About nddrylliog (twitter: @nddrylliog)


Ludum Dare 29
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22

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nddrylliog's Archive

[Postmortem] Lestac

Posted by (twitter: @nddrylliog)
Wednesday, December 18th, 2013 12:15 am

Hi folks! I’ve written a postmortem about Lestac, our LD28 entry, and you can read it over at my blog: http://amos.me/blog/2013/lestac-the-making-of/



Don’t forget to play and rate our entry at http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31947

Also, congrats to everyone who took part in the 28th Ludum Dare! You’re all awesome :)

Play Lestac now!

Posted by (twitter: @nddrylliog)
Monday, December 16th, 2013 8:13 pm

Phew! After 72 hours of madness, Lestac is out there in the wild!


You can PLAY IT HERE and we’ll make sure to rate back!

October Challenge, I’m in o/

Posted by (twitter: @nddrylliog)
Monday, September 30th, 2013 10:21 am

Got a few games under my belt, see http://amos.me/games/ — but I’ve never sold anything :(

Let’s hope this month changes that.

huit – Teaser 2, basic gameplay is here

Posted by (twitter: @nddrylliog)
Monday, April 29th, 2013 10:34 am

Our strategy game is shaping up!

Still needs buildings & lotsa things but we’ll see what we can cram till the deadline!

Map generation + crazy culling done

Posted by (twitter: @nddrylliog)
Sunday, April 28th, 2013 9:57 am

We can now have big-ish map!

Still no actual gameplay except moving around the map and seeing where the three players spawn, but hey, we’re working on it – there’s still “plenty” of time for the jam!

Anyhoo, back to work!

Legithief Post-mortem – complete with images & timelapse!

Posted by (twitter: @nddrylliog)
Wednesday, December 19th, 2012 10:51 pm

I wrote a lengthy post-mortem for Legithief, our Ludum Dare entry.

You can read all about it on my blog!

Progress Report 3 – full level screenshot!

Posted by (twitter: @nddrylliog)
Monday, December 17th, 2012 2:30 pm

You can now use several weapons :)


Screenshot from 2012-12-17 22:28:54

In a hurry, can’t write a lot right now, there’s so much stuff to do!


Progress Report 2 – Gameplay video + Level editor

Posted by (twitter: @nddrylliog)
Sunday, December 16th, 2012 2:47 pm

@nddrylliog reporting here, I just wanted to show off some of the animations @bigsylvain made:

The top and bottom part of human characters are different and can be animated separately. For example, ‘walking-bat’ and ‘punching-bat’ are separate top animations,
and ‘walking’ and ‘punching-foot’ are separate bottom animations, all seamlessly combined up here.

I also made a video of the level editor in action, featuring ducks (as always) and a Musk Ox, courtesy of @eschlagmann!

And after I finished uploading the video of course I made some more improvements to the level editor.. multi-layer editing is in!

Screenshot from 2012-12-16 22:34:55

You can read the code on GitHub, it’s gonna be open-source and it’s built using ooc (my programming language) & a custom framework on top of SDL, OpenGL, Chipmunk, and SDL_mixer.

That’s it for now, folks!


A level editor!

Posted by (twitter: @nddrylliog)
Saturday, December 15th, 2012 10:24 pm

I’m working on our level editor while @bigsylvain is sleeping :) (it’s about 6:15AM here in Switzerland)

Here are a few screenshots:

Screen Shot 2012-12-16 at 5.43.43 AM

Duck attack! Testing mass cloning :)

Screen Shot 2012-12-16 at 6.13.15 AM


The editor has many common features in editor: single select with click, drag to move, click outside to deselect, shift-click to select several objects. Holding ‘ctrl’ while you drag an object snaps it to the grid. Holding ‘d’ and then dragging an object (or group of object) clones them. Delete or backspace removes the selection.

I  might add box-select because it sounds really useful :)

Insertion is minimalist for now, pressing ‘i’ opens a dialog, you can type the item name, like “duck” or “red-sofa” and it appears at the cursor’s position. I want to add autocompletion to that later.

All items are defined using a simple declarative scheme: all of them have a file lik “assets/items/name.yml” with different attributes specifying the appearance, physical properties etc. of the item.

One big thing that’s missing is of course swapping between layers of the game, we have at least 5 different layers, and the item types that can appear in these layers are different, so there’s some stuff to be done. And then of course actually loading/saving levels to .yml files, but that shouldn’t be too hard.

Of course when all that is done we’ll have none of the AI.. :) I’m still far from done, but we’re doing the LD72 so it should be fine.

Progress Report 1 – hum-hummed.

Posted by (twitter: @nddrylliog)
Saturday, December 15th, 2012 5:52 pm

In the spirit of Donkey in Shrek, we preferred to hum you how we were doing instead of saying it. Here’s a small video of gameplay:

A few points:

  • We have lots more art in store + animations, they’re just not integrated in the game yet
  • I (Amos) am working on the level editor right meow, so we can do some sweet, sweet levels
  • There’s actually a good backstory this time!
  • No sound yet, but it’s coming.


That’s it! Enjoy :)

Legithief – or Office Depot? You be the judge.

Posted by (twitter: @nddrylliog)
Saturday, December 15th, 2012 12:21 am

Starting up with some temporary graphics and proper physics thanks to Chipmunk!

Screenshot from 2012-12-15 08:20:25

We’re in!

Posted by (twitter: @nddrylliog)
Friday, December 14th, 2012 3:51 pm

We’re in!



Ludum Dare #22, #23, and #24 were a blast, so we’re in again!

