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End of day one

Posted by (twitter: @TMirroar)
Saturday, April 16th, 2016 6:09 pm

Day one has been quite productive. Tomorrow will have some more polish and level design. Looking forward to what you all think about this little puzzler.

Here’s a preview of some of the levels:

004280-Ludum Dare 35

004278-Ludum Dare 35

004279-Ludum Dare 35

004281-Ludum Dare 35

If you want to try it ahead of time, get yourself Löve 0.10.1 and the source.

The important stuff is done

Posted by (twitter: @TMirroar)
Saturday, April 16th, 2016 10:57 am

Alright, feels like I’m on track. After 11 hours, I’ve got the basic mechanics, level transitions (and therefore a win condition) and the first “real” puzzle done.

levels

Now I can use the rest of the time for making more levels, general polish, and expanding the mechanics. Which is a good thing, considering I have no experience designing levels for puzzle games. :)

Interactivity

Posted by (twitter: @TMirroar)
Saturday, April 16th, 2016 5:20 am

It’s a start. I’ve got a map, and a “snake” you can drag around said map from both ends.

draggable

Next up: some actual game mechanics. I’d like to have some sort of win condition by the end of the day.

I’m in for LD35

Posted by (twitter: @TMirroar)
Thursday, April 14th, 2016 1:20 pm

After having had a week off, I’ll be joining this LD, yay! Once again I’ll be making Windows, Linux and maybe Mac builds using Löve, working off my usual base code, which I’m in the process of upgrading a bit for this LD again.

Other tools will probably include BFXR for sound and Pyxel Edit for some pixel art, where needed. Should I have time for music, I’ll find something when it’s time.

Let’s have an awesome weekend, everybody!

Obligatory “I’m in” Post

Posted by (twitter: @TMirroar)
Thursday, December 4th, 2014 3:05 pm

It’s that time of the year again (I somehow only ever participate in December), so I’ll be joining this upcoming Compo! My tools will pretty much be the same as last year – I’m developing in Löve (sweet sweet lua), using a self-written base library I’ll probably be tweaking for a bit during the next 24 hours. Graphics will be done with the awesome PyxelEdit or Paint.net where necessary, and I’ll be using sound and music generators (sfxr, rezoner or what have you) if the need arises.

I just spent some time getting groceries so I won’t have to go outside for the upcoming 48-hour timespan. But a good amount of sleep is definitely planned!

I wish all other participants good luck and a lot of fun, this will be an awesome weekend!

tinycactus

Dare to Dig! has been submitted

Posted by (twitter: @TMirroar)
Sunday, December 15th, 2013 7:01 pm

It’s been a fun and exhausting two days, but my game is done and I’m looking forward to everybody’s opinions and feedback.

ss2

May the duck tape gods smile favorably on you! Strike the earth!

Winning the game! Final stretch!

Posted by (twitter: @TMirroar)
Sunday, December 15th, 2013 3:39 pm

For those that did not follow the previous posts, I’m making a digging game  where you’re trying to get to various treasures, but only until only your pickaxe breaks.

I recently decided to change the gameplay from using one giant map to progressing through increasingly difficult levels. This added a much better feeling of progression and needed depth (pun intended) and helped make the game much more fun, in my opinion. But it also led to me having to add some kind of storyline and actual goal to the game. Which is now finally implemented!

progress5 - winning

I imagined it would be bigger…

Looking forward to a few more hours of polishing and balancing, and good luck to anyone else who is still in this with me! We can do this!

On the second day of Ludum Dare, my programming gave to me…

Posted by (twitter: @TMirroar)
Sunday, December 15th, 2013 5:27 am

… only One achievement screeeeeen~!

progress4 - achievements

And here I thought I’ve seen it all…

Anyway, after a good amount of sleep and breakfast I was able to code in a menu, more persistent data and this highscore screen!

I’m thinking of changing the gameplay so that there is multiple levels of increasing difficulty instead of one big map that gets more difficult the further you move down. That should add a better sense of progression and more of a goal to work towards, but it might also “force” me to add more of a story and a final goal to work towards, other than a highscore.

