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Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 27
 
Ludum Dare 24
 
Ludum Dare 22
 
Ludum Dare 21
 
Ludum Dare 20

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One progress report before bed.

Posted by
Saturday, August 23rd, 2014 12:30 am

I’ve got the basic code up and running for creating planets, and having them orbit based on a base linear velocity and their current distance from the star. Next step is to add controls for changing that distance, and then I move on the making the planet itself rotate upon its axis and tracking a point on the surface at the pier for the Rainbow Bridge!~  Before this, though – I sleep.

First screenshot of LD#30 submission The Bifrost Project

First screenshot of LD#30 submission The Bifrost Project

Better late than never – I’m in!

Posted by
Friday, August 22nd, 2014 9:55 pm

Woke up from an accidentally long nap after work, only to see the competition had started without me!  How rude!  I don’t have a huge amount of free time this weekend, but I’m going to try my best to finish an entry anyway.  In my past LD efforts I’ve always worked with some form of Python – I’m going a new route this weekend and working in Javascript, to go alongside the efforts I’m making with #JS13k.

My game has been titled “The Bifrost Project” – for the moment I’ll leave it to your imagination as to what that might be about!  Once I get a bit further along I’ll post some screens, and a link to the working prototype!

Good luck everyone!

Making an attempt to be in.

Posted by
Saturday, December 14th, 2013 10:23 am

Coming out of a really rough work week, I managed to sleep for about ten hours and I still feel horrid… but I’m gonna try to create something this weekend!  Still just starting out with the idea phase, but I’ll probably work on a rogue-like using Python/Pygame.  Great success for all!

Breakdown Countdown – LD#27 – Complete and Submitted!

Posted by
Sunday, August 25th, 2013 6:35 pm

And that’s a wrap!  Congrats everybody who participated!

I’m SUPER-DUPER excited because this is my first ever TOTALLY complete LD entry ever!  I managed to implement, I believe 100% of the features I planned!  I improved the art and sound a bit at the last second, all my controls work, and I’m not aware of any bugs! (I’m sure someone’ll find something…)  Even if I get the lowest rating in the history of LD, I’ll consider this to be a huge success!

I’ve got my code up, but haven’t squished it down into an executable for y’all yet.  I’ll try to do that tomorrow!

I look forward to playing and rating tons of games in the coming weeks, especially since many of them will be short enough for me to test them in slow moments at work.

…Speaking of which, it’s time for me to get some sleep.

Oh right, have a link to my entry!

SHAZAM!!!

I’m “DONE”!

Posted by
Sunday, August 25th, 2013 3:51 pm

My game is fully playable and, so far as I can see right now, bug free!  As you can see in this screenshot, though, I need to put the scoring into the game itself – right now it just shows up in the console.  Also still like to redo my temp art… there might be time for it.  Also more sounds?  That’s low priority.  Probably won’t happen.

Breakdown Countdown Screenshot4

Breakdown Countdown reaches (vaguely) playable state!

Posted by
Sunday, August 25th, 2013 12:05 pm

Hooray!  The main game logic in now implemented!  There may yet be some tweaks in store, but the base game is now playable!

Still left to do:  Improve art, improve UI information so it makes more sense to players, more sound, and some time of end game message, hopefully with a score.

Here, have a screenshot of the first ship constructed!

Breakdown Countdown Screenshot3

Breakdown Countdown update with 2nd screenshot

Posted by
Sunday, August 25th, 2013 7:43 am

So I ended up going to sleep at 4-ish last night and not getting back to work until 9-ish.  Just over 10 hours remaining now, and there’s a lot of code left to write. On the down side,  the way I code takes a while to get to a point where it’s possible to really test or see much of anything.  On the up side, once I get to that point, things can come together really quickly!  Hooray robustness!

In the past half-hour or so I’ve finally hit that point!  My parts draw on the screen, and I’ve got about half of the user input handled.  Now all that’s left to implement is the actual game rules for how to attach rocket parts, and then to figure out how to score the game.  I’ll also need some way to display the final score, which will be a burden since I haven’t prepared anything for that.  That comes last though.  Play first, scoreboard last.

Here’s a screenshot of my game with the timer going and my lovely programmer art properly rendering to the screen.  What you can’t tell from this is that I’ve also added a few basic sound effects!  Yay for that!

Breakdown Countdown Screenshot2

Green Wizard Needs Nap Badly!

Posted by
Sunday, August 25th, 2013 12:27 am

I’m making solid progress – got all the code in place for displaying the various ship pieces.  You’d think I’d learn to do LD in something like Flash which is much more suitable for rapid prototyping… but no.  I have to develop a new blit routine ever time.  Ah well… it’s done now.  Next step is to handle user input, and the data structures for storing the game board.  Last will be the game logic for how to connect things and how the final result is scored.

If somehow I get all of that done with and have time to spare, I’ll try to make some more art-y art.  Don’t hold your breath though!

