About negativegeforce


negativegeforce's Trophies

The Truck Hugger Award
Awarded by JamesDM
on December 8, 2008
The "We don't need no stinking options!" Award
Awarded by keeyai
on April 24, 2008

negativegeforce's Archive

first hours

Posted by
Saturday, August 27th, 2016 8:22 am

Not bad so far with about ~5hrs of work.  It has music and a story.  Both a first for me in an LD compo.  Amazing.



been a long time

Posted by
Friday, August 26th, 2016 6:19 pm

Haha why am I even here?  My first compo was in 2007 and my last was in 2011.  I’ve never made anything worth a damn.  I am going to see what my new development skills can do.

Unity 5 + various 2D extensions
Visual Studio 2015

My Amazballs rig (i7, 970, 32g ram, 512gig 950 Pro m.2) feeding a LG 34UC98-W Monitor

1.75L bottle of Jack Daniels

So lets see what happens.

Brain Food

Posted by
Saturday, December 17th, 2011 1:11 pm

While thinking of what to create I made a chicken wrap !

My Cave

Posted by
Saturday, December 17th, 2011 11:29 am

Getting my seat warmed up :)


Food Run

Posted by
Saturday, December 17th, 2011 11:12 am

Getting ready for a late start on LD 22. First things first – a run to wal-mart for some LD grub.


Posted by
Sunday, May 1st, 2011 8:20 pm

I am actually amazed I somewhat finished a game.  I only put about 10hr of work into this entry.  I literally added all the enemies that you see in the game in the final hr of the competition.  Hope you enjoy my game/timelapse :)


My Final Entry Link: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=55





first progress shot

Posted by
Sunday, May 1st, 2011 3:48 am

Worked for about 4 hr tonight.  So far I have a simple tile map with basic collision detection and an invisible NPC that reminds me what the theme is.

meal b4 code

Posted by
Saturday, April 30th, 2011 9:25 pm

Today I had to do a few things other then work on my ld20 game.  Luckily I still have about 22hr left.  I did come up with the game I want to make and ate some of my friends good food.

Giving it a go

Posted by
Wednesday, April 27th, 2011 12:45 am

I have done a few LD’s in the past.  I have somehow always made the mistake of never really finishing a game.  The last 3 years I have been working as a programmer doing transaction processing work with c/delphi/java/c# and I think I have picked up alot over the years that has made me a much better developer.

Tools I will use this time

  1. LOVE 2D LUA framework
  2. GIMP
  3. SFXR
  4. (Maybe near the end ill try to make some crappy music tracks with various tools)

I don’t really have many ideas as to what I will be developing.  It will rely solely on the  theme that ends up getting voted for.  Lets see what I end up with 😀

final entry

Posted by
Sunday, April 25th, 2010 7:04 pm

Wow, I wish I had about 10 hours left.  I think I may have made a decent game.  Unfortunately, Its not complete.  The only thing you can do in the game is move your boats around from the original island to other islands on the map.  You can also move the boats to the enemy island (red).  That basically kills one of your boats and an enemy boat.

The game doesn’t need much to be functional though, so I am happy to at least get to this point.

  1. island factory upgrade so you can build boats on other islands
  2. enemy AI
  3. some sound



DOWNLOAD LD17 ENTRY : Island Raiders (15mb)



Posted by
Sunday, April 25th, 2010 10:23 am

I got up about an hour ago.  I think i have  a good idea what my game will be now that I have slept on it.

I made some pizza for breakfast 😛


late start

Posted by
Sunday, April 25th, 2010 2:14 am

I started pretty late.  I am using Python Ogre for ld17.  I decided on a sort of boat raiding game where there will be several islands on a map and the player has to move their boats to other islands.  It will be a little bit like galagon except its going to be 3d and the game will have some upgrades to the islands and some other stuff I havent thought up yet which should keep it interesting.

Also, I moved into my own house about 3 months ago so I have a new setup :)



updated version

Posted by
Thursday, December 18th, 2008 4:40 am

I realize the compo version had some bugs. One critical bug was I didnt set the frame delta float variable. So when the game loop updated the positions of the player the player was teleported 10 trillion light years away because the delta was so high.

With version 2, there are now 2 levels and a respawn feature. For anyone that had problems with the compo version, I don’t think it would be a problem to vote with this version if you only play level 1.


http://impellerhead.com/gamedev/ld13_negativegeforce_v2.zip 4.0mb

a bit late, but done!

Posted by
Sunday, December 7th, 2008 8:13 pm

Ok, I am about 10 minutes late.  I had to clean up everything bundle into a zip.  I only had time for one level, BUT you CAN modify or replace the level.  There is a level definition file named level1.txt if you want to peek at it.


arrow keys to move the character.
run across the road avoiding the trucks.
get close enough to the green box, and you win!

http://www.impellerhead.com/gamedev/ld13_negativegeforce.zip 3.4 MB

almost there

Posted by
Sunday, December 7th, 2008 3:34 pm

Well, it seems I almost have a fully functional “game”.

I wasted about 10 hours trying to figure out how to integrate the ragdoll physics into the Ogre engine.  I broke down and tried using the OgreOde ragdoll example, but compiling is a nightmare with different versions of Ogre and ODE.  So I decided to scrap that for now.  Instead of ragdoll physics, the player basically lays down flat on the ground.  Its good enough I guess.

Since I wasted alot of time on the physics I have to cut some of the features such as curved roads.  I have to integrate sound into the game still and some sort of menu for game startup and death.  Then ill try making at least 2 more levels.  So I think a total of 3 levels will be good enough.

More apple pie and tangerines :D.

1st milestone

Posted by
Saturday, December 6th, 2008 4:45 pm

So, after a few hours of mucking around I have a basic scene with all the elements required for the game.  I just need to add collision detection.  Aligning the cars to the road normal directly under the car is probably sufficient enough.  The player will just walk ontop of the level.

I would really like to add rag doll physics to make the event of the car hitting you a bit more dramatic then a game over screen.  That is going to be my primary objective in the next day after adding the basic collision detection.  That way I wont have to scrap my entry entirely just because i dont have physics implemented.

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