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    About jph


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    Monsters hiding in the shadows,. .

    Posted by
    Sunday, August 30th, 2009 7:16 am
    Last night's dinner,. tasty noodles!

    Last night's dinner,. tasty noodles!

    din’t get back to work last night,. beer and distractions after dinner,.  .  :(

    But up early thismorning with jug of coffee,.

    work space morning shot,. .

    work space morning shot,. .

    ok,  I added some monsters,. they are only visible when lit by the players light source.  I like the way they can hide in the shadows of the cavern’s pillars, and other structures.  Right now they just stand there,. but AI is next and I will try to get them to use the shadows as cover,.. .


    as you can see I did some simple tile graphics too,. and a perlin noise based scaleing of the floor tiles creates a cool pattern effect.  I am almost to the point of having a ‘playable’  game, just a little more work and something basic should be working.

    better lighting,. still no game :(

    Posted by
    Saturday, August 29th, 2009 1:45 pm

    looks like I’m working on a lighting engine and not so much a game,. just yet.

    lighting is working!

    lighting is working!

    I hope to fix that after dinner.   Well at least this lighting is working,. the cavern walls light up when struck by the light source,. and fade a tad slower than imediately,. a good effect.  I also added scrolling of the whole map,.  however perhaps its a bit too jerky,. well, it will do for now.  I really should work on some gameplay,. . .  but i think i will make some noodles ;)  yumm,.

    rogue-ish dark cave w/light

    Posted by
    Saturday, August 29th, 2009 10:40 am

    so far very basic,. just a procedural-noise based cavern and a brute-force point light algo,. it runs fine here but it terribly unoptomized,.  I may try to get some recursive shadowcasting going,.   however for the sake of a timeline I should probly just move on to a bit of gameplay and see what develops.

    I am working in the ZGameEditor,. so it’s opengl for the graphics, once I get the game working I will then consider the visuals..,

    IDE shot,. .

    IDE shot,. .

    Hungry Derivatives Advancing Collapse :: LD14 :: by jph/2009

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

    Hungry Derivatives Advancing Collapse :: LD14 :: by jph/2009

    here is the title sceen in the ZGE editor,. .

    title screen in editor,. .

    Well that was fun!  My first LD!

    This game is not at all what I had in mind at the start,. but I tend to wander as new ideas come in,. . sotra’ cool, very odd.  What you think?


    (win xp/vist ver. 47kb)  osX and linux possible if wanted,. .

    I had some fun working with the Implicit mesh procedures to build the block head character,. something I have not used so much in the ZGE till now,. :)  I just was not able to get the sort of collision reactions I indended working in this time line,. my lazy math/logic skills,. and without resorting to my normal method of asking my friends for help with math and logic,. so this is me solo., I will likely do a game that I did have in mind later with that help,. .

    This is a weird game!  I am not sure many people will enjoy it,. but give ‘er a go and let me know your thoughts,. I do enjoy feedback.  there is a simple score and it is currently a player vs environment with no bad guys as I had inended,. but 48 hours is not that much time and it was only the time in that window I could actualy use working on it so much less ,. . I’m sure that is true for most here.  so the level just gets less dense and you will eventually miss a jump and fall,.  .  so get as much shiny befor that as you can.


    Posted by
    Sunday, April 19th, 2009 5:51 am

    I didn’t get much done last night,. I work best in the morning.  must be the coffee!

    the wall and the worm?

    You can see the “wall” collapsing in the back,. and the loosely defined pac-“worm”, that is the player, runs toward the screen in an attempt to escape it,. . Here the Advancing Wall is an Advancing Collapse of Doom.  This is going to be a bit rought, but something will be done.  I’m going to add some good/bad objects to play with on the wall, and then synth some sounds and music,. .  this all depends on how much time I get to work today,. . fingers crossed.

    Don’t forget to eat,. . mind needs nurishment.

    Posted by
    Saturday, April 18th, 2009 11:51 am

    noodles,. and cows

    Spinich Rice Noodles, and last nights grilled cow leftovers,. poured the soup over the top,. pho mooooo!

    My cube is now a toothy pacman-esque ‘character’  but he still has some funky awkward movements and no objects to interact with, except the blocks he hops around on,. .  thinking of forcing him to stay grid alighned so a total rewrite of the current conroles,. . perhaps I take a brake first and go outside!

    in the ZGE editor

    Something started in ZGE,. . not too sure yet,. .

    Posted by
    Saturday, April 18th, 2009 9:47 am

    I started hacking around in Z Game Editor to see if I can get anything happening that I like,. .

    So far I got some cube jumping around on a wall of blocks,. mostly working out the collitions handeling and looking for a fun mechanic for movements,. first game idea was just to shoot at an advancing wall,. but I will see how it developes,. .


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