I’ve decided not to push myself through the night.  As much as I’d love to get this finished, I am going to lay down for a little while.  I’m setting my alarm for four and a half hours.  Wish me luck on waking up to it, eh?

…As I typed that I second guessed it.  I’ve set my alarm still, but I’m going to try to see if I can push through it anyway.  If I pass out in my chair, so be it!

Programmer Art is BEST ART!

Posted by
Saturday, August 24th, 2013 10:11 pm

Since I’ve decided to try to stay awake and busy tonight, it’s time for me to check in with another update!

I spent far too long fiddling with my countdown clock – but now I’ve finally moved on and drawn up my lovely test pieces.  Behold!

Parts - Breakdown Countdown

Breakdown Countdown, First screenshot ready!

Posted by
Saturday, August 24th, 2013 6:05 pm

 

 

 

We’re now half way through the 48 hours, so I thought I’d best share my first screenshot!  Let’s hope the next update involves gameplay!Breakdown Countdown Screenshot1

Sooo… yeah.  I went to bed last night and slept.  I slept a whoooole lot.  I then spent a while today sitting around pondering the theme.  And another while just playing Minecraft.  Finally, about an hour ago I started actual code and art work on my submission!  My self-direction question now is:  How long do I have to work before I end up sleeping again?  Maybe I can somehow pull off 25 hours of straight work?

Anyway!  My game is called Breakdown Countdown!  The back-story goes something like this:

The greatest accomplishment in the history of our people is only seconds away!  We’re finally going into space, to explore the great unknown!  The countdown timer ticks away… Media from all over the globe has swarmed to our space center.  T-minus 24 hours… The World President has arrived to watch the launch in person!  T-minus 1 hour… Our brave astronauts are sealed away in their capsule.  T-minus 10 minutes…  The fuel lines are removed, the hatched are locked, all systems are go.  T-minus 1 minute… WHAT’S THIS?!  Through some cartoonish twist of fate, our mighty space-faring ship has suddenly collapsed into pieces on the launch pad!  It’s too late to stop the ignition sequence!  Quick, send the engineers in the put it back together as best they can!  It’s all riding on their skills now!  T-minus 10 seconds…

Aaaaah! Okay, I’m in!

Posted by
Friday, August 23rd, 2013 5:45 pm

I’m super exhausted already, but hyped about trying to compete again!  Most of my last few LDs have ended in me giving up because of illness or exhaustion… but I need to do this!  I’m teaching Game Design again this year, so I’m hoping this weekend’s efforts give me something nice to show my students.

Tools:

Probably GIMP, bfxr, Python, pygame, and MS Paint.  That’s my usual route, at least.  I’ll think about it more after I pass out, which hopefully won’t be until after the theme is announced.

I’m in. Minimally.

Posted by
Friday, April 26th, 2013 7:31 pm

Minimally.  Or maybe a bit more than that.  Seems like the theme is getting a lot of flack, but it was actually my top choice!  I don’t know what I hope to make yet, though.  Probably just going to brainstorm tonight and get to work in the morning.  Good luck all!

In: That’s what I am.

Posted by
Thursday, December 13th, 2012 6:35 am

Coming back for… what?  My 5th Ludum Dare?  Not sure exactly.  As always, it’s timed at a very awkward point for me, but that’s just how things go.  I’ve accepted it by now.  Assuming all of the parts that I ordered for my new computer get in on time, and they all work, and I don’t have too much troubling setting it all up, installing an OS, etc. I should be in!  Good luck everyone!

Probably my last little update before the deadline

Posted by
Sunday, August 26th, 2012 2:23 pm

Game mechanics are finally coming together, plus I’ve cleaned up a lot of the interface.  Still haven’t really worked much on actual content though :(  Let me run through real quick and list off everything that is currently working…

Start a new game, travel around the map, initiate battle, use attacks, flee, deal and receive damage, move use counters being limited and depleting properly for you and enemies, kill/die, win/lose battles, gain item drops based on drop rates, use items from inventory, view inventory…

What are the key things still missing, mechanics-wise?  Switching active Evomemes in battle, Save/load game, attack accuracy/evasion, exp gain if it’s not item-based… that’s all I’m coming up with.  We’ll see how much I can get done with ~3 hours remaining.  A lot of stuff I could try to show you, but… no screenshot for now.  Sorry!

Red Bull + Daft Punk = ???

Posted by
Sunday, August 26th, 2012 10:34 am

Well, today got off to a rough start.  Low energy, lots of distractions… Still, I’m making progress.  I’ve got the core combat mechanics done with, and I’ve finally gotten my damage formula tweak’d to something that seems right to me.  Needs a lot of messages to the player so s/he can know what’s going on, but the functions themselves are working.

Next up, exp gain, item drops, and the whole inventory system!  Eek!  That’s a lot for roughly 7 hours.  GO GO GO!

Also, have a screenshot of a functioning battle:

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