one or two categories, running for a week or so.

Of course, if you don’t like the rules or the theme, you are still very much welcome to hang around here and in #ludumdare and do your own thing. But if we end up having voting, you might not be eligible for it, not that that should stop you.

Update, June 12: The theme has been posted and it’s on!

Announcing MiniLD #19

Posted by
Saturday, May 29th, 2010 3:09 pm

MiniLD #19 will take place the second weekend in June, more specifically June 12 to 13.

I’m planning to post the rules the next weekend (technically, the MiniLD rules says to post them by the 1st, but well, the first rule modification is that I’ll post them around the 5th).

Update, June 5: MiniLD #19 Rules have been posted.

Island Generator

Posted by
Saturday, April 24th, 2010 5:37 am

So far, I’ve not really done anything other than some texture maps and an island generator:


In all honesty, the base of the heightmap (the noise cloud generation) is almost identical to the one I wrote for The Hat Swarm Attack on Dance Islands. But on top of that, there’s some erosion code and texture maps. Also, there’s mesh creation, but you don’t see that above.

I don’t really yet know what game to make of it though. I have some ideas…

Cave Ninja – Tiny Bugfix Version

Posted by
Wednesday, September 16th, 2009 1:21 pm

I’ve released a post compo version of Cave Ninja. Nothing exciting, it just fixes two bugs:
1. Win check for last level corrected.
2. Divide by zero error fixed that occurred for certain OpenGL implementations.

To be honest, for most people there’s no reason to update. But for those that got the divide by zero (might also seem like it just shutdown at once), it might be worth it.

Windows binary (should run fine in Wine).

Cave Ninja – Post Mortem and Stuff

Posted by
Saturday, September 5th, 2009 12:31 pm

The Good

Fun tech. Not only does some tech idea stuff you want to try out make it fun to actually program the entry, it can also makes the entry interesting. Or so I hope it did. There was two things I tried out: Destructible landscape rendered with marching squares and some sort of fluid simulation.

I’ve wanted to try out destructible terrain with marching squares for some time. Mostly when thinking about doing Blastup 3, though I’m probably more for doing pixel perfect (with alpha) stuff. But still, wanted to try this approach out. It worked pretty OK, though it requires more work to be anyway close perfect. As a note, the collisions just uses bilinear filtering of the nearby grid points and checks it against the threshold, so the marching square output is just for rendering here (which really simplified things).

The fluid simulation pretty much just happened. I had a world which was a grid of values of 0 to 1. There’s a lot you can do with that. I’ve thought about similar things for earlier LDs, for the theme flood, but that theme never won. Basically, it’s like those old water simulations where each pixel is a water particle, and it can either go down or to the sides if there’s room. I just had float values instead, so the whole of it didn’t have to move. Then marching squares on top. Anyway, the lava seems to be what people liked the most, so I’m glad I did it.

The actual game idea. With the destructible terrain etc, I sort of wanted a game in between Worms/Liero and Lemmings. Which I think is what I got. It’s lacking things though (see below). Overall, I think it’s a good game idea.

Once again used the D programming language, which was good and makes most things easy (except in one place where a thing I did in a loop became very slow, which cost me some time). Also used OpenGL, GLFW and Fmod. Stuff that works pretty well and that I’m used to.

The Bad

Time, time. Lack of time. Or too ambitious project, perhaps. I spent 4 hours away from the compo helping some people to move, but I’m not sure those 4 hours would have made a lot of difference. The time issue had most impact on the level design, I feel.

The level design started out sort of OK. I wanted to introduce every new element by itself in a single level, then start combining them and creating puzzles.

Well, to start with, not all elements that I wanted to introduce got introduced. There was only one weapon, there was only one enemy type. I had planned for more there. And I had planned some cool movement tools, like a jetpack (and if I really had had some extra time, a ninja rope).

Anyway, as it were, I did get the elements that existed introduced in the way I wanted (though some levels was a bit too long, making them annoying). But then suddenly I didn’t have time to introduce more elements, yet I didn’t have enough materials or ideas to make good puzzles. So that first lead to a platform/jump level.

Then there was the last level. It got too hard. A little too busy. Even its name gives it away, it was named: A little bit of everything. Basically it had become apparent that it would be the last I had time to do, so wanted it real, if you know what I mean. Nothing tutorially. As a base there was a single good puzzle. But after making it, there was lots of room left, so got another semi-puzzle, some jumping, some digging, and some kill things. Too much. But maybe it suited as being the last level. I can tell you, even I have had trouble completing it sometimes.

That’s not the only bad thing with the last level though. The last level’s win condition check is bugged. So you only actually need to reach the star to win. I realized this bug existed after having gone to bed after just submitting my entry. So I got up, “fixed” it, and re-uploaded (it was within the deadline, don’t worry). Only the next day I realized the check was still bugged. I had added the correct check, but I had also left in a call to the base class update function, which just checked the star. So that was a waste of time.

Graphics. They turned out rather bland and boring. And dark. Noticed today that even just making the game 50% brighter helped a lot. But I’m not good at creating good textures or animate stuff, so perhaps it’s OK given the time available.

The Other

Sounds. It’s thanks to sfxr that I got any sounds at all. All in all, it might have taken 15 minutes to get all the sounds in. It was a great improvement over no sounds, but beyond that it was lacking. In addition, it seems that the sounds cut out for quite a few people — I have no idea why.

Heads up

I really recommend maximize the window to get a look at the whole level (if your screen is big enough). It’ll look bad that the level just cuts off if you have too large a screen, but even then it’s well worth it.

There’s a skip level cheat — it’s pressing F1 and F11 at the same time (as in most of me entries with levels).

I used a bit of base code and some utility code for rendering, fonts, and sound. Not really a library, just some random stuff (it’s what’s available in stdf in the source folder of the package). This is probably bending the rules a little, but I hope you guys are OK with it. Absolutely not game code.

Also, it’s not like I came up with marching squares during the compo. I’ve written a few application using it earlier, and actually adapted some old code. Writing it completely new might have cost me extra 15 minutes or so but it seemed pointless. The idea is really quite simple: For each square in the grid, start making a polygon. Check one corner, if it is within the threshold, make a point. Check this corner against the next corner — if one is out and one is in, find the point in between. Then do the same for the three other corners and edges. And that’s it.


There were probably some other things worth mentioning too, but none that I can remember now. Think I’ve responded to most stuff that I’ve got comments on as well. Overall, people seems to have liked the game, so I’m pretty happy. It’s been a good LD.

Cave Ninja – Hot Lava

Posted by
Sunday, August 30th, 2009 1:06 pm

Finally made a level that made use of the water simulation, only I changed it to be lava instead. Lava suits its purpose much better — as a force of doom. And also, the simulation acted more like something less liquid than water.


I’ve also added some quick sounds from sfxr. Now I need to go on with making levels, and if I have enough time, more enemy types and weapons. Got maybe 2-3 hours more before I need to sleep (with work tomorrow etc).

Cave Ninja – Particles

Posted by
Sunday, August 30th, 2009 11:24 am

Added scrolling, esc (pause) “menu”, damage, mission failure, and particles. I still need a lot of content before this is any good, and sound would add a lot.


Cave Ninja – Dwarf Pirates

Posted by
Sunday, August 30th, 2009 7:59 am

Now there’s enemies (at least superficially so), and they’re Dwarf Pirates. Dwarf Pirates often dwell in caves, and are the only real natural enemy of the Cave Ninjas.


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