About littleball (twitter: @mrGale)


Ludum Dare 37
MiniLD #51
Ludum Dare 29
Ludum Dare 26
Ludum Dare 25
Ludum Dare 25 Warmup
Ludum Dare 24

littleball's Trophies

littleball's Archive

I’m in

Posted by (twitter: @mrGale)
Friday, April 25th, 2014 5:44 pm

Here goes…


I’ll be using HTML5 as usual, but this time I will be using Phaser rather than hand-coding everything.

I’m also using gulp to compile everything and run a local server for testing. The server I will using is called browserSync (which means I can test on any device / browser on my local network).

Good luck everyone!

Getting there…

Posted by (twitter: @mrGale)
Sunday, April 28th, 2013 5:08 am

I’ve been making good progress this morning.

Picture 5

The game is now playable, if a little rough round the edges. Here is my todo list:

  1. Add in explosion animations
  2. Allow options for changing players details / number of players
  3. Add new levels
  4. Sound
  5. AI ( if I have time )

I’ve uploaded a playable version here.

Progress report

Posted by (twitter: @mrGale)
Sunday, April 28th, 2013 2:21 am

Well it’s day too and things are moving. Yesterday I didn’t do as much as I had hoped (I wasted a while learning a new framework… should have done the warm-up!).

Picture 3

The game is now playable, if a little rough round the edges. Here is my todo list:

  1. I need to refine the click detection (with canvas it’s all manual).
  2. Swap out the numbers for little balls that animate
  3. Add in explosion animations
  4. Allow options for changing players
  5. Add new levesl
  6. Sound
  7. Add different boards / levels
  8. AI?
  9. Add an explanation of the rule

I’ve uploaded a playable version here.

The rules go a bit like this… each tile can hold a certain amount of balls. If you add more balls than the tile can hold, it will explode and one of each will land on the surrounding tiles (which you take control of). Remove the other players to win.

A bit late, but I’m in

Posted by (twitter: @mrGale)
Saturday, April 27th, 2013 1:22 am

Breakfast has been eaten, I have a big mug of tea and the decision has been made; I’m in!

I will be using standard web tech to produce my game. All my other games have been made using canvas to draw the graphics, but this time I’m tempted to use SVG. The only real reason is to get direct user interaction. I’m not sure how fast it will be, but with the theme being minimalist, that may not be such an issue.

MacVim will be my editor of choice, with BFXR and Garageband for audio.

To keep myself sane I will be streaming music from a great little radio service call earbits. I’m currently listening to the chiptune channel to get me in the mood!

Happy gaming all!

Post Mortem

Posted by (twitter: @mrGale)
Friday, December 21st, 2012 6:54 am

I had fun! This was the most important thing for me.

I used my own framework called ‘essence‘. It was good to have an excuse to use it. I’ve learned that I need to update a few bits to make it more user friendly and useful. The framework is far from finished, but it’s constantly being updated on github.

My focus for this will be creating a proper drawing library, as I had to write in sprite code especially for the weekend.

I also want to improve the audio module so that multiple instances of  sound clips can be played at the same time. If you listen out in my game you can only head one bullet sound at a time, even if two or three shots have been fired.

HTML5 and JavaScript are a great choice for Ludum Dare, because you can create code so quickly. It’s not without it’s pitfalls (supporting multiple browsers etc).

Lessons for the future:

The movement is tied to the frame-rate, so next time I would separate that out. It was running okay on my old machine, but when I uploaded the game and tested it on another machine, it ran so fast it was unbelievable! It’s the first time I’ve had to limit the frame-rate.

I would like to also include some touch / tilt controls so that you can play the game on mobiles. I’m looking into supporting FirefoxOS as the OS is written in standard HMTL.

The feedback so far has been great. I love the fact that the community is very supportive, and criticism is constructive.

I’m considering entering my game into <game_on>, the mozilla games competition. If anyone else has a browser based game that doesn’t require a plug-in you can too!

Just about done!

Posted by (twitter: @mrGale)
Sunday, December 16th, 2012 3:14 pm

That was way more intense than my first entry, but I think I’m done now.

You can play it online with here:littleball.co.uk/ludumdare/ld25/

It runs well on Chrome and Safari. Firefox runs a little slower, but works just fine.

The jouney so far…

Posted by (twitter: @mrGale)
Saturday, December 15th, 2012 1:04 pm

I’ve made good progress so far. My plan of attack today was to get the game working correctly, mission accomplished! It’s a good thing too, because I need to go out tonight. Who says you can’t fit Ludum dare into your life :)

Tomorrow I will get on with creating the graphics and adding sound.

My game is based on the two top themes. You are a Mayan, controlling a spaceship (yes that is what the giant pyramid buildings are ;P ), and it’s the “end of the world” [theme 1]. You task is to destroy as much as you can because “you are the villain” [theme 2].

Picture 4

Good luck to everyone, and if I can get a working game in a day, you still have time to complete yours.



I’m in… my spare room

Posted by (twitter: @mrGale)
Friday, December 14th, 2012 12:29 pm

So I’m all set up and ready to go

I’ve decided to make a time lapse this time around. I will be using my OS to take snap shots from the terminal.

I’ll be using Vim, Fireworks and CFXR. It should all be standard web stuff (HTML and JavasScript).

LD25 Setup

How do you create your time lapse?

Posted by (twitter: @mrGale)
Tuesday, December 11th, 2012 7:29 am

Well this is my second Ludum Dare, and I’m looking forward to it. I’m feeling a little more prepared this time,  mainly due to taking part in the warm-up weekend. Here is my warm-up entry. I enjoyed playing around with particles, and hope to get them into my entry.

I’m thinking of creating a time lapse this time around. Rather than installing any software, I’m planning on using a bash command to take screenshots. I will be following the ideas in this post. My question is how long to leave between frames? I’m thinking every minute, but what does everyone else do?

I will be using Vim and Fireworks for the creation of the files, and standard web languages (HTML, CSS, JavaScript).

All done

Posted by (twitter: @mrGale)
Sunday, August 26th, 2012 11:26 am

Just a final play through to do, but other than that it’s all complete. Time for some food…

I’m almost happy

Posted by (twitter: @mrGale)
Sunday, August 26th, 2012 4:10 am

Well the title screen is in place. I’ve fixed a few control bugs (most of them) and there is a final screen.

I just need to keep on adding levels now, and a sound track. Music will be the hardest part for me, any suggestions?

So far so good

Posted by (twitter: @mrGale)
Saturday, August 25th, 2012 11:47 am

After many hours work, I finally have something that’s playable. You’ll need to ‘evolve’ your character to beat the levels. Check it out littleball.co.uk/ludumdare/ld48/

( btw – the game isn’t supposed to be easy! )

I’m in…

Posted by (twitter: @mrGale)
Tuesday, August 21st, 2012 4:14 pm

I’m all set up and ready to go. My entry will be made using html5, css3 and javascript. I am not planning on using any libraries (unless I get stuck, and then I may use jQuery).

I’ve set up a boilerplate page, which has a blank canvas ready to go. I will update my entry over the weekend, which will be online here: littleball.co.uk/ludumdare/ld48

I can’t wait to get started and see what everyone else produces.

First LD…

Posted by (twitter: @mrGale)
Monday, August 20th, 2012 8:54 am

I’ll be using html5, css3 and javascript as my language. Using Vim, and Fireworks to create my files.

See you on the other side…

[cache: storing page]