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Elevator staff simulator 1932 v1.0.1

Posted by
Monday, December 12th, 2016 1:39 pm

That’s it. I’ve take this as far as other practical obligations allow me. This was originally intended for the compo, but the original ending was so bleak that I contemplated not submitting it. After sleeping on it I decided to add an alternate ending and make it a jam entry instead.

This is probably my strangest LD-entry so far. I await your reactions with a mixed sense of curiosity and dread. Who, Me?


(The image above  is a link to the entry page)

No, this is not the time to rush for the comp.

Posted by
Sunday, December 11th, 2016 3:29 pm

Ok. This is enough for today.



I had originally intended this to be for the compo, but I’ll give it one more pass tomorrow and submit it to the jam.

The pacing needs to be polished better, most plot threads (if you can call them that) are currently left dangling, and a throughout spell check is still to be had and.. lawd jezus dat css color scheme! Cry

The game got a lot darker than I thought it would be (in an odd sort of Coen brothers-way). There are some things I want to sleep on before considering this one done.

A tale of elevators and presumptuous young men

Posted by
Sunday, December 11th, 2016 10:49 am

As usual I’m overwhelmed by how hard Literary writings actually is. About half of the (very short) story is now in place. Luckily I’ve found a workaround in my “borrowed” UI that makes it more usable, so thinks will turn out ok even if I do not have the time to replace it.

(Warning: Game may, but is nor guaranteed to, contain some really cheesy jokes)

Posted by
Saturday, December 10th, 2016 12:24 pm

I have a disputably working elevator going, with the notable bug that it will silently break if  you travel beyond the available floors.  Roll Eyes

I’m in on the one room

Posted by
Saturday, December 10th, 2016 4:59 am

I’m in.

Actually really digging the theme this time. One text adventure/social simulator coming up.

GLHF everyone!

I’m out.. and I’m actually enjoying it.

Posted by
Sunday, August 28th, 2016 7:44 am

It just occurred to me that I never posted  an “I’m in” for this LD. So it’s debatable if I was ever actually “in” this time.

Some things have gone very well, like writing in a more functional/immutable style. In fact I’m so pleased with the achitecture parts that I’m considering doing the next LD in elm or clojurescript. I am however quite definitely out this time. Having spent most of yesterday struggling with various technical difficulties, mainly with the build tools that would not update their results to the browser properly, I have decided to take the rest of LD36 from the side line.

This is how “far” I got. I’ll leave it here, but won’t submit it.
http://www.superattack.se/games/ld-36/latest/

Stepping of the playing field I felt a bitter at first. But now it’s actually feeling kind of great. I have the time to see what everyone else is doing and possibly play a lot of cool stuff. So Keep Those Games Coming!

Oh, and as a final note..

brute-force-edisson-style

Cheers,
J

Victorious!

Posted by
Sunday, April 17th, 2016 11:15 am

Finally at the point where the game is can be won or lost. Phew..

Victorious 2016-04-17 kl. 17.30.28

Snooping is encouraged:
http://www.superattack.se/games/ld-35/latest/game.html
(it gives me some performance benchmarks. Load time optimizations have not been done yet)

Reading the LD-blog, it’s hard not to be humbled by the vast amount of talent, effort and creativity.

Keep it up everyone. We have almost 9 more hours !

Shifty bird!

Posted by
Saturday, April 16th, 2016 1:01 pm

I’m 12 pomorodos and collision detection works (it just does not do anything yet). However, my neck and thinky-thinky-parts both insist  that I should not be coding any more today, so I guess it’s art time.

Birdie Shapeshift 2016-04-16 kl. 19.51.13

(Snoopers can try it the fruits today’s labour here)

The decline in tomato prices

Posted by
Saturday, April 16th, 2016 7:53 am

I started out by estimating the task I would have to do to get to some sort of minimal viable something. The task (having a playable character) was estimated to 2 pomodoros, but has so taken 7. This is going to be tight if my remaining estimates are relatively correct (it. they are correct relative to each other, but not in absolute time).

SImplest main character 2016-04-16 kl. 14.41.27

(Click image to “play”)

Going into this Ludum Dare with mostly unfamiliar js-libs and build tools has so far proven not to be the brightest of ideas. 😉

 

I’m in!

Posted by
Saturday, April 16th, 2016 2:53 am

This will be my second Ludum dare.

