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Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 7 days, 19 hours, 27 minutes, 15 seconds
  • October Ends: in 8 days, 19 hours, 39 minutes, 15 seconds
  • Ludum Dare 31 begins: in 43 days, 20 hours, 27 minutes, 15 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]

    About Nehmulos (twitter: @Nehmulos)


    Ludum Dare 27
    Ludum Dare 26
    Ludum Dare 25
    Ludum Dare 25 Warmup
    Ludum Dare 23

    Nehmulos's Trophies

    Nehmulos's Archive

    Last min.in

    Posted by (twitter: @Nehmulos)
    Friday, December 13th, 2013 2:16 pm

    I’m going to try something, though I’m not overly excited this time.
    Either going to use the code of my last LD48 game as a base,
    or the js code of my game from 1 year ago.

    C / SDL2: repo
    JavaScript (outdated customized cocos2d-javascript): repo
    OS: GNU/Linux
    Tools: outdated Eclipse CDT, emacs, gimp, bla bla bla same as in my old posts

    Last hour in

    Posted by (twitter: @Nehmulos)
    Friday, August 23rd, 2013 5:12 pm

    Will most probably use one of these old games as basecode (I’ll remove the game parts and leave the framework stuff in):

    C & SDL2 (only 90% upgraded): year-of-the-maya@github
    JavaScript & Cocos2d-javascript: local-mastermind@github

    Didn’t prepare at all, but what could possibly go wrong?

    Might be in

    Posted by (twitter: @Nehmulos)
    Friday, April 26th, 2013 12:10 pm

    Not sure if it’s going to be something.
    I did not prepare at all compared to the previous contests.
    I’ll copy one of the following repositories as basecode:

    Html5, Javascript: github-repo
    C SDL: github-repo
    Rust SDL or OpenGLES: github-repo

    Obviously I will throw away the existing games and only use the technology utils part of the code.

    If I feel like it I might use SFML and C++ without any basecode except from my eternally unstable monster of a serialization library.

    Other Tools like always:
    Gfx: gimp, inkscape
    Editor: gedit or Eclipse (might try emacs for Rust)
    Sfx: that flash tool everybody uses, autotracker.py
    Timelapse: neosam’s scripts, his ld-profile

    Set sail for fail!


    Timelapse is up

    Posted by (twitter: @Nehmulos)
    Tuesday, December 18th, 2012 4:30 am

    The Timelapse for my Town simulation “game” is up:

    It’s alive

    Posted by (twitter: @Nehmulos)
    Sunday, December 16th, 2012 6:09 am

    and it’s moving!

    Video update

    Posted by (twitter: @Nehmulos)
    Sunday, December 16th, 2012 5:27 am

    progress so far:

    Got a procedurally generated city, but that’s about it
    (well there’s some ui, camera, a* and unit selection code, too).

    I’ll try to generate some citizens with fixed schedules (got to NodeX, stay there for Ytime, go to Node Z, cycle).

    After that I’ll give the player the ability to hire citizens and modify their schedule to collect protection money, beat up people in the park and other stuff like that.

    Oh yeah I’m in

    Posted by (twitter: @Nehmulos)
    Friday, December 14th, 2012 2:23 pm

    After I made my warmup game (play) here’s the obligatory I’m in post:

    Html5 Warmup game

    Posted by (twitter: @Nehmulos)
    Friday, December 14th, 2012 1:47 am

    I made a warmup game with cocos2d-javascript!

    Play directly here


    More info: ld-warmup-page

    Random info about the latest basecode changes: in this ludum dare post

    Html5 Base-App

    Posted by (twitter: @Nehmulos)
    Sunday, December 9th, 2012 10:37 am

    This weekend I created the base that I’m going to use for the next Ludum Dare.
    It uses cocos2d-javascript for graphics, box2d.js for physics and a custom Audiomanager.

    If you want to get started with cocos2d-javascript, a look on my source code might be useful for you, since the tutorials are outdated.

    I have a custom PhysicsNode class that provides a simple constructor for box2d shapes and synchronizes a cocos2d graphics node with the box2d.body.

