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Compo deadline missed

Posted by
Monday, December 12th, 2016 2:51 am

Unfortunately I missed the deadline for the 48hour compo submission. Although progress has been pretty great, there just wasn’t enough game play to warrant releasing it. Instead, after work today I’m going to try and add some basic objectives which uses the current game mechanics and create a jam submission.

screenshot_day2

Very slow with the game mechanics

Posted by
Sunday, December 11th, 2016 1:36 pm

The first screenshot which looks as it should for the submission. Not all the game mechanics are working yet, and I will have again have to cut back on many things.

 

instructions

The two big things to be added before submission are our tank still doesn’t fire yet and end game conditions need checking. After that, its time to add the environment objects and particles. I would love to have a LD Compo where I can spend more than 20 minutes tacking sound in – but alas, I don’t think this will be the time.

Final stretch now :)

 

 

Tank Crew Commander XL: Day 1 Progress

Posted by
Sunday, December 11th, 2016 3:23 am

I decided to make a FTL-esque game where your characters occupy a single room, of a WW2 tank!

screen_shot_day1

You don’t directly control the tank (you are within the tank), but you assign your crew to man seats to provide function and/or repairs components. The functions are currently: drive, shoot, top-gunner and loader – and your men will also need ot repair the engine and hull.

Progress is:

  • Player tank AI (drives to vector) – right click
  • Tank turret operates independently of main body – left click target
  • Player tank components (fuel, engine, turret, rocket store)
  • Enemies with full collision, shooting and a basic AI
  • Menu ‘System’
  • Rendering

 

Today I need to really concentrate on providing the game-play within the room, and I am considering to zoom the camera right in.

Busy, busy, busy.

Good luck for day 2

Idea Sorted!

Posted by
Saturday, December 10th, 2016 12:38 am

Woke up a little late, but now have a manageable  theme planned: Tank Crew Commander: A Lá FTL.

 

Well that’s all I have so far :)

I’m in!

Posted by
Monday, December 5th, 2016 8:14 am

This will be my 5th Ludum Dare, but more excitingly for me, this will be the first LD without any guilty feelings of “I should be studying” as I just graduated. So now, minus any distraction from my kids, I should be looking at a nice couple of days of solid game dev :)

I’ll be using:

  • Java w/ Eclipse
  • LWJGL3 / OpenAL
  • Paint.net
  • Abundant Music (haven’t used this before, but looks simple enough).

In the past I created and tried to maintain a small library project on github with basic boiler plate code for LWJGL. The idea is to get started on the day much quicker, so I don’t need to do things like texture loading, sprite rendering and setting up shaders. The library isn’t complete and not particularly well coded, but if I get time this week I think I’ll try and add to it.  The project location is:

LDLibrary https://github.com/LintfordPickle/Java-LDLibraryGL

Very last minute decision to join

Posted by
Friday, August 26th, 2016 11:49 pm

Finally decided I’ll be taking a break from the university this weekend and joining in the fun.

For the first time I think I’m going to be using Unity so I can try and concentrate on ‘gameplay’ instead of game functionality which is where I usually spend the first day.

I’ve just woken up, and seen the theme which sounds pretty cool

Just getting Started

Posted by
Saturday, December 12th, 2015 6:45 am

The LD has been running already for a little over 9 hours, and I am only now getting started with the IDE and environment setup. I don’t feel too bad this time round though as I have already spent some time thinking out a project which I *think* is attainable!

You will be growing an army’s borders with supply lines, kind of like a tower defense, but also a little different.

Notes:

init_post

I’m In

Posted by
Monday, December 7th, 2015 1:08 pm

This will be my 4th LD. and this time Ieven took a day off work so I can join in with the Jam.
I’m hoping the extra day and a LD Library I’ve been  working on will help me to finish a game with slightly more polish than my last attempts.

Platform: Android
Language: Java
Libs: AndEngine / LDLibrary
Base Code: AndEngine sorts me out with a game loop, opengl and a scenegraph. My LDLibrary provides me with a game screen manager and XNA-like game flow
Graphics: Paint.NET
Sound: no idea

BushCraft TimeLapse

Posted by
Tuesday, December 9th, 2014 1:14 am

timelapse_cover

My  BushCraft time lapse for the 48hr Compo has finally finished uploading and processing and the link now nicely accompanying my entry page.  As this was a weekend of firsts (first submission, compo) so too is  this my first time-lapse video and in my opinion the result is well worth the minimal extra extra capturing the footage (the number of times I stopped and forgot to restart Chronolapse though).

[TimeLapse]

[View Entry]

Bush Craft : Survival

Posted by
Monday, December 8th, 2014 6:56 am

28918-shot0

I’m happy to say that I managed to submit my first Ludum Dare compo game late last night: Bush Craft!

I was a little thrown off with the theme in the beginning as it was simply not restrictive enough; and I had no idea what kind of game I should make.  It seemed to me the theme would be more meaningful if it was interpreted as ‘Entire Game on One Screen [… which usually would be on many]’.  So I decided to take the survival genre and reduce the massive expanses of land and vistas and get it all on the screen at once.

I used Java and AWT and made a very Notch-esque game (low-fidelity).  Unfortunately I spent a LOT of time in the first day trying to get alpha blending to work properly, which I couldn’t so I ditched it and just used color copying.  Then on the second day I was running so short of time I didn’t manage to create an music for the game.  Bxfr came to the rescue though and I was able to add basic sounds before submitting the game.  There were a few other features which I began but ultimately had to abandon due to lack of time.  The first was a retro style CRT post effect, then there was weather effects to mess up your temp reading some more (its current difficult to die from temp) and the last features were more things to do at night.  In the end I decide to speed the night up as you cannot see anything without lights.

I’ll spend a little time tonight fixing the help text (incorrect instructions) and I’ll upload the time-lapse to YouTube.

Despite the few minor setbacks, it was a fun event I hope to attend again next time,

Thanks and have fun playing.

[View Entry]

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