I will be using the flowing libs:

  • pixi.js
  • howler.js
  • ractive.js
  • gobble.js
  • mocha.js/chai.js

For graphics editing I intend to use Pixelmator and for sound editing I intend to panic because I have no idea what to use.

A game-like thing will appear somewhere around here as soon as possible.

 

Fjuffy teh microspective

Posted by
Saturday, May 2nd, 2015 8:48 am

I don’t like the word “Post mortem”. It indirectly implies that something is dead on delivery. A game comes alive first when it is played. That said, here are a few key observations from creating Fjuffy teh kloud so that others can learn from my experience.

The silence is falling
Audio programming in general has always been my blind spot. The DIY compo rule makes I even trickier because sites like Open game art can not be used. The fact that there is no audio feedback at all makes time spent with Flyffy dry and stiff. Just a few “pings” and “swishes” would have made a lot of difference. I will have to put some extra effort into this part skill set before the  LD33.

Pomodoro? More like Pomodorocks!
The “Pomodoro technique” is a way of keeping focused. The rules are simple: Divide work into smaller task and work on one task at in intervals of 25 minutes (aka a “pomodoro”) with 5 minute breaks between them. Take a longer break after 4 pomorodos. Count your pomodoros. That is all.

Using this technique not only helped me keep focus. Counting the pomodoros also alerted me when something was taking to much time and this helped me re-plan when needed. This is something I will do again on LD 33 and I do recommend everyone who wants to be more efficient to try it.

Plan A and B
As the genius DevOps Borat puts it :

“Make of sure you have strong plan C. Plan A and B are never work.”

My original Plan A was to make an non-geometric game. By non-geometrical I’m referring to games that do not value positions, collisions, updates per second etc. Examples would be text-adventures, VN:s, some simulators and RPG:s. I was prepared fr this! But the first (and only) good  idea I came up was an action game, plan A failed.

Plan B was to make a game about encircling particles. You would fly around as a little cloud and make rings and other cool shapes. Unfortunately I have not dabbled with vector mathematics in over a year so having to quickly reboot those brain parts was not easy. Detecting what is inside a (possibly concave) shape is a hard problem. With only very basic vector code to reuse it was hard enough to just detect two lines intersecting.  This is why fluffy cleans the air near the jet stream intersection, not inside the loop. I think it works sort of well, even it it was not my original intent.

Minimal playable product
The day after LD was a regular 8:30-17 work day for me, so staying up coding untill the last minute was never an option. I did manage to cram stuff like a score and a “game over” screen in my very last pomodoros, making it an actual game (and not just unchallanging interactive art). I should probably have done this part sooner in the development process.

Firsts times a Charmander?
This was my first LD and my third Game Jam ever. I usually miss events like these and it always annoys me. Actually participating on the other hand was really a lot of fun! The time limit makes you scope down, and that means you finish your game. It got me fired up! I had ideas! I had to implement them all!

If you never been in LD before and you’re reading thing thinning “darn it, I missed it again.. oh.. well.. I might not have enjoyed it anyway.. Q-Q” then take this as my final advice for this time: The next Ludum Dare is in AUGUST, burn this into your MIND and CALENDAR.

Done!

Posted by
Sunday, April 19th, 2015 2:17 pm

After over 25 pomodoros the little game is finally finished (or at least playable ^.^;;).

I hope the mechanics make sense because there was not time to make a tutorial.

submission-screenshot

(For a first Ludum Dare I thing this went pretty well. Now to see what everyone else has done. :D)

W00t! Yellow circles!

Posted by
Sunday, April 19th, 2015 7:35 am

8 pomodoros into the second day and I’ve finally gotten the main control mechanic in place.

day-2-pomodoro-8-basic-mechanic

Finishing in time is still possible, but it will not be very polished.

First post, first day.

Posted by
Saturday, April 18th, 2015 1:38 pm

After 9+  pomodoros there is now a hero that is a cloud and a threat that is global warming gasses. The next logical step tomorrow is to actually equip the hero with that unconventional weapon.

day-1-pomodoro-9-varied-size

(My brain wants me to do more, but my neck and back tells me it’s time so stop for today)

I’m in and it’s bigger on the inside!?

Posted by
Friday, April 17th, 2015 1:49 pm

First time on LD.

For the code I’ll be using  a very conventional HTML5/JS/CSS tool-chain.

Art/Graphics: There may actually be be some of those.

Music/Sounds: We’ll have none of that, thank you.

The over here looks like it’s going to be horrible this weekend. This is a big plus. 😀

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