I’ll probably continue polishing for now and decide within the next few hours so I have enough time to implement these changes if I’m really going fot it.

Builds for day 1

Posted by (twitter: @TMirroar)
Saturday, December 14th, 2013 5:29 pm

Alright, I’m quite happy with the current progress. I’ll have all of tomorrow to work on extending the gameplay and polishing it, so I can submit without (m)any worries.

playthrough-3-cropped

You only get one Pickaxe. When it breaks, it’s game over.

For anybody wo wants to try out this as of yet unnamed game, here are the current builds:

Lighting and more stuff

Posted by (twitter: @TMirroar)
Saturday, December 14th, 2013 8:48 am

This feels like some good progress. Got some simple lighting in the game, and you can see areas which you’ve been to in a blueish hue on the map. There’s a score, the pickaxe’s durability depletes whenever you mine something, and there’s a rudimentary game over screen, yay!

Hi buddy. You've been down here long?

Hi buddy. You’ve been down here long?

Next will probably be some kind of high score system, maybe a message log and more stuff to find!

First steps

Posted by (twitter: @TMirroar)
Saturday, December 14th, 2013 5:38 am

Alright, here we go!

It took a couple of hours of brainstorming but I finally have an idea I can work with. You are now the proud owner of a piece of land (ground, really) and you get one pickaxe to mine from it what you can. If (when) it breaks, the game is over. You might be able to use some of the stuff you find to partially repair it, but I’ll come up with the specifics as I go.

I have the basic mechanics of mining implemented. The main goal for today is getting the game to a state where it can be played from start to finish. That way I basically have a finished game and can spend all of today polishing (animations, sound, title screen, etc…)

progress1 - mining

 

Good luck to everyone else!

Oh, also, because I didn’t make any intro post yet, these are the tools I’m using:

“The Office” submitted

Posted by (twitter: @TMirroar)
Monday, April 23rd, 2012 4:53 pm

ckaotik and my game – simply named “The Office” – has now been submitted to the jam. Have fun playing and rating, everone, as will we.

A more thorough post with a timelapse and post-mortem will probably follow, but it’s late enough for now, and sleep needs to be had.

Basic engine seems to be working fine!

Posted by (twitter: @TMirroar)
Saturday, April 21st, 2012 11:36 am

You can create characters! You can navigate through 3 story pages!! There are items you can’t obtain yet!!! And awesome pictures!!!! And puns!!!!!
Okay, I’ll stop now.

Go to http://ld23.pastaandcode.de and take a look!

Getting Started

Posted by (twitter: @TMirroar)
Saturday, April 21st, 2012 1:06 am

Good morning everybody and a happy 10th anniversary to Ludum Dare!

ckaotik and I started about a couple of hours ago, did a bit of brainstorming for ideas and set up our Base Drupal Page. We’re about ready to start hacking away but wanted to let you all know that during the course of this Ludum Dare, you can always visit http://ld23.pastaandcode.de and check out the current progress.
You’ll have to create an account to actually play, but that’s later.

For now, breakfast time!

We’re in for Ludum Dare #23

Posted by (twitter: @TMirroar)
Monday, April 2nd, 2012 4:04 am

4 Ludum Dare’s ago, I went at it alone. Not so this time, as I will be taking part in the jam, joined by my “lovely assistant” ckaotik, a first time Ludum Dare contestant.

Our platform of choice is THIS:
Drupal
We’ll try to use what the platform and modules give us, and write new modules where needed to bend this CMS into a decent game!

Our editor of choice is Sublime Text 2, along with the usual suspects (Paint.NET / Pixelmator / sfxr or the likes) for our non-programming needs.

We’re looking forward to a fun weekend!

“Where can I go now?” — Timelapse and Post-Mortem

Posted by (twitter: @TMirroar)
Wednesday, December 22nd, 2010 12:43 pm

The competition has passed and voting is underway, and I can think clearly again. This 19th Ludum Dare was my first competition of its kind, and I must say I enjoyed it very much.

Timelapse on Youtube (didn’t get it to embed, somehow)

My thoughts are after the break.

(more…)

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