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I hate level design

Posted by
Sunday, August 25th, 2013 11:38 am

Much to my surprise, I actually finished the mechanics of my game with time to spare.

Now I just need to design my levels…. ugghhh… This always takes me so long.

But this looks like a promising game!




Posted by
Saturday, August 24th, 2013 7:09 pm

Oh man, the Jam is half over, but I still have so much work.

I think next time I’ll try working with something other than Java, maybe something more suited for games.

In any case, I have a lovely screenshot (although everything looks quite different in motion)


I’ll try to finish the whole structure tonight, so that I can focus exclusively on level design tomorrow


Making…. an image editor?

Posted by
Friday, August 23rd, 2013 8:59 pm

I’ve always been curious about making games using lines

I’m an…. okay programmer artist, but I need time. Something which I don’t have in LD48

So this time around, I’m gonna be playing around with art from lines

And to make my art, I need an image editor





Posted by
Friday, August 23rd, 2013 6:38 pm

10 seconds…. Huh. I think everyone and their uncles are going to be making games of very short, very stressful WarioWare style 10 second mini games. Perhaps platformers where each small level must be completed in 10 seconds.

I don’t want to impose some 10 second time limit on an otherwise regular game. I want the period of “10 seconds” to be a defining characteristic of the mechanics of my game

40 minutes in and I think I have a neat idea. Cool.

Good luck to us all

Done! I present, “the sunset”

Posted by
Sunday, April 28th, 2013 8:47 pm

This was my first LD48, and I gotta say, it was a lot of fun.

I noticed that I had to code way differently for this competition than I normally do. For example, I used way more “magic numbers” in my source, and I put little snippets of code in classes that don’t make sense. I also have huge blocks of “commented out” bits.

But that’s what’s kinda fun about this competition, thinking on your feet, making spaghetti code to fix bugs, cutting your losses when time is running short, etc. It was certainly very exciting.


Now, the game: More than just making a simple platformer, I wanted the game to feel “minimal” in its aura, and not it’s construction. It’s a small, calming platformer-adventure.

Download the .JAR or play the Applet here:


Sort of coming together….

Posted by
Saturday, April 27th, 2013 5:51 am

I still have lots to go, but at least I have enough to show a screenshot.

Let’s hope I can finish this thing.


Minimal… Hmm..

Posted by
Friday, April 26th, 2013 7:17 pm

This is a strange theme. I don’t really like it, but that’s not really the issue, now is it?

Considering the constraints, it will be a good challenge to make something that stands out.

There’s no fun in things that are easy :)

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