This time, we’re going to use:

  • Language: ooc
  • Libraries: SDL, OpenGL, ftgl, freeimage
  • Graphics: Photoshop, Illustrator, Gimp
  • Music: SQ01, Steinberg Wavelab 7

Good luck to everyone, have a merry LD 25! Can’t wait for the theme!

Establichment Post-mortem

Posted by (twitter: @nddrylliog)
Tuesday, April 24th, 2012 10:13 am

Well, it’s been a wild ride, but I’m happy to present you my LD23 entry:


It’s the second time I enter LD: last time I created Lonely Planet with Einat Schlagmann and Sylvain Wenger.

This time, I was alone, but I still tried to learn the lessons from my last try. Here’s a little run down of what happened!

What went wrong

  • Pivot – My initial game idea was a simulation game where you would control banks and real estate and optimize your profits based on curves, variations, supply/demand, devise various strategies etc. Halfway in I realized 1) I had no idea how to expose that UI-wise, 2) It would take way too long, 3) It wouldn’t have been fun! ie. I was not looking forward to make it or to play the resulting game.
  • Time – Oh god, I feel like I have done an “LD 23h” entry! As opposed to LD22 where I spent almost all the 72h productively, this week-end was loaded socially, and with road trips: I was so impatient to hack that I stopped at gas stations on the highway to add features :)
  • Graphics – I did placeholder graphics in the Gimp by painting, with which I have almost 0 experience 😀 I ended up with a tree I like, though, and the final version of the portals doesn’t look too bad. Also apparently the aliens make people laugh! But overall, I wish I had a lot more time to spend on that. For next LD I’ll settle on an idea a lot faster and spend more time doing art and coding.

  • Morale – It was a lot harder to find the motivation to go on, compared to the last LD. I think it’s because working alone really takes a toll on you. I did have a few supporters on Twitter, but no testers or people to collaborate with.
  • Gameplay – Most of the game elements were hacked together in the last 3 hours, as a result some levels are cool and some are a bit more boring/too hard in the beginning and then too easy.

What went right

  • Tools / Game engine – Like last LD, I’ve been using a stack I have almost entirely created myself: the ooc language + library bindings (SDL, cairo, OpenAL, libvorbis) and of course custom code. I extracted some of my LD22 entry’s code into a new library called ldkit. Right now it’s mostly code rushed together with little design, and there’s still a lot of code that could be reused in establichment itself (intervals, all the isometric stuff, things being updated, having positions and that can be found in a certain radius/rectangle, etc.). Hopefully I’ll be more prepared for the next LD, but isn’t what we all tell ourselves? 😉
  • Music – Like everything else, I had to rush it, but I’m actually happy with how it turned out! I recorded the full theme by myself (playing the piano / guitar + singing 2 voices) in my home studio using Ardour, with good mics and preamps and a Yamaha keyboard, and I think it gives the game a dreamy ambiance, I loved it! You can listen to a high-quality version here.

  • Sound effects – I had to record most of them on the spot with the crappy built-in mic of my laptop, so I had to use Audacity’s “noise removal” feature, which makes them a bit weird.. but overall, it has sound! Something most people complained about in my LD22 entry. So, yay! (Also the “You don’t have enough money to buy that item” sound, aka “nope.ogg” is fantastic, a bit Nintendo-ish!)
  • Windows build – For LD22 I worked under Linux and it took me a day or two to come up with a Windows build. This time it only took me an hour or so, it was all very easy, ooc starts to be a friendly language to code games in! The resulting zip is a bit larger than the Linux version because most .dlls are packed in, so it runs out of the box. I have given up on the OSX build for now though, since OpenAL is a pain in the ass on OSX, and since I still don’t know how to bundle things correctly. Oh well.


I think the resulting game is pretty average, it could be vastly improved by spending only a few hours adding new gameplay elements and adjusting level design. If there’s interest, maybe I’ll do it!

But on a personal level, I’m pretty proud at the achievement, it’s my first isometric game, and in the time that I had I think it’s still pretty impressive.

Download Establichment 0.1 now for Windows or Linux, along with the source in ooc :) (Note: assets live in a separate repository).

You will love this gorgeous platformer.

Posted by (twitter: @nddrylliog)
Tuesday, December 20th, 2011 10:24 pm

I am happy to announce that Lonely Planet is now available on Windows, OSX and Linux!


Screenshot 1

We put a lot of love into this game, and we are confident you will like it :) Please test it and rate it if you can!

Love, the Lonely Planet team <3

Lonely Planet for Linux

Posted by (twitter: @nddrylliog)
Monday, December 19th, 2011 9:18 pm

Hi all :) It’s been a craaaazy 72 hours, and here’s what we came up with:

Ludum Dare #22 – Lonely Planet – Full gameplay video

And here’s the level editor I developed during the game:

Ludum Dare #22 – Lonely Planet – Level editor

I’m too tired to write anything meaningful related to the development process, but I just wanted to mention that this has been developed from scratch on top of cairo and GTK, in ooc – a language that I have designed and implemented mostly myself in the past 2 years. This was a nice occasion to put it into practice!

I’ll glady comment more on it if there’s interest, just leave a comment if you want to 😉

Lots of thanks to Einat Schlagmann and Sylvain Wenger for the art, you’ve been awesome! (especially LAST MINUTE KITTEN UPDATE) Looking forward to the next LD!

All the code and art is available at https://github.com/nddrylliog/alone :) Have fun!

How full of fail can a win animation be? This full.

Posted by (twitter: @nddrylliog)
Monday, December 19th, 2011 2:32 pm

See by yourself!

Ludum Dare #22 – Progress report 4


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