About | Rules and Guide | Sign In/Create Account | Write a Post
Construction1990’s Internet Montage? No!
Please excuse the site weirdness. Mike is fixing and making things.
Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 8 days, 11 hours, 29 minutes, 40 seconds
  • October Ends: in 9 days, 11 hours, 41 minutes, 40 seconds
  • Ludum Dare 31 begins: in 44 days, 12 hours, 29 minutes, 40 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]


    About LegacyCrono (twitter: @legacycrono)

    I'm Leonardo Millan aka LegacyCrono, Brazilian developer!
    Twitter: @legacycrono
    E-mail: [email protected]
    Website: http://leonmillan.com/

    Entries

     
    Ludum Dare 29
     
    Ludum Dare 27
     
    Ludum Dare 24
     
    Ludum Dare 23
     
    MiniLD 32
     
    Ludum Dare 21
     
    MiniLD #28
     
    Ludum Dare 20
     
    MiniLD 25
     
    MiniLD 24
     
    Ludum Dare 19

    LegacyCrono's Trophies

    Bullet Hell Bullet
    Awarded by Dark Acre Jack
    on May 4, 2011
    Conservative Award of the 18th Cetury's East India Dial-up Company
    Awarded by Sos
    on December 19, 2010
    Bad Person
    Awarded by Flyboy
    on December 19, 2010

    LegacyCrono's Archive

    Extreme Fishing now for Android!

    Posted by (twitter: @legacycrono)
    Sunday, March 9th, 2014 9:00 am

    Get it on Google Play

    Extreme Fishing is now released for Android on Google Play! This is my first game since I decided to go full indie in January. Extreme Fishing was originally created for Mini Ludum Dare #24 by me and João Zanini. This new version for Android has new content, better gameplay, improved controls for mobile and Google Play integration. Challenge your friends on the leaderboards and conquer the achievements! It’s also free, so download it right now for your Android smartphones!

    The updated version for Android

    The original MiniLD#24 version

    Ludum Dare 27 Results

    Posted by (twitter: @legacycrono)
    Monday, September 16th, 2013 7:25 pm

    Here we go guys! Looks like there’s a lot you can do with 10 seconds – 2213 games in fact!… Hmm? Wait, you mean those weren’t made in 10 seconds? Well it is still impressive! Okay, I’m not taking a second more of your time… TO THE RESULTS!
    (more…)

    I AM TIME BOMB running on HTML5, OUYA

    Posted by (twitter: @legacycrono)
    Friday, August 30th, 2013 9:37 am

    Now that the dust has settled, I turned myself to porting my LD27 entry “I AM TIME BOMB” to new platforms.

    First of all, I made a HTML5 port (you can check it out on the entry page). This was surprisingly easy thanks to GM: Studio’s GM8.1 import functionality and HTML5 compiler. So, if you want, now you can try it right now, in your browser! I recommend using Google Chrome, it doesn’t work well with other browsers. Still, it also seems that it doesn’t support all gamepads (damn you, Chrome!), so you might need to use JoyToKey. Or just download the Windows version, that works with all kinds of joysticks!

    I’m also trying to port it to OUYA! This should make playing it with your friends a much better and easier experience. It’s not perfectly playable yet, but it’s close. I’m not releasing it yet, but if you want to try it out anyway contact me! You can see the current status on the video below:

    If you haven’t yet, check it out and have a blast!

    I AM TIME BOMB, an explosive postmortem

    Posted by (twitter: @legacycrono)
    Monday, August 26th, 2013 6:30 am

    So here it is, folks! I AM TIME BOMB is my LD27 entry. There are many like it, but this one is mine.

    I AM TIME BOMB is a multiplayer game. Doesn’t mean you can’t enjoy it alone! It’s a fast, high-octane arcade game about explosions and the hurried panic of exploding in ten seconds. You are Time Bomb, and you’re going to explode. But hey, if you’re going out with a boom, you might as well make it last. So spread explosives through the room in such way that, when you explode, it’ll set up a chain reaction. Compete with up to three friends of yours and see who’ll become the best fireworks. Simple!

