Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

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About Milo

Likes food, water, oxygen, etc..


Ludum Dare 27
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MiniLD 40
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Milo's Trophies

Qeelom - xCode user
Awarded by Peter
on April 24, 2012

Milo's Archive

Force Quit Xcode by Accident = Blog Post Time!

Posted by
Monday, August 26th, 2013 11:56 am

Well, progress is still being made; I have “decent”* graphics, and the levels are starting to be somewhat interesting. I think I’ll have something which is fine enough for the Jam though. Right now, the ninjas are throwing weapons at buttons to cause platforms to move, hitting multiple things with one throw, and kicking up dust when they run. Also, there are 6 (mostly tutorial-ish) levels – all to be completed by the ninjas in 10 seconds or less.

(*many other people would call them “programmer” graphics)

Jam Time!

Posted by
Sunday, August 25th, 2013 7:24 pm

Well, my game wasn’t exactly “finished” by the deadline (nor was it particularly unfinished), but I didn’t have all the levels I want or any graphics whatsoever (well, black circles for ninjas, red squares for enemies, and black rectangles for floors and walls and stuff). If I hated my game, I’d probably have submitted it, but I think it’d be better to do some polishing, make some more interesting levels, etc.. – then I might have a good game.

Systems Up And Running/Ninja-ing…

Posted by
Sunday, August 25th, 2013 12:39 pm

Well, this feels a little late to be getting the back-end done, but hey, there’s still more time in the compo. At the moment, I have just finished adding the final touch to the engine, making there be enemies to kill – and of course, adding the means to kill them. The same system should work to create levers and such as well, which should make interesting gameplay. Maybe.

So, all I have left to do before I have a game is make the levels. (Of course, that’s not exactly “easy” given that my levels will probably involve a lot of motion) Of course, I’d like to have a pretty looking game, but… uh… ninjas don’t care about that sort of thing.

Well, my game still consists mostly of a blue screen Рbut now there are black objects on it! And it *should* have all the back end it needs except for adding some enemies to kill (which should be relatively easy).

Unfortunately, the ninjas are now visible and can’t walk. So they’re not so good at being ninjas. (Though they can, oddly, fly)

Woo! A Blue Screen! (An Intentional One!)

Posted by
Saturday, August 24th, 2013 7:15 pm

Well, my game consists mostly of a blue screen at the moment (to be sure, it is a blue screen with a useless back-end). I’m beginning to wonder if my goal of “make this game look better than the last game I made in only one of the days”.

But then again, my game is about ninjas. They¬†want you to think the screen is empty. So, all in all, I’m gonna call this a great success.

Codename Mississippi-10

Posted by
Friday, August 23rd, 2013 7:10 pm

An Informative Concept Drawing

My plan is to make a game where the player controls a flock* of ninjas with various abilities presented with the following task: Kill everything on screen and get off-screen within 10 seconds. The ninjas will be controlled via a timeline, so everything’s planned ahead of time and can be controlled very precisely (because these are ninjas – no mortal can hope to control a flock of them at the same time!). I’m hoping that this will lead to interesting (and difficult to program!) possibilities for level design (though I wish “level design” weren’t a thing I had to say) – like having two enemies be in planes and having a single rock thrown at them strike both if they’re in a line above the ninja, which they will be for only a brief instant (i.e. enough for a ninja).

Besides, I’ve already done the hardest part for this idea of a game: I’ve named it in a “clever” way!

*I believe this is the technical term

Okay… okay… I’m okay…

Posted by
Saturday, April 27th, 2013 9:09 pm

I seem to have a fairly nice concept. I’m worried that it’s not original (because there’s a whole lot of puzzle games out there, only a small proportion of which I have played), but basically, my game is a puzzle as follows:

The game is a grid with various cells. Each cell can either be empty, positive, or negative. A non-empty cell also has an orientation and various links to other cells. A cell may only travel in its orientation with all of the cells linked to it. Collisions between two like cells is illegal and collision between positive and negative yields an empty cell. The goal is to put all the cells into a rectangle from some starting position.

I have the engine done and the graphics (which are laughable – er, I mean minimal). I’ll probably add random level generation (which shouldn’t be too hard) and audio, but other than that, I think this will be a nice small, but tidy game.

Time to Start!

Posted by
Saturday, April 27th, 2013 12:31 pm

It’s a good thing that the theme is “Minimalism” because I’ve never had this little time to work on my game (since I’ve already scheduled away tomorrow too).

I’m In?

Posted by
Thursday, April 25th, 2013 7:35 pm

Well, no, there’s no doubt in me being “in” – I’m going to try if nothing else. However, I seem to have accidentally scheduled most of my weekend away already (I blame my friends. They don’t program enough to consider this weekend sacred). So… I might have to rush this game – rush it more than I usually do. But that’s okay because there’s really no (reasonable) minimum amount of time in which one can make a game. I’ll probably go back to using Processing, because I haven’t quite gotten the hang of packaging things with SFML.

Physics: Real World(ish) Style

Posted by
Saturday, February 23rd, 2013 1:44 pm

Apparently, it takes some effort to make a physics engine that mimics some of the nuances of the real world. Namely, the whole thing with making surfaces act like they’re slippery is somewhat challenging to do seamlessly. I think I’ve got the physics down now, but my game is basically a diagonal line (above which is the color #FFFFFF and below which is #00FFFF) which has very little friction and a little player (who I call “black box” on account of him being a black rectangle) who falls down it. My game, now, could be aptly titled “ULTIMATE SLIDING SIMULATOR”, but I think I’ll be a little more ambitious than that.

(I’ve also made a neat data structure so I can generate the world in whatever chunks I wanna and can make the world arbitrarily large. That’s not nearly as exciting though. It’s got a few bugs, but they’re of the nature “If the player attains a sufficiently high velocity, the world around them will generate 1 frame too late and they’ll either crash the game or pass through a solid surface”

Snow and Homework!

Posted by
Friday, February 22nd, 2013 3:18 pm

Well, I forgot to actually do my homework before today (and still haven’t done it. Solution: I will stay up until I’m too tired to program, then I will do my other work!). So, from this, I have two sources of inspiration from the real world: Snow and homework. Now, one of those things is fun, so I’m going to make a game about it. I noticed yesterday when I was outside that snow is pretty interesting. Namely, if you’re trying to move from point A to point B, the fact that the snow I was on was icy and tended either not to support my weight (which made me slow and annoyed) or be slippery (which made me lose my balance). Yesterday, the snow was kind of annoying, but it’s not always that way – it’s fun to slide down slopes and to build stuff in the snow, so I’m going to make sure I get stuff like that in. I’m thinking that I should make a survival-ish game (except I want to encourage movement because that’s where snow becomes important).

(And if I’m really on top of things, I think it’d be awesome to make it so that if there’s a high ledge or chasm your want to reach, you could build a slide with a jump and get to the other side)

EDIT: MiniLD #40 Has Ended

Posted by
Wednesday, February 13th, 2013 3:44 pm

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