About Linus123xbb


MiniLD #72
Ludum Dare 37
MiniLD 70
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
MiniLD #59
Ludum Dare 32
Ludum Dare 30

Linus123xbb's Trophies

Linus123xbb's Archive

Timelapse of me creating the game Sam’s room

Posted by
Wednesday, December 21st, 2016 7:10 am

Hi, I just uploaded the timelapse of me creating the game for the 72-hour game jam. As I explain in the game description I had very limited time to work on the game with a lot of distractions but still I managed to actually publish it in the end which I am happy for.

If you haven’t played my game already try it here!

Have a nice day!

Ready to play your games!

Posted by
Sunday, December 18th, 2016 4:58 pm

Hello ludumdarlings, I have been sick the last week after barely managing to complete this ludum dare. I guess I pushed myself hard to get the game done despite having so little time last weekend. I didn’t make it to the compo which was unfortunate but I still managed to make it into the 72-hour version and I am happy that I did.

I made a small and simple puzzle game where the idea was that you’re stuck in the same room and everytime you manage to exit you come to the same room but some obstacle have been added to prevent you from leaving. Here is a screenshot of the game:


If you want to check it out for yourself you can find it here.


Now that I am well again I hope to be able to try some of your awesome games, but at the same time a new expansion for my favourite game just came out (Age of Empires II: Rise of the Rajas) so I also want to try that. Anyway good luck with future games and thanks for reading my post, have a nice day! :)

first progress update – doors are opening

Posted by
Saturday, December 10th, 2016 6:32 pm

I’ve been busy for several hours today so I haven’t been able to work for too long on this. I have an idea that you begin in a room and you walk out of the door but you come back to the same room but something has changed (e.g some new obstacle has been added blocking your path to freedom). So far I have *almost* got a working door, haha.

Hexagon Dynamics

Posted by
Sunday, October 2nd, 2016 3:57 pm

GAMEJOLT >> http://gamejolt.com/games/hexagon-dynamics/194459

MINILD70 >> http://ludumdare.com/compo/minild-70/?action=preview&uid=28046

Some images showcasing a cool mechanic

View post on imgur.com

View post on imgur.com

A simple game that I made with html5 using canvas, I challenge you to beat the AI :p

My awesome post-mortem

Posted by
Tuesday, September 6th, 2016 6:31 am

Hi ludumdarlings, I’m kinda late out writing a post-mortem about my game but here it goes. I had a great time participating in ludum dare as usual and it was very enjoyable for me. I completed a game even though I did not get to include all the features I intended to include.

Thanks for all the amazing feedback I have received on my game, it has certainly been useful to me and is something I will bring with me next time around.

Check out my game here if you like or take a look at the timelapse where I create the game. Oh and I found my game in the very bottom of this cool mosaic art for LD36:


Anyway so back to the actual game. I did come up with a weird idea right away for the theme “Ancient Technologies”, I can’t recall now what it was exactly but I quickly threw it away because I realized how it wouldn’t really make for a very good game. So, after an hour or so of planning I came up with the idea to “Reinvent the wheel” (hence the name of my game). Yeah I know, the name of the game isn’t very creative but I find that to be one of the hardest things during ludum dare!

Here is a picture of my game (the graphics aren’t the best):

Below is a detailed explanation on how stuff works in the game and also what I could improve with the game and what I was happy with.

I wanted to explore what I could (and couldn’t) do with the unity3d engine. I wanted to do a game which was very procedural and also had a high replay value if possible. So I needed a way to procedurally generate 3d meshes in unity from user input. The first thing I realized was that I would have to abstract the shapes that people draw, because otherwise it would be a big performance bottleneck for the physics engine to use non-convex shapes. Atleast this was my intentions in the beginning, later on I realized I wouldn’t be able to use normal mesh colliders for the wheels because the unity3d physics engine is not exclusively designed for car games. I needed to use the wheel colliders, which only allow for circlular shapes. What I did instead is to calculate the radius of the userdrawn wheels and use that for the wheel colliders. This way you needed to draw wheels that were approximently the same radius or otherwise it will be difficult to steer.

I learned a lot about how 3d meshes work during this ludum dare. How the vertecies and triangles should be connected etc. I used a quick hull algorithm which I looked up the psuedo code here.

This is basically the result before and after (the dots represent the vertecies the user has drawn with the mouse):


After performing a quick hull we see which vertecies will be connected (we remove the other ones):


So after having the vertecies calculated, I needed to create a polygon flat mesh from this. To do this I used something called Delaunay Triangulation. I used this implementation as reference. After applying this algorithm you will have a list of triangles connecting the vertecies (below is a simplification):


But 2d flat meshes doesn’t make for very good wheels, do they? So the next operation is to extrude the 2d mesh into a 3d mesh with depth. To do this we just have to duplicate the vertecies of the 2d face and just increase the z value. Then we take the outer edges of the triangles and connect the edges with two adjacent triangles making a rectangle:


If you are interested you can read more about the specific method to do this here. Since we already have the vertecies making up the 2d face, we can just take those and we have our outer edges that we need.

So, this is essentially how the procedural wheel mesh generation works. Now, for the procedural terrain and road I use much of the same principles. It was very easy to generate the procedural infinite road. I just add two triangles connected to two new vertecies with random x values and increasing z. It is like having a block with a fixed length that we add to the end of the road. Since I was running out of time I needed a quick implementation of procedural terrain generation. I used this implementation which uses a PerlinNoise image as a heightmap for the terrain and generates chunks based on the player position. Here is a link to much more information about this specific implementation and a detailed explanation.

For the web build of my game, it wasn’t as easy to generate procedural terrain. Because I was running out of time and needed to port it to the web I quickly found a implementation on how to generate infinite flat terrain. It works good enough for the web build anyway.