    RIGHT THINGS I DID

    • IT’S SIMPLE: I KISSed to the core, from the beginning. It’s simple, and it’s stupid. This prevented me from going overboard. Simple colors, simple shapes. This was by far my best decision, because it let me do a lot of crazy stuff and left me with spare time before the compo time ran out!
    • GOAL: Right when I started I had a clear goal in mind. My objective was making a multiplayer game. I went with that and, although the gameplay didn’t work very well after all, I succeeded in my goal. So even if it’s not the hottest piece around, I’m still happy that I succeeded!
    • THEME: I stopped worrying and learnt to love the theme. I believe most people saw the theme as a restriction, a constraint (I know I did, at first). But after thinking outside of the box I came up with a bunch of crazy ideas for it.
    • TOOLS: I sticked with what I knew. Game Maker 8 never disappoints me. For music and sound effects, my faithful and dandy FLStudio did the job.
    • WORK WITH FRIENDS: I gathered with some friends to participate in this Ludum Dare. Each of us made a separate game, but just being together helped on focusing and having an immediate feedback on our progress.

    WRONG THINGS I DID

    • GAMEPLAY: I wasn’t sure how the game would be played until it was very late. Unfortunately, the way it ended up isn’t very interesting, as it involves too much randomness. I didn’t have enough time to change the gameplay, but I have ideas for an eventual post-compo version.
    • TOOLS: I started using GM: Studio instead of GM8, because I wanted to release it in several platforms to make it accessible to everyone. That wasn’t a good idea because GM: Studio has problems even in its primary platform. I rolled back to GM8 soon enough though, so it wasn’t a big impact.
    • MULTIPLAYER: This being a multiplayer game has its problems. First of all I never really tapped designing multiplayer gameplay before, I’m more experienced with single player games, so this was quite challenging for me. It’s unfortunate that most people will probably not even try because it doesn’t have a singleplayer mode. Plus, because it’s multiplayer, it was difficult to test it as well. Certainly not a very good choice for a LD game :P

    So there you have it. Try it now, and let me know how it goes for you. I can’t wait to receive your feedback :D

    Have a blast!

    Mini Ludum Dare #42 Announcement

    Posted by (twitter: @legacycrono)
    Saturday, May 18th, 2013 9:30 pm

    MiniLD42

    [ View Entries ]

    (more…)

    A Winner is You, Pigrashounen and John is Back

    Posted by (twitter: @legacycrono)
    Tuesday, February 28th, 2012 3:26 pm

    MiniLD #32 is over for me. Although I did not made the number of games I expected to make (mostly because I procrastinated a lot this weekend – as usual), I am satisfied with the result. The first part of my completely devious game-developing adventure was to create a pack of 50 or so games, with a very retro aesthetic. And as it turned out, 50 games was a bit out of hand after putting my procrastination time on the equation, so I felt comfortable reducing the goal to a puny number of 12 games. This pack of games was titled Super Advanced Hyperst-uh… err it’s the title you see above. Also known as 12-in-1 LC Collection.

    After creating those 12 little games, I decided to make something more complex. My first thought was to create a randomly-generated RPG final boss battle thing. I went as far as to create randomly named characters with randomly generated status, and a menu. And it was actually looking pretty good to be honest. Of course, the random name generator was a bit crazy, generating things like Gridobrezhiu, Equicrocro, Pigrashounen, Her and other bizarre things. Aside from that, works quite nicely.

    Utekyasos is a perfectly common name... somewhere

    But once I got to code the enemy, I realized it would be way more complex and time-consuming than I thought. So instead I decided to go back and make a platformer instead. At first I had no clue what to create, so I just started drawing tiles, tying things together, coding collision and stuff. Then I had the idea to include a character from my previous game – Subject 0017 from Fate of Mankind, to be more specific. Then I had the idea to make it more or less like a sequel. And then… well, just play it. If you liked Fate, you’ll enjoy Tower of Mankind.

    Now with more crumbling towers and cheesy lighting effects

    Aaand weekend’s over, time to rest and enjoy some games! Anyway, I’m pretty happy with the results and had a lot of fun. You can check out both Tower of Mankind and the 12-in-1 LC Collection on my MiniLD #32 entry page.

