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Oh my god, it's full of parentheses!
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on March 3, 2008

LunarCrisis's Archive

Cavern Greed Timelapse

Posted by
Monday, August 31st, 2009 12:09 am

1 shot every 15 seconds, encoded at 24fps. In HD!

Participation! and Library!

Posted by
Friday, August 28th, 2009 1:13 pm

So, I’ll be participating this weekend, and I’ll be using a new library/framework I’ve been working on during the summer called dokidoki. It’s a collection of lua modules which provide utilities useful for game development, and some native C modules which interface with glfw, opengl, portaudio, etc. The idea is that you have a binary which runs init.lua in the current directory, which implements the game.

Source code for the binary parts

Compiled version for linux x86 (includes the lua parts of dokidoki)

Some examples (copy them into the binary directory and rename any of them to init.lua):

The windows binary isn’t ready to release yet, but I’ll be working on that sometime this weekend (or more likely Monday).

Timelapse for Extinguish

Posted by
Tuesday, April 21st, 2009 8:53 pm

Assembled out of more than 10k JPEGs, totalling almost 2GB O_O.



Posted by
Sunday, April 19th, 2009 7:34 pm

You play on the side of the advancing wall of doom, which is trying to engulf all. The lousy civilization which is getting in you way has set up barriers, though, in an attempt to hinder the darkness! Your job is to destroy these defences so that the cloud can continue its conquest. (Edit: I posted a bit more info about the process at my blog)


Progress, End of Saturday

Posted by
Saturday, April 18th, 2009 9:36 pm

You play on the side of the advancing wall of doom, which is trying to engulf all. The lousy civilization’s set up barriers, though, which the cloud can’t cross! Your job is to destroy these defences so that the cloud can continue its conquest.

Basic mechanics are working, the main things missing are enemies that fight back. Better graphics should be on the way, as well as some sound effects.

Workspace, and More Food!

Posted by
Saturday, April 18th, 2009 2:09 pm

Here’s where I’m working most of the weekend. I’d like to clean it up a bit, but there’s no time for that this weekend =). I’ve got an second monitor I could use with xinerama, but that make the timelapse impossible to follow, so I won’t be. On the left is my afternoon snack, tortilla shell things with sliced chicken and Emmental on top. There’s also a bunch of Sambal Oelek under the chicken, just to make it a little bit more interesting XD.

Lunch, food.

Posted by
Saturday, April 18th, 2009 11:49 am

Well, I have my idea, just gotta do it! Yummy lunch:

Well, it wasn’t awesome, but it was okay. More later!

Sammich 1

Posted by
Friday, April 17th, 2009 9:14 pm

The first of many. It may look small, but it makes up for it with lots of cheese.

And yes, it is sitting on top of a stack of encyclopedias, it’s just that kind of food.

Intro. And code.

Posted by
Friday, April 17th, 2009 6:32 pm

Well, this is going to be my third Ludum Dare if you count the mini-LD I did. Previously I used Scheme/SDL/OpenGL, but since Lua’s a language I want to get comfortable with for other reasons, so I’m going to be putting it to use this weekend =).

I’ll be starting simple and working with the LÖVE engine. I have a bit of code already set up for miscellaneous things, which includes a small demo. Good luck everyone!

My Very Own Towlr

Posted by
Friday, April 17th, 2009 5:47 pm

Had to be done. (actually it’s just a hack =p)

Timelapse for Mininode

Posted by
Monday, April 21st, 2008 7:54 am



Strangely enough, very little of the final levels I shipped with are in there. I stopped recording when I rebooted about half and hour before the deadline, so you can’t see me fooling around with sfxr either =(. You can, however, see all the time I wasted on that math problem on Saturday >:).

Final: Mininode

Posted by
Sunday, April 20th, 2008 5:57 pm

My final game is Mininode:


Download the source, Windows binary, or Linux binary (there was a problem with this last one, it should be fixed).

To execute from source, you need mzscheme with OpenGL support, libSDL, libSDL_image, and libSDL_mixer.  Execute with “mzscheme -u game.ss” from the folder. To execute the Linux binary, you need libSDL, libSDL_image, and libSDL_mixer, but you probably already have these. The Windows binary includes all required libraries.

Sunday’s Breakfast

Posted by
Sunday, April 20th, 2008 10:15 am

Well, the family ate all the eggs before I got to them, so I had mini-wheats instead.


More of the blueberry/banana smoothie as well, and some toast.

I actually ate a couple of hours ago, I just didn’t get around to posting until now =). Only ~8 hours to go, gotta make the most of it!

Progress: First Screenshot!

Posted by
Saturday, April 19th, 2008 8:16 pm

After laziness and distraction, I’ve finally got enough of the game coded for a screenshot:


Right now it’s just some nodes pushing around signals when you click on them. Eventually I’m going to add nodes which take different actions  when hit with signals, and build some puzzle elements. Tonight, I’d like to get the tech side of things done, so I can focus on design tomorrow.

Day 1 Dinner

Posted by
Saturday, April 19th, 2008 4:26 pm

Dinner with my family is fried rice!


It’s actually much better than it looks. There turned out not quite to be enough for everyone, so I guess I’ll have a large snack later on.

Re: Distractions Deluxe

Posted by
Saturday, April 19th, 2008 1:14 pm

My solution:

So the problem is to figure out the direction a player (moving in 3-d) has to shoot to hit an enemy (also moving in 3-d) given their positions, velocities, and the speed of the bullet.

The approach I used was to solve the equation

time it takes the enemy to reach a position = time it takes the bullet to reach the position

for the time.

First, redefine the vectors so that they are all relative to the player. This
leaves you with only bullet speed, enemy velocity, and enemy position. The
points in question are the points along the enemy’s trajectory, so express the
above equation in terms of t:


This can be solved with the quadratic equation:


Note that there may be zero, one, or two solutions. Negative solutions reflect hits in the past. If there are no positive solutions it is not possible for the player to hit the enemy.

Once you have t, it is simple to calculate the position.

Edit: forgot the exponent on the bottom of the final answer.

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