I used blender for my very rough 3d models which weren’t the best looking but I needed something quick. I took a picture of my brother and mapped the photo to the 3d model and I had my game character. The sound effects weren’t the most entusiatic but they work. For music I used an autotracker to generate 10 sound tracks that I could include in my game. My initial plan was to generate a MIDI music track at runtime, but I prioritized other more important stuff over procedural music generation. That would have been very cool however, and I wish to do something like this some other ludum dare.

For the textures I used in my game I needed them to be tilable so I found a very cool python script to do this. It basically swaps the corners and uses a blur to merge the corners to create a relatively seamless texture (it works better for less detailed images).

Finally for the scoreboard. Yikes, this part of the game was RUSHED!! I barely made time to add a scoreboard to the game, but it became a very important part of my game. If I had not added this, the replay value would be very small. It would become very boring quickly if you had no goal. I realize by adding some sort of positiong at the top of the screen or something like “x meters left to y” where y is the next highscore and x is the distance.

In conclusion, I spent too much time on the procedural mesh generation and did not get to include some important features that I would have liked to include. Thanks for reading, I hope you learnt something from it perhaps. Don’t forget to check out my game here!

Yey, I made a… thing…

Posted by
Sunday, April 17th, 2016 6:00 pm

Well, it’s something, haha.

Check out and play my game over here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=28046

Or why not watch the timelapse of me making it (yes, that’s a monkey..):


So yeah.. I added sound effects to my game…

Posted by
Sunday, April 17th, 2016 2:00 pm

Who’s to blame?

Posted by
Sunday, April 17th, 2016 5:35 am

So, I went to sleep yesterday quite satisfied with my progress. However, today when I woke up ready to continue I noticed my “Player” script in Unity was completely gone. It wasn’t a huge set back as I could successfully rewrite the code but still how was it deleted..?

Ragdolls with monkey heads and squids, yup..

Posted by
Saturday, April 16th, 2016 6:15 pm

Too late to change idea now :p

I think I made a mistake…

Posted by
Saturday, April 16th, 2016 3:34 pm

Skärmklipp 2016-04-16 22.31.55

Well… It’s something!

Posted by
Saturday, April 16th, 2016 7:24 am


Click on the image to view.

We’re in!

Posted by
Friday, December 11th, 2015 5:43 pm

I’m in for my fourth LD, but this time I am accompanied by Cellmon95. This is my first time participating in a team (aka the Jam) and it is his first time participating in a LD event whatsoever. We’re hoping to make a game with SFML with C# bindings. The codebase on Github was coded by Cellmon95.

Good luck everybody, you’re awesome!


Pedestrian Slaughterer: Post Mortem

Posted by
Tuesday, August 25th, 2015 3:34 pm

My entry for the 48 hour compo Ludum Dare was Pedestrian Slaughterer, a game where you shall do your very best to slaughter as many pedestrians as you can because you’re a monster, however if you run out of bloodlust you lose! To your advantage you have a hovercraft to more easily slaughter more pedestrians quickly, however be aware if you hit something to hard you will fall off and lose!

What Went Well

  • Graphics: I am actually quite happy about the 3D models of my game. I really enjoyed working in blender, however I don’t have much experience with it and this was my very first 3D game that I actually completed. Which I am very happy about. The outline effect gave a cartoon-ish look, which I find very cool.
  • Using db4free.net: I had a suggestion to add a score board in my first game and I used that advice, luckily I have used this free database service before and it is really easy to setup, it is not very reliable but for something like Ludum Dare I don’t really care about consistency or security (let’s be honest, who’d actually care about creating a dedicated server for a small game like this?).
  • Ragdolls: I successfully added ragdolls to my game which is awesome, I mean they are probably the best thing ever.
  • The idea: The theme was probably the best one so far for me and I am really happy with the idea I came up with. I love ragdolls and I wanted to do a 3D game for a change instead of “another one of those 2D platformers”.
  • Sound effects: I had very little time left for music and SFX, so I just ended up doing some random sounds with my voice and audacity which I find added a lot to the style of the game.

What Did Not Go Well

  • Time Management: As usual I am not very good at prioritizing fundamental game components from small details making it hard to throw in everything I want to make a “decent” game. I’d like to get better at it, but I guess practice is one of the best ways.
  • Lose and win conditions: Originally I planned to just let the player try to kill as many pedestrians as they could and the only way to loose would be to crash into some house or mountain but I figured it could easily be exploited and people could just go really slow and practically avoid losing whatsoever.
  • Control issues: I had some complains from my friends that the hovercraft was hard to control, and the only excuse I have is that I didn’t have time to do any play testing really. I really wanted to implement drifting so that you could “drift” around houses and have much better control.

Thanks for reading my post and have a lovely day because you are awesome!

Dungeon Of Keys

Posted by
Thursday, June 4th, 2015 3:08 pm

Dungeon Of Keys is a dungeon crawler where your quest is to find three keys to unleash the bloodthirsty beast!

MiniLD #59 was my very first time participating (excluding the official ones) and I was really thrilled by the awesomeness of this theme so it really motivated me to submit something reassembling a game, and honestly I am quite happy how it turned out.

The actual concept of my game wasn’t all that innovative, however I really enjoyed experimenting with different procedural dungeon generator algorithms for my game and I found something which worked really well for my game. Please give some criticism about what you think of my game and also possible improvements, I’d really appreciate that!


Play and rate here ► http://ludumdare.com/compo/minild-59…

Tools used for this MiniLD:

  • Eclipse (Java)
  • Java Image Processing (http://www.jhlabs.com/ip/blurring.html)
  • SoundHelix
  • BFXR


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