    Preloading images
    I modified cocos2d-javascript to allow simple resource preloading from javascript.
    Earlier versions required you to use the cocos2d commandline tool that merged all your files.
    Now you can just write this in your Application.js file:

    registerResource("images/myimage.png", "image/png");

    The custom Audiomanager first checks which codecs are supported,
    when you give it an audio file to preload it will use the first url for a supported format:

        "ogg": "audio/blub.ogg",
        "aac": "audio/conversions/blub.aac"

    Then you can play it with using the given alias


    The repository also contains a small bash script that converts all ogg files in the audio directory into aac and wav files using ffmepg.

    Please feel free to use this base for your own games.
    It’s licensed under the zlib license, which means: do WTF you want, just don’t claim, that you wrote code that was written by others.

    You can test it here.

    I’m out

    Posted by (twitter: @Nehmulos)
    Sunday, August 26th, 2012 5:23 am

    I’m just wasting time and it doesn’t look like there is going to be something playable this week.

    here are screenshots of my progress.

    funny thing: you can see how the number of tabs increases with failure

    I tried too much and failed at very basic levels

    everything is fucked up now I’m out.

    LD 24 I’m in it again!

    Posted by (twitter: @Nehmulos)
    Thursday, August 23rd, 2012 5:41 am

    For the second time I’m in for the compo!



    More tools:

    I’ll be using my base-application code, you can feel free to use it too.

    Also I recently hacked a small modification into my cocos2d-standalone-file so that I can use the resource-preloader to add files without having to add each to the cocos2d.js file.

    In case I want to use Vector maps in my game I’ll create Inkscape-svgs, fetch their vertex-data-string with jQuery, parse it with my SvgParser.js functions and hand it over to box2d.
    Currently this is done in a very simple manner. I must only create convex polygons in the svg, otherwise the parse can’t handle it.
    Also all paths must consist out of straight lines and must not contain curves.
    The easiest way is to use triangles instead of complex polygons.
    I’m thinking about adding triangulation either as Inkscape-plugin or to the parser later, but for now I’ll do it the hard way.

    In case I want to use Tilemaps I can just use cocos2d’s build-in Tiled parser, never did that before, but it sure will be fun to figure out how it works in the middle of the compo.
    It was fun to learn the basics of cocos2d when I participated the last time.

    Input.js and PhysicsNode.js have mostly stayed the same since the last compo, just some small patches.

    I’m also not sure how I’ll do audio, maybe I’ll search a library during the compo, use plain html5 Audio or just make a game without audio like the last time.



    I’m kind of sad that my suggested themes “Nazis and Dinosaurs” and “Celebrities of the 18th century” are not in the top 100, so I’ll just hope for kittens or something else that’s good.

    Also I should stop myself from remembering the theme list, because whenever I do that I just try to think of one game that combines all the themes. That’s not good. It’ll only confuse myself and get me distracted when the actual theme is announced (happened the last time).

    iblic – I’ve been looking for ice cream – Timelapse

    Posted by (twitter: @Nehmulos)
    Sunday, April 29th, 2012 4:10 am

    The timelapse is now available:

    I wrote javascript (cocos2d-javascript) code in gedit. And drew the graphics with gimp.
    I captured 1 screenshot every 5 seconds the video shows 25 of these screenshots per  second.

    I find it a little bit annoying that wordpress does not embed https youtube links.

    It’s over nine… ehh… onethousand!

    Posted by (twitter: @Nehmulos)
    Monday, April 23rd, 2012 12:17 am

    6 hours 2 go + cat added

    Posted by (twitter: @Nehmulos)
    Sunday, April 22nd, 2012 11:28 am

    only 6 hours until the compo ends and my game horribly lacks content.
    It turned out to become some kind of jump and run Adventure.
    There are about 2 minutes playtime on 4 maps with 3 easter eggs (2 rather obvious).

    Oh, and I added something that’s supposed to be a cat:

    I’ll spend the rest of the time to fade out the story and create a ‘the end’ screen.
    This is probably the weirdest game I ever created.

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