    “Mindbane” Post Mortem

    Posted by (twitter: @legacycrono)
    Thursday, August 25th, 2011 9:27 am

    Mindbane was my entry for the 48 hour competition. If you haven’t, check it out and rate it here: PLAY MINDBANE!

    The development of this game was a mess, to say the least. To begin with, I had to work on the saturday, so actually I lost ten of the 48 hours doing absolutely nothing. Well, nothing is quite inaccurate, because I was trying to have ideas for the entry. But my brain at 4AM is barely working correctly, so I couldn’t think of anything.

    (more…)

    Tools for Timelapse Making

    Posted by (twitter: @legacycrono)
    Friday, August 19th, 2011 10:05 am

    So you are joining the Ludum Dare #21 and you feel like recording the step-by-step creation of your humble entry. But… how?

    Worry not, my gimmicky friend! The community has made available many tools for the painless production of said development video. The birth of your interactive offspring will forever be registered with the assistance of those timelapse tools:

     Windows and Linux

    Chronolapse

    Linux

    gLapse

    Other options:

    All ready once again!

    Posted by (twitter: @legacycrono)
    Friday, August 19th, 2011 6:00 am

    I’m prepared! Well, kinda, I’m still in need of energy drinks and ice cream. To the store!!

    And here’s my almighty operations room, where all cool stuff are created. It’s missing my MIDI controller… *sigh* Damn you, Customs.

    Of course it's the same of the last time, why would I change?!

    MiniLD #28 Results!

    Posted by (twitter: @legacycrono)
    Sunday, July 31st, 2011 5:01 pm

    UPDATE: Mini LD 28 is officially over! Congratulations to all the participants!

    See the resultsSee all submitted games

    Here comes MiniLD #28!

    Posted by (twitter: @legacycrono)
    Friday, July 22nd, 2011 3:56 am

    Get ready, LDers! July’s MiniLD  is approaching!

    I hope you guys aren’t tired from McFunkypants‘ awesome MiniLD #27. It was a really astonishing edition: there was thirty great entries! That was impressive. Congratulations to all of you, and special thanks for McFunkypants, who did a splending job organizing it! *thumbs up*

    Well, the Ludum Dare #21 is coming next month, so I’ll give you guys a relaxing time to tune your programming skills and exercise your game design. The Mini LD #28 will officially start on Friday, July 30th at midnight GMT (that’s July 29th 7:00 PM EST). But to make sure everyone can join the fun and got enough time to work on your submissions, I’ll reveal the theme on July 23rd, also at midnight GMT. You can start once the theme is revealed if you want to, no pressure. Just have fun!

    If you’re a newcomer and isn’t sure how to get started, try visiting the Tools page to get ready, and read the Sol’s LD Survival Guide. Also,  come chat with us on the #ludumdare IRC. Feel free to ask there for help if you’re confused.

    As always, everyone is welcome to join! All platforms, programming languages and engines are accepted. You’re highly encouraged to share your source code, but this isn’t a requirement. I won’t be picky about assets either, as long as you have the rights to use it.

    See you there!

    Finished [in]Sanity!

    Posted by (twitter: @legacycrono)
    Sunday, June 26th, 2011 12:52 pm

    [in]Sanity is finished, and you can see it here: Play!

    Well, we had to cut most of the game because our artist had to leave early, but it’s still playable and have multiple endings (most of them are death…).

    We’re [in]sane!

    Posted by (twitter: @legacycrono)
    Saturday, June 25th, 2011 6:50 am

    Our team this time is me, @harielz and @link_san. We’re using AS3 with FlashPunk. Yesterday we started working on the dialogue system, which is mostly done now. Audio is also almost complete, so we just need to work on the conversation trees and the art. (more…)

    First Playable Version

    Posted by (twitter: @legacycrono)
    Sunday, May 1st, 2011 1:57 am

    Oh damn, I think I should have made something easier. There’s still too much to do and not enough time.

    But here’s a playable alpha. Hopefully this’ll be a complete game later.

    http://leonmillan.com/innocence/

    Controls: Arrow keys and Z key.


    All posts, images, and comments are owned by their creators.

    [